d20 +9 to Attack Mind Defense | +8 to Damage | +9 to Healing
- Basic Attack
- This is Wizard - Instant Play Quest's Basic Attack.
- 1d4 Damage Target: 1 Space Range: 4 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Wizard - Instant Play Quest's Combat Maneuvers.
- Phantom Fist
- With a wave of your hand a magic fist appears in the air and races towards your enemy.
- 1d6 Damage (4) Target: Creature (1) Range: 3 Spaces Duration: Instant
d20 +9 to Attack Mind Defense | +8 to Damage | +9 to Healing
- Lance of Force
- A lance of pure magic appears in your hand and you thrust it at your enemy! The lance skewers a 1x4 Space area.
- 1d6 Damage (4) Target: Spaces (4) Range: 3 Spaces Duration: Instant
- Shower of Stones
- You reach out and grab handfuls of nearby stones and rocks. With a word of magic they begin to fly from your hands pelting your enemy. They do Damage and Move the enemy where you want them.
- 1d6 Damage (4) Target: Creature (1) Range: 3 Spaces Duration: Instant
- Move Enemy 3 Target: Creature (1) Range: 3 Spaces Duration: Instant
d20 +9 to Attack Mind Defense | +8 to Damage | +9 to Healing
- Blinker
- You wrap magic around and ally and they begin to blink. At first the blinking is slow but it quickly speeds up. During one of these flickers the ally teleports a short distance away. Once the appear the blinking quickly subsides.
- Teleport Ally 6 Target: Creature (1) Range: 2 Spaces Duration: Instant
- Group Shield
- Your wrap yourself and nearby allies in a magic shield that protects from Damage. Each affected target's Hit Points increase slightly for a few rounds.
- Hit Points +5 Target: Spaces (2) Range: 1 Space Duration: 2 Rounds
- Pinch Time
- With a tap on the shoulder of your target you pinch time slightly increasing their Reaction roll. This Power can be used along with a Reaction roll.
- Reaction +3 Target: Creature (1) Range: 1 Space Duration: Instant
d20 +9 to Attack Mind | +8 to Damage | +9 to Healing
- Alter Gravity
- You alter the laws of gravity around your target. They are able to walk on any solid surface as if it was the ground for one round. This includes walls, ceilings, trees, or any other solid object.
- Movement, Ground Target: Creature (1) Range: 1 Space Duration: 1 Round
- Force Barrier
- You create an opaque shield of magic around your target. This magic field helps to absorb incoming damage for a short time.
- Resistance +5 Target: Creature (1) Range: 6 Spaces Duration: 1 Round
- Glimpse
- You bestow a glimpse of far sight onto the target. This allows them to make one Perception Skill Check to any place within 100 Spaces that they know. The difficulty of the check is set as if they were standing in that Space.
- Far Perception 100 Target: Creature (1) Range: 1 Space Duration: Instant
- Minor Healing
- With but a touch of a healing hand the target's Hit Points are healed slightly.
- 1d6 Healing (4) Target: Creature (1) Range: 1 Space Duration: Instant
- Missing RP Information
- The RP information is missing so the player using this character can make up whatever they wish to describe their character.
- Basic Thought Behind This Character
- This Wizard is built as a character that can handle a wide variety of situations. A large part of this character has utility Powers that are useful for helping them accomplish difficult tasks; scouting an area, climbing shear surfaces, and making quick ambush arrivals. Offensive Powers to harm enemies mixed with Defensive Powers to aid their companions this Wizard is a very adaptable character.
Wizard - Instant Play Quest's Equipped Items
- Attack +1
- This effect grants Attack +1.
Wizard - Instant Play Quest's Unequipped Items
- Healing +1
- This effect grants a bonus of Healing +1.
- Minor Healing
- With but a touch of a healing hand the target's Hit Points are healed slightly.
- 1d6 Healing Target: Creature (1) Range: 1 Space Duration: Instant
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Phantom Fist
- With a wave of your hand a magic fist appears in the air and races towards your enemy.
