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Battle Wizard

The Battle Wizard is a new Hero for you to use in


the Chronicles of Arax solo adventure game.
In ancient times, before the darkness came to Arax
and the hordes of orcs, goblins, demons and undead
invaded, the world was a much different - and better
- place. Civilization flourished: the dwarfs built their
great fortresses, the elves crafted fine towers using
their natural skill with magic, and mankind
constructed mighty cities.
These cities were great seats of learning for mankind
during an age that knew no war, no conflict and no
bloodshed. Academies and libraries were erected
and people came from far and wide to learn.
In some places, the elves were invited to come and
teach mankind the secrets of manipulating the force
known as mana; in other words, the secrets of
magic. In the spirit of cooperation the elves did so,
training the best and brightest in the arcane arts. At
this time, these eldritch skills were put to good use
by helping and aiding mankind in all sorts of ways.
Then the darkness came.
The time for learning was over, and the time for
survival was at hand. The mages of the academies
were suddenly forced to abandon their research and,
at the order of the king, were told to begin
developing spells that would be useful against their
enemies. This, the Battle Wizards were born.
The academics found new ways to manipulate mana,
ways the elves had never previously dreamed of.
They created bolts of arcane energy with which to
strike their enemies from afar; they created
forcefields of mana to better protect themselves; and
ways to enhance their fighting abilities.
Today, Battle Wizards are an essential part of any
battles against the dark hordes that threaten
civilization.

CHARACTERISTICS
A Battle Wizard begins with the following
characteristics:
FIGHTING SKILL:


MAGIC SKILL:


STRENGTH:



REFLEXES:




ENDURANCE:


KNOWLEDGE:


CHARM:




PERCEPTION:

d4
d8
d4
d6
d6
d8
d6
d6

WOUNDS:

12

STARTING EQUIPMENT: Staff (+1 damage


bonus, cannot be used with a shield); 2 x Healing
Potions (restores 1 d6 Wounds when used, one use
each); Scroll of Dispelling.
Alternatively, start with 50 coins instead of the
starting items listed and purchase from the
Equipment list.
ADVANCED BATTLE WIZARDS
As a Battle Wizard rises in level they gain special
skills and characteristic increases. The following
table shows what a Battle Wizard gains at each
level.
Level

0

1

2

3

4

5

6

7

8

9

10

Ability
Spell
Spell
Reflexes d8
Knowledge d10
Spell
Spell
Magic Skill d10
Spell
Magic Skill d12
Spell

Spells
When a Battle Wizard gains a Spell, they gain one
of the benefits listed below. Roll 1 d10, twice, and
consult the list of Spells below. Choose one of the
Spells rolled. Your Battle Wizard now knows that
Spell and can use it as the description states. If you
happen to roll a Spell you already have, you may
instead choose one from the list freely.
Note that you may only use one Spell per
Encounter unless otherwise told.
1.



ARCANE DART
A pulse of magical energy shoots from the tip of
your index finger, hitting your enemy in the chest.

Cast before a battle. Make a Magic Skill Test


(5+). If you pass, the enemy loses 1 d4
Wounds.


2.
ARCANE BLAST


A bolt of white-hot mana shoots from your


outstretched hand, hitting your enemy with


incredible force.

Fighting Skill and +2 to your damage bonus


for the rest of this Encounter.

Cast before a battle. Make a Magic Skill Test


(6+). If you pass, the enemy loses 1 d8
Wounds.


5.



TELEPORT
With a clap and a flash you transport yourself
away from your current location to somewhere else.


3.



FORCEFIELD
You create a crackling aura of energy around your
body, protecting you from harm.

Cast at any time. Make a Magic Skill Test


(7+). If you pass, you may escape from the
Encounter you are in, counting it as ended.
However, you do not pass the Encounter.

Cast before a battle. Make a Magic Skill Test


(5+). If you pass, add +2 to your Armour for
the rest of the Encounter.


4.

FIRESWORD
A blade of searing flame appears in your hand.


6.





HEALING HANDS
You channel mana through your hands and into
your body, healing the numerous scratches, cuts and
bruises you have.

Cast before a battle. Make a Magic Skill Test


(6+). If you pass, you may add +2 to your

Cast at any time. Make a Magic Skill Test


(5+). If you pass, you may restore 1 d6
Wounds.


7.



ELDRITCH STRENGTH
You call upon the secrets of magic to enhance your
abilities.

Cast before making a Test. Make a Magic


Skill Test (6+). If you pass, you automatically
pass the Test you are about to make.


8.





FORM OF THE DRAGON


Your body amazingly begins to transform in front
of your enemys eyes, becoming that of a mighty
dragon!

Cast before a battle. Make a Magic Skill Test


(7+). If you pass, your Fighting Skill and
Strength and Endurance become d12 until
the end of the Encounter.


9.





WIZARDS KEY
Not all spells in a Battle Wizards arsenal are
about killing the enemy. Some are utility spells that
help you to get to where the enemy is, like this one.

Cast when you need to make a Test to open a


door, chest or other item. Make a Magic Skill
Test (3+). If you pass, you open the object.


10.





AWARENESS
This spell magically enhances the Battle Wizards
senses, so that they can better detect any danger
they are in.

Cast when you trigger a trap. Make a Magic


Skill Test (4+). If you pass, you may ignore
any effects of the trap.

Augmented Fighting
Although relatively useless with normal weapons,
Battle Wizards have learnt to compensate for that by
enhance their weapons and abilities with their
magical arts.
This ability is quite important for a Battle Wizard,
especially at lower levels. It allows them to
withstand a straight out battle much better than they
otherwise could.
If a Battle Wizard wishes to use his magical skills to
augment his fighting he may do so. You must choose

to do this at the beginning of a battle and cannot


change your mind half way through.
While using the augmented fighting rule, a Battle
Wizard may use his Magic Skill instead of Fighting
Skill score in battle.
This is not without risk, however. There is a chance
the mana the Battle Wizard is throwing around will
overwhelm him, causing him harm. If a Battle
Wizard ever rolls a 1 when using his Magic Skill in
battle, he loses 1 Wound.

Chronicles of Arax is copyright Crystal Star Games, 2011. Written by Shane Garvey. All names and places are completely
fictional and are not meant to represent any location or person, living or dead.
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http://tinyurl.com/chroniclesofarax

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