Wizards

Wizards rely solely on their own meticulously earned skill to cast their magic, resulting in expensive, but highly destructive abilities.

Special Features

Magic Schools

Unlike other spellcasters, wizard spells are separated into element-based magic schools. Their proficiencies are separated, meaning that a wizard skilled in one school cannot cast spells from another school unless he buys the appropriate proficiency.

Hermetics

Elements: Arcane, Light

Kinetics

Elements: Stone, Water

Meteorics

Elements: Air, Lightning

Thermics

Elements: Fire, Ice

Multi-School Spells

Some wizard spells incorporate elements from different schools (e.g., Air from Meteorics and Fire from Thermics). In those cases, it is enough to reach the required proficiency tier in one school, though it is required to be at least a Beginner in the other.

Matrix Crystals

Some wizard spells require Matrix Crystals, specially crafted gems that help with constructing complex spell matrices. One such crystal can also act as a substitute for Concentration for the duration of one Phase, provided the spell did not require a matrix crystal to cast it in the first place. Crystals are single-use and crumble to worthless dust after they burn out.

Foci

Wizards traditionally use staffs and wands as foci. They are adorned with crystals containing generic spell matrices for quick and easy casting.

Element Specialization (Proficiency Value)

Wizards may specialize in individual elements (e.g., Fire) by buying element skill levels with SP, functionally acting as Proficiency Value.
Each point in a specific element has the following effects for spells of that element:

  • DC, PA, or SA is increased by 1
  • Damage dealt is increased by 1. For AoE spells, this bonus is halved.

Spell Upgrades

Wizard spells with roman numerals in their name (Mana Bolt I, Arcane Barrier I) can be upgraded for 4 SP to the equivalent of the next spell tier. You may still use the lower-tier version afterward.