Mage

Wizard - by T.A. Saunders ©2012 v1.1

Summary A practitioner of all Primary Spheres of Magic, but a master of none, the wizard relies on diversity in his or her pursuit of knowledge of the arcane, rather than focusing in a specific Primary Sphere. The vast majority of magi are wizards because of their adaptability to purpose and wide selection of sorcerous skills. They are widely respected and feared across Imarel, in large part to the fearsome acts of power Asyndi have achieved through magic. Wizards favor either robes or whatever clothing is fashionable at the time. They tend to shun armor of any sort, as their power is their protection (and whatever enchantments might be on their clothing).

Class Skills Mana Shield

Because wizards are a favorite target by anybody and everybody in any given fight, every last one is taught how to create a shield from arcane energies to defend themselves. This shield absorbs damage from mlee, ranged and and directed sorcerous damage (but not area of effect) for 1d6 rounds but no longer. This shield does not check against catastrophic damage. (Shield lasts 1d6 rounds and can only be used once per combat scenario).

Arcane Reinforcement

The wizard can opt to focus a great deal of power into a single spell. Doing this increases the spell's ability to bypass mystic defense on 1d6+1 targets at a penalty of +65% to that target's MD. This does not negate sorcerous protection from shielding spells and the like, however. Using the Arcane Reinforcement means the wizard cannot cast any spells for one round while they recover. This skill is usable three times per day. (Focus power to bypass mystic defense with a +65% MD penalty on 1d6+1 targets. Usable 3 times per day).

Sorcerous Exodus

A wizard can enact an instantaneous teleportation of themselves and one person per advancement rank starting at the Wizard rank. The teleportation is such that it will return the wizard and those with them to a predesignated location. What the wizard cannot do, is select who comes along and who gets left behind, if he or she attempts to teleport more people than they are capable of. This skill can be used once in a 24 hour period. (100% safe mass teleport, Wizard +1 person per rank, starting at Wizard rank. Random dice determination for who gets left behind if more than the wizard is capable of transporting is attempted).