Chaos - Skill Lists - Wizard
May. 25th, 2006 02:10 pmWizard
(101) wizards blessing **
(110) blazing blast ^^
(120) serenity of the sea **
(130) mage armor
(140) zephyr **
(150) iron body
(160) invigorate
(170) tar *
(180) golem ^
(190) acoustic shield
(200) blazing spirit
(210) nonsensical magic *
(220) lightning strike ^^
(230) blur
(240) obscuring mist
(250) grease *
(260) rites of passage
(270) tears of the phoenix *
(280) dancing sparks ^*
(290) meteor swarm ^
(300) stormy speed
(310) lava strike ^^
(320) wizards armor
(330) feeblemind *
(340) temporal gate
(350) demonic temper
(360) true seeing *
(370) dazzling light *
(380) mystical aim
(390) doom ^^
(400) earthen strength
(410) augury **
(420)protection of the elements
(430) frost shield
(440) cube of force ^^
(450) enmity of the enemy
(460) empower *
(470) tidal strike ^^
(480) wild shield **
(490) magical mastery *
(500) supreme strength
'WIZARDS BLESSING'
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Syntax: cast 'wizards blessing' <target>
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This is more powerful version of the bless spell. The Gods
are pleased with your choice to become a Wizard and have shown you
how to bestow a blessing on yourself and others. This spell is
cumulative with bless.
<Wizard> 101
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'BLAZING BLAST'
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Syntax: cast 'blazing blast' <victim>
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This attack spell probably looks more spectacular than the damage
it actually does. A Wizard can create a blazing light and then blast
it at their victim, causing some damage.
<Wizard> 110
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'SERENITY OF THE SEA'
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Syntax: cast 'serenity of the sea'
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The Sea is one of God's finest creations, and one of the most
beautiful elements of Nature. Wizards for millennia have found
themselves time and again drawn to it, and over time have begun to
almost understand, even to become one with, the sea.
Amongst Wizards, there is a rumor that the sirens of the sea will
even speak to some select few at times, and whisper a song in their
ear. When repeated, the song loses much of its natural beauty and
power, yet seems to almost speak back to the sirens, as if it was
an altogether different song. Upon hearing this, the sirens will
create a barrier around the Wizard, and all in their group, allowing
them to breathe underwater, and decreasing the chance of one of them
being struck by an enemy in times of strife.
<Wizard> 120
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'MAGE ARMOR'
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Syntax: cast 'mage armor'
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Being a mage can be a hard life somtimes so you have realised that
you need some extra protection in battle. By learning this spell you
get some extra protection from both weapons and magic during battle.
This spell can only be casted on yourself.
<Wizard> 130
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'ZEPHYR'
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Syntax: cast 'zephyr' <target>
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By creating a small zephyr to help them, or a friend, a Wizard is
able to speed up their movements making it easier to land blows on
enemies while also making themselves harder to hit.
<Wizard> 140
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'IRON BODY'
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Syntax: cast 'iron body' <target>
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Through their studies Wizards have been able to find a spell which
gives a body some iron like tendencies. By hardening up the body they
are able to have some extra protection.
<Wizard> 150
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'INVIGORATE'
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Syntax: cast 'invigorate'
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A bit like an adrenaline rush, a Wizard is able to invigorate
their body making it stronger and more durable. This spell cannot
be cast on others.
<Wizard> 160
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'TAR'
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Syntax: cast 'tar' <victim>
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Using a little known Wizard skill of being able to produce a sticky
resin from thin air, they are able to throw this resin at an enemy.
When coated with this resin the enemy will slow down and find it
harder to hit the Wizard.
<Wizard> 170
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'GOLEM'
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Syntax: cast 'golem' <victim>
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Using an arcane spell a Wizard is able to create a golem to attack
enemies. When cast, only the golem will be able to make main attacks
on the enemy, but will attempt 2 blows each time. The golem only
lasts until the fight is complete.
<Wizard> 180
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'ACOUSTIC SHIELD'
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Syntax: cast 'acoustic shield'
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Having wondered if noise can be used to their advantage, a Wizard
has learnt to meld that noise into a shield which will surround their
entire group. This shield will provide protection as well as making
it easier for group members to hit enemies as they will be distracted
by the noise.
