The Wizard

  • “I can control this. Just keep me tethered, you damn fool apprentice! I can control all the power of the planes! I am the master! HA!" – Archmage Daldrin, right before he lost his mind and was committed to the Asylum of Mental Health and Research.

    Role: DPS/Support

    Style: Magical damage and shapeshifting. Capable of delivering massive arcane/elemental damage, teleporting, and party enhancement.

    Specializations:

    • Frenzy: Capable of pushing the limits of their sanity, the Frenzy can become a physical manifestation of magic raining down death on their victims.
    • Aspect: Adept at close quarters combat, Aspects can take on elemental forms to destroy their targets or duplicate themselves to call forth powerful sympathetic abilities.

    Through the use of dangerous chaos magic, the Wizard taps into the array of magical energies that permeate Terminus to form devastating spells. They are capable of harnessing the powerful magic called the Terminus Arcana to grant them the ability to teleport themselves and others across the varied climates of Terminus. When not doing this they decimate their foes with a variety of magical disciplines. Regardless of the challenge, a craft wizard can root, snare, blink and nuke his way to victory.

    Be wary when casting spells on a wizard. Whether frenzy or aspect, a wizard's understanding of the magic that surrounds him or her gives them the ability to not only deflect or turn it back at you but to also change the very nature of a spell cast on them or their group. This is one of many reason why those who have survived an encounter with a Wizard often refer to them as the Warmages of Chaos.

    FrenzyYears of wielding the magical powers of Terminus have wreaked havoc on the mental stability of wizards. When not in combat they are sullen unassuming individuals you would not notice as you walked by, however when in the throes of combat they are quite unforgettable. Each cast of a spell, no matter how small, brings them closer to insanity. Dancing on this threshold gives them increased potency, enhancing the damage and potential influence of each spell. If they go beyond this threshold they become a force to be reckoned with. To avoid becoming pure magical energy the Frenzy must anchor themselves to their group draining their endurance with each spell they cast. The more group members available the more powerful each spell. After some time their link to the planar rifts of magic will weaken, draining them of their energy and preventing them from regaining it for a while.

    AspectGiving up the potential power of their counterparts, the Aspect mage has learned to control their sanity. The main way they attain this focus is through an expertise in martial combat. Whether wielding a sword and staff or two blades, aspect mages become one with the rhythm of combat and have learned to channel their energy in incredible ways. By wrapping themselves in a shroud of mana they can take on the form of an element, gaining various abilities while in that form. When not in one of these forms the Aspect has learned how to summon copies of himself and link with them to perform massive spells while keeping their sanity in check. Accomplishing this task requires that the duplicates stay alive long enough to finish channeling the spell. Aspects are not just about tricks and shapeshifting, while they cannot channel spells as powerful as the Frenzy they can channel close range spells that still do significant amounts of damage to their targets. But this is not their focus; the Aspect mage believes in sharing the wealth. They do this by linking with another player’s planar connection granting bonuses to that player while fighting their targets.

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