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Elemental Wizards - Killian
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Elemental Wizards (Minor Revisions) by Killian

As far as following these "rules" to the letter, I don't think that's important. The reason