Wizards

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>==Spells==



Contents

[edit] Branches

[edit] Commands

[edit] Orders

[edit] Other

[edit] Clubs

[edit] Order-specific


[edit] Links

[edit] Summary

Learn arcane knowledge, wander the halls of the library, use arcane forces to turn your foes into melted corpses and eat a lot of food.

[edit] Pros

  • Can remember very powerful area-damage spells (Attack all your foes at once!)
  • Can remember very powerful defensive spells (Learn spells that absorb damage!)
  • Can remember several utility type spells, including the highly popular ability to "taxi" other players.
  • Several toy spells exist for role-playing purposes or for amusing/irritating other players
  • Can instantly create food!
  • Can scribe scrolls which are a very-high demand object and these can be sold to several player stores.
  • Customizable. Unlike priests, who can only learn rituals approved by their god, you get to choose which spells you want to remember and, with enough training, you can eventually cast any wizard spell.
  • Can still learn all warrior/thief commands that are available to adventurers. These commands include basic special attacks with weapons, snatch, ambush, shoplift, etc.
  • Can delay re-arranging - having all stats at 13 works reasonably well.
  • Can instantly create lots of food!

[edit] Cons

  • Cannot follow a god. Faith abilities practically non-existent. (Wizards can use Gapp's altar to mend clothes and that's about it.)
  • Most spells require that you have components (e.g., an eyeball, a handful of ash, a shield, etc.) before you can cast the spell. Many of those spells consume the component. Those who cast these spells frequently will have to make side trips to restock their components and/or carry many pounds worth of components.
  • Finding a good rearrange can be tricky as all stats have a noticable effect on at least one type of magic (and, in the case of strength, the ability to carry components).
  • Many spells are tricky to learn and may require high levels of four or more skills to work reliably.
  • The phrase "enough rope to hang yourself" certainly applies to this guild. Several spells have potentially fatal side effects if mishandled. The careless wizard will die, the impatient wizard will die and those wizards who are both had better have several lives to spare!
  • You forget all spells if killed--re-remembering spells after resurrection can be time consuming.
  • No fighting.* primaries
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