<Wizard> 190
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'BLAZING SPIRIT'
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Syntax: cast 'blazing spirit' <target>
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Reaching into themselves, or a friend, a Wizard is able to harness
their spirit and make it blaze brightly. The spirit will then be able
to provide extra protection during battle.
<Wizard> 200
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'NONSENSICAL MAGIC'
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Syntax: cast 'nosensical magic' <target>
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In a magic that makes no sense, a Wizard is able to cast a stange
spell on an enemy which confuses them during battle. The result of
this confusion is that the enemy hits less with hand to hand during
battle.
<Wizard> 210
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'LIGHTNING STRIKE'
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Syntax: cast 'ligtning strike' <victim>
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Calling the power of lightning, a Wizard can direct this power from
themselves at an enemy. This strike will do medium damage.
<Wizard> 220
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'BLUR'
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Syntax: cast blur
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A Wizard spends a lot of time trying to harness the power of
different elements. In trying to harness the air around them they
stumbled upon a spell that causes their image to become blurred,
giving them extra protection. If grouped, they can also use this
spell to help protect everyone in the group.
<Wizard> 230
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'OBSCURING MIST'
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Syntax: cast 'obscuring mist'
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By summoning a mist onto them and the rest of their group, a Wizard
is able to let them and the group SNEAK from room to room.
<Wizard> 240
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'GREASE'
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Syntax: cast 'grease' <target>
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After summoning forward some grease a Wizard throws it at the feet
of their victim. This causes the victim to start slipping all over
the place and they find it harder to protect themselves from both
weapon and magical attacks.
<Wizard> 250
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'RITES OF PASSAGE'
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Syntax: cast 'rites of passage' <temple>
Example: cast 'rites of passage' min (for minotaur)
Example: cast 'rites of passage' mut (for mutants)
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This spell will allow a Wizard to transport themself to any major
temple city of their choice.
You must type in just the first three letters of the race who's
hometown you wish to go to. Keep in mind that many races are templed
in Twilight currently.
<Wizard> 260
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'TEARS OF THE PHOENIX'
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Syntax: cast 'tears of the phoenix' <target>
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Having spent time with a phoenix a Wizard is now able to bind some
elements in a replica of the tears a phoenix sheds in grief. These
tears have a magical healing ability that can cure the person they
are cast on.
<Wizard> 270
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'DANCING SPARKS'
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Syntax: cast 'dancing sparks' <target>
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Using the elements of fire, a Wizard summons forth some dancing
sparks which attack the victim. While also attacking the victim they
also become more vulnerable to attack whilst combating the sparks.
<Wizard> 280
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'METEOR SWARM'
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Syntax: cast 'meteor swarm'
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By summoning a swarm of meteors, a Wizard is able to rain damage
on all enemies in the room. Due to the area affect of this spell no
target it required.
<Wizard> 290
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'STORMY SPEED'
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Syntax: cast 'stormy speed' <target>
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A Wizard is able to give either themselves or a friend the speed
of a storm. This speed increases the chance of them hitting an
enemy during battle.
<Wizard> 300
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'LAVA STRIKE'
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Syntax: cast 'lava' <victim>
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A wizard is able to call forth lava and make it shoot from the
ground and into their enemy.
<Wizard> 310
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'WIZARDS ARMOR'
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Syntax: cast 'wizards armor'
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A wizard can create a shimmering blue aura around themselves. The
aura gives them extra protection them from both normal and magical
attacks.
<Wizard> 320
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'FEEBLEMIND'
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Syntax: cast 'feeblemind' <victim>
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When cast successfully on an enemy, it causes the victim to be
mentally impaired. This makes it harder for them to hit the
Wizard during battle.
<Wizard> 330
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'TEMPORAL GATE'
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Syntax: cast 'temporal gate' <character>
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This spell opens a Temporal Gate to the target. The gate is much
like the spell Energy Vortex, only with a much longer duration. Due
to this, the Wizard requires at least 1000 mana to cast this spell,
and will be drained of all their mana after casting.
