Wizard
Ancient beings able to harness a broad array of magics. On par with Evil Witches and Elementals, their powers are both varied and deadly when delivered by the hand of an experienced high level wizard.Skills are difficult to master but with hard work and dedication, the skilled wizard can overcome almost any adversary.
Level 1: Basic Magics- Wizard is able to cast an array of basic definse and attack magics to defend themselves and others. Examples include sheilds of magick, ensnaring spells, simple blasts of water, lightning, wind or fire etc...
Level 2: Wizards Staff- Wizard is presented with staff which increases their magical prowess. Able to use the staff as a weapon, it is bound to the wizards essence. Only another wizard can steal and use the staff against its owner!
Level 3:White Magic- Wizard begins to harness and tap into the essence of white magic. White magic allows the wizard to heal allies injured in battle, gain a semi control nature (talking to animals, able to make things grow, summon rains/call waters, etc...), deflect lower level projectiles. Teleblinking is also mastered at this stage.
Level 4: Death Magics- Wizard begins to harness and tap into the essence of dark magics. Also known as Necromancy, Wizard gains limited control over the undead, able to summon zombies only once per battle (Lvl 3 = 3 Zombies, etc...) to do their bidding. Wizard is also able to "curse oponett" with things such as blindness, loss of speach, loss of motor funcion, etc...
Level 5:Augmentation Crystal for Wizard's Staff- having mastered white and dark magics, the wizard is presented with a crystal that resides at the head of their staff. The crystal furhter augments the powers of the wizard and allows all effects of the wizard to last 1 post longer than their level.
Level 6:Elemental/Arcane magics- Wizard learns control over the elements such as creating tornados, blizards, tidal waves, volcanic eruptions, etc.... Wizard also gains the ability to project "Eldrich Bolts" from their Wizard's Staff w/crystal.