- 1d6 Damage Target: Creature (1) Range: 3 Spaces Duration: Instant
- Basic Attack
- This is a basic attack. Either Body Attack versus Body Defense or Mind Attack versus Mind Defense. This would be the Power used for attacks that the character does not have a specific Power for. Examples might be throwing an object or grabbing some object and attacking with it. This Power is the stand in for all such actions.
- 1d4 Damage Target: Creature (1) Range: 2 Duration: Instant
- Exploit Weakness
- You attempt to find a weakness in the target. Roll a Mind Attack versus Mind Defense. On a successful Attack the target will suffer a penalty to Defenses for a round due to exposing a weaknesses.
- Defenses -1 Target: Creature (1) Range: 4 Duration: 1 Round
- Head Games
- You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, you can dictate who the target must attack. If they fail to attack the Head Games target, then they suffer an Attack penalty.
- Attack -1 Target: Creature (1) Range: 4 Duration: 1 Round
- Knock Around
- You attempt to move a target. Roll Body Attack versus Body Defense. On a successful Attack, you are able to move the target. Size differences can modify the amount moved.
- Move Enemy 2 Target: Creature (1) Range: 1 Duration: Instant
- Reckless Offense
- Use this to recklessly attack in combat. This grants both bonuses and penalties for a round. At anytime during this Combat Maneuver an At-Will Power can be used.
- Speed +1 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +1 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -1 Target: Creature (1) Range: Self Duration: 1 Round
- Careful Defense
- Use this to increase your Defenses. During this action you may only use defensive disposable items.
- Speed +1 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +1 Target: Creature (1) Range: Self Duration: 1 Round
- Parley
- Attempts to calm down the conflict by moving from Battle Time to Turn time. Body, Mind, or Spirit attacks can be used against the corrisponding Defenses. Read Combat Maneuver Rules for more information.
- Combat Manuever Attack +1 Target: 1 Creatures Range: 4 Spaces Duration: 1 Round
- Lance of Force
- A lance of pure magic appears in your hand and you thrust it at your enemy! The lance skewers a 1x4 Space area.
- 1d6 Damage Target: Spaces (4) Range: 3 Spaces Duration: Instant
- Shower of Stones
- You reach out and grab handfuls of nearby stones and rocks. With a word of magic they begin to fly from your hands pelting your enemy. They do Damage and Move the enemy where you want them.
- 1d6 Damage Target: Creature (1) Range: 3 Spaces Duration: Instant
- Move Enemy 3 Target: Creature (1) Range: 3 Spaces Duration: Instant
- Blinker
- You wrap magic around and ally and they begin to blink. At first the blinking is slow but it quickly speeds up. During one of these flickers the ally teleports a short distance away. Once the appear the blinking quickly subsides.
- Teleport Ally 6 Target: Creature (1) Range: 2 Spaces Duration: Instant
- Group Shield
- Your wrap yourself and nearby allies in a magic shield that protects from Damage. Each affected target's Hit Points increase slightly for a few rounds.
- Hit Points +5 Target: Spaces (2) Range: 1 Space Duration: 2 Rounds
- Pinch Time
- With a tap on the shoulder of your target you pinch time slightly increasing their Reaction roll. This Power can be used along with a Reaction roll.
- Reaction +3 Target: Creature (1) Range: 1 Space Duration: Instant
- Alter Gravity
- You alter the laws of gravity around your target. They are able to walk on any solid surface as if it was the ground for one round. This includes walls, ceilings, trees, or any other solid object.
- Movement, Ground Target: Creature (1) Range: 1 Space Duration: 1 Round
- Force Barrier
- You create an opaque shield of magic around your target. This magic field helps to absorb incoming damage for a short time.
- Resistance +5 Target: Creature (1) Range: 4 Spaces Duration: 1 Round
- Glimpse
- You bestow a glimpse of far sight onto the target. This allows them to make one Perception Skill Check to any place within 100 Spaces that they know. The difficulty of the check is set as if they were standing in that Space.
- Far Perception 100 Target: Creature (1) Range: 1 Space Duration: Instant
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- Minor Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 2 Spaces.
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