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Wizard

by AG last modified 21-07-2006 20:37

The Wizard is an elderly wanderer familiar with the ways of the Magic Realm. During his travels he has made many friends and he has learned all of the secret roads of the land. In combat he is slow and weak, so he must choose his battles cautiously.

His long study of the colors of magic enables him to create grey, gold and purple magic at the same time, giving him great powers with enchantments and spells, particularly Artifacts and Spell Books. His strengths and weaknesses make him a valuable member of a party, but he is extremely vulnerable when he tries to work alone.

Chits

Move:

M4*

M5

M5

M5

Fight:

L4

M3*

M5

Magic:

II3*

II4*

III3*

IV3*

IV4*

Stats

Weight/Vulnerability: Medium

Spells: Two Spells (Type II, Type III or Type IV)

Equipment: Staff

Starting Gold Value: 11

Special: Lore (roll one die for Reading Runes rolls), Experience (know all Hidden Paths and Secret Passages as discoveries)

Start: Inn, House, Guardhouse

Ally: none

Friendly: Woodfolk, Guard, Patrol, Soldiers

Unfriendly: Bashkars, Company, Warlock

Enemy: Lancers

Strategy

The Wizard should take at least one powerful attack spell - Fiery Blast is the most popular. Remember that he can cast this only once per Evening, and then he will need to Rest and re-Enchant the chit. It is possible that the two II chits are best used to enchant tiles to provide unlimited Purple, but Talk to Wise Bird may turn up some treasure sites more easily than otherwise. Lost (III/Gold) may prove helpful if the Wizard is in the Deep Woods or the Crag, busily Looting a treasure site and someone else is trying to get there too.

The Wizard is not powerful enough to get lots of Fame or Notoriety (except for the Fiery Blast spell, which can be unreliable due to Missile Table rolls), and he doesn't have the chits to dedicate to a lot of spells. He has fewer magic chits than anyone except the Pilgrim, White Knight or Woods Girl, so it would not be such a good idea to tie them to Permanent spells like Melt Into Mist or Enchant Artifact. If Fame or Notoriety is required, seek out the Medium monsters that travel in groups, like Goblins.

Best options for VCs are probably Treasure and Spells. Although it is possible for the Wizard to rack up a reasonable amount of Fame or Notoriety by using Fiery Blast, it cannot be relied upon. The Lore ability makes it easy to get new Spells, so take advantage of it. Return to the Chapel before learning spells though, because Curses are annoying.

Act as a guide for other players. Your Experience advantage allows you to lead other characters all over the map without having to wait and Search. Talk to Wise Bird and Blazing Light are probably good alternatives, but when using Blazing Light, beware of being caught by Goblins without an IV chit handy!

Sources of spells: Scroll of Nature, Book of Lore, Eye of the Idol, Glimmering Ring, Enchanter's Skull, Altar, Shaman neutral, Warlock unfriendly.

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