Wizzrobe Wand-Duelist
Wand-Duelist Wizzrobes are dangerous, yet honorable, foes. They move in close to a prospective target, and attempt to initiate a Duel Circle with (ideally, just one) foe. If they succeed, they then begin blasting away at the foe with their Elemental Touch spell.
Wizzrobe Wand-Duelist | |||||
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Rank 3 Arcane Protector | |||||
HP: 32 | MP: 32 | SP: 8 | |||
Defense: 13 (Heavy) | Concentration: 17 | ||||
Initiative: +6 | Evasion: 12 | ||||
Size: Medium | Vitality: 14 | ||||
Movement: 6 (Walking), 3 (Swimming) | |||||
Magic Salvo | Damage: 19 | ||||
To-Hit Check: +9 | Range: Projectile 6 | ||||
Duel Circle | Damage: - | ||||
6 Magic (Bind) | Range: Melee | ||||
You attempt to create a Burst 1 Duel Circle, centered on the target square. Roll To-Hit target’s Concentration; if all rolls succeed (or their targets acquiesce), you successfully create a Duel Circle; otherwise, the Bound Magic is returned to you. Creatures inside the Duel Circle are Hard to Hit by those outside the Duel Circle, and vice-versa. Any creature moving through the edge of the Duel Circle breaks the Duel Circle, Burning the Bound Magic. Breaking the Duel Circle inflicts 4 damage, unmitigated by Defense, upon whoever broke it; they are also Dazzled and Slowed until the end of their next turn. | |||||
Elemental Touch | Damage: 21, (Element) | ||||
4 Magic | Range: Melee | ||||
Roll To-Hit Target’s Concentration; on success, target is afflicted with the status associated with this creature’s current Element. | |||||
Wizzrobe’s Wave | Damage: 21 | ||||
3 Magic | Range: Projectile 8 | ||||
- | |||||
Default Weapon: Wizzrobe’s Wand | |||||
(Rank 3 Metal Rod) | |||||
Accuracy: 4 | Attack: 11 | Durability: 12 | |||
Arcanum Escutcheon | |||||
(Rank 3 Natural Shield) | |||||
Accuracy: 3 | Attack: 10 | Durability: 12 | |||
Phasing Step (Passive) | |||||
If this creature does not use its Standard Action in a given turn, it is Hard to Hit, and can pass through thin amounts of matter (such as grates or doors) until it uses a Standard Action or Reaction. | |||||
Telekinetic Talent (Passive) | |||||
This creature may use Arcana in place of Athletics for the purposes of initiating Combat Maneuvers. | |||||
Rational Intelligence, Magic Sense | |||||
Immunity: (Element), (Element’s status), (Element’s weather) | |||||
Vulnerability: (Vulnerability Element) | |||||
Combat | 4 | Willpower | 8 | Accuracy | 5 |
Hearts | 8 | Magic | 8 | Stamina | 2 |
Athletics | 3 | Arcana | 8 | Nature | 2 |
Civilization | 5 | Perception | 4 | Agility | 6 |
Fortitude | 4 | Influence | 4 | Command | 5 |
Intimidate | 6 | Discipline | 7 | Insight | 3 |
Mechanics | 2 | Perform | 4 | Guile | 5 |
Smithing | 2 | Enchanting | 8 | Cooking | 2 |
Drops | Weapon (not the Escutcheon; when available) | ||||
3x Wizzrobe Mote (Rank 3 Monster Part) | |||||
1x (Element’s Gemstone) (Rank 3) |
Wizzrobe and Elements
Wizzrobes’ Vulnerabilities and abilities depend on the element they’ve taken on. Use this table to determine what effects a Wizzrobe of a given element might have.
Element | Gemstone | Status | Vulnerability | Weather |
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(None) | Amber | Prone | (None) | Clear |
Dark | Onyx | Blinded | Light | Coldsnap |
Earth | Emerald | Sand-Covered | Ice | Sandstorm |
Fire | Ruby | On Fire | Water | Heatwave |
Ice | Sapphire | Slowed | Fire | Coldsnap |
Light | Diamond | Cursed | Dark | Heatwave |
Shock | Topaz | Off-Balance | Earth | Rain |
Water | Opal | Soaked | Shock | Rain |