<Wizard> 340
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'DEMONIC TEMPER'
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Syntax: cast 'demonic temper' <victim>
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A Wizard is able to use this spell to grant the strength of a demon.
The recipient gains damage roll in response and does a bit extra damage.
Since they are not as skilled as a necromancer in manipulating darkness
the target suffers an ac penalty and a hitroll penalty in the process.
<Wizard> 350
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'TRUE SEEING'
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Syntax: cast 'true seeing' <target>
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With this powerful spell, a Wizard combines all detection spells
in their repertoire, allowing them to see invisible, hidden, magic,
doors, alignment and in the dark. Few spells in the game match this
for its time-saving effectiveness.
<Wizard> 360
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'DAZZLING LIGHT'
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Syntax: cast dazzling
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By using their skill with magic a Wizard can create a very bright
light that blinds all mobs in the room. Due the area attack nature
of the spell no target is required.
<Wizard> 370
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'MYSTICAL AIM'
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Syntax: cast 'mystical aim' <playername>
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This spell allows a player to attack more accurately as the air becomes
thinner surrounding their weapon.
<Wizard> 380
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'DOOM'
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Syntax: cast 'doom' <victim>
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This spell will bring doom to the enemies of a Wizard, causing
damage as it descends.
<Wizard> 390
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'EARTHEN STRENGTH'
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Syntax: cast 'earthen' <target>
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Using the elements of the earth a Wizard can strengthen themselves
and their allies, allowing them to hit their enemies harder.
<Wizard> 400
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'AUGURY'
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Syntax: cast augury
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Using this spell a Wizard is able to peek into the future. With the
knowledge they gain they will be luckier in their travels as well as
having extra protection due to them knowing what is coming.
<Wizard> 410
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'PROTECTION OF THE ELEMENTS'
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Syntax: cast 'protection of the elements'
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The wizard uses the elements (earth, wind, water, and fire) to give
extra protection against magical attacks.
<Wizard> 420
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'FROST SHIELD'
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Syntax: cast 'frost shield'
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Calling the icy winds of the north a Wizard can bond this wind into
a shield of frost that will surround them.
<Wizard> 430
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'CUBE OF FORCE'
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Syntax: cast 'cube' <victim>
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A Wizard can form a cube around their enemies which reduces the
force of any blows directed at the Wizard.
<Wizard> 440
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'ENMITY OF THE ENEMY'
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Syntax: cast enmity
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With this spell a Wizard can fill the minds of any mobile in the
room with an intense hatred of the room. This causes them all to
leave the room as quickly as possible.
This cannot be cast during combat.
<Wizard> 450
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'EMPOWER WAND' 'EMPOWER'
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Syntax: empower (spell)
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Extremely powerful Wizards can imbue wands with magical essence,
creating powerful artifacts with which to do combat, or even to use
when their mana is drained on a long and arduous journey. This spell
has a limited duration, and is extremely draining to cast, due to the
intense amount of power it takes to create a wand.
<Wizard> 460
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'TIDAL STRIKE'
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Syntax: cast 'tidal' <victim>
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A Wizard is able to call forth the element of water and conjure it
into a tidal wave which is then directed at their enemy.
<Wizard> 470
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'WILD SHIELD'
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Syntax: cast 'wild shield' <target>
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A Wizard can create a shield of wild magic to help them with their
defenses. The magic adds and extra 10% to your current armor class.
<Wizard> 480
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'MAGICAL MASTERY'
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Syntax: AUTOMATIC
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Warlocks and Bards are masters of magical energies and have learned
to gain limited control over the chaos which guides most magic. With
this skill they can in effect cause more surges in their spell
casting, greatly increasing the spell's effect.
<Warlock> 480
<Bard> 490
<Wizard> 490
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'SUPREME STRENGTH'
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Syntax: cast 'supreme strength' <target>
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A Wizard can give the utmost strength to themself and their allies.
With this ability they will hit their enemies more often and their
blows will be harder.
<Wizard> 500
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