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Human Bright WizardEdit

Of the eight magical orders within the Empire it is the Bright Wizards - the Pyromancers - who are arguably the most feared by the common denizens. For those who wield the Lore of Fire are quick to anger and have fierce temperaments that can run as hot as flame. It is no coincidence that such fiery individuals are drawn to the Bright College where fire and fury can be turned into a deadly gamut of spells,

While practitioners of the seven other Orders can use their arcane ares in subtle and strange manners, a Bright Wizard has a repertoire of spells which are far more direct. Why bother creating illusions to cofuse and befuddle when a fireball will deal with the foe in a more instant and lethal way?

Such power is held in awe by the Empire's generals who view the Wizards as magical artillery. All well and good on the battlefield but in the dungeon more caution needs to be taken for fire and enclosed spaces are not always a good mix.

Bright Wizard Stats
Level 1 2 3 4 5 6 7 8
Movement 4 4 4 4 4 4 4
Weapon Skill 2 2 3 3 3 4 4
Ballistics Skill 1 1 1 2 2 2 2
Strength 2 2 2 2 2 2 2
Toughness 3 3 3 3 4 4 4
Melee Attacks (base) 1 2 2 2 2 2 3
Ranged Attacks 0 0 0 0 0 0 0
Pinning 3 3 3 3 4 4 4
Wounds (base) 11 18 19 19 25 25

Burn (6 Winds of Magic): Burn causes the target to receive damage every turn until the effect has worn off.Edit

Fireball (4 Winds of Magic): The Wizard throws a fireball at an enemy, dealing damage proportional to his level.Edit

Sear Wounds (6 Winds of Magic): The Wizard heals the wounds of his ally proportional to his level.Edit

Cinder Blast (5 Winds of Magic): The Wizard sends a burst of energy which explodes on contact causing damage to all adjacent units, friend or foe.Edit

Wall of Fire (6 Winds of Magic): The Wizard can conjure a protective ring of fire around a friendly unit, giving them a chance to resist an enemy attack.Edit

Withering Heat (7 Winds of Magic ): The Wizard causes a single enemy to become exhausted through overheating, causing them to lose toughness for the duration of the turn.

Burn (6 Winds of Magic): Burn causes the every turn until the effect has worn off.

Rise from Ashes (10 Winds of Magic): The Wizard can resurrect a fallen warrior with a small number of starting wounds

Inferno (8 Winds of Magic): The wizard emits an explosion of heat, damaging anyone in an adjacent tile, including friendly warriors. There is also a chance that this attack will burn targets

Magma Storm ( Winds of Magic): The wizard throws a projectile dealing significant damage to the target with a chance to deal damage to surrounding fighters for minor wounds proportional to the Wizard's battle level. The targets also have a small chance of being burned in the process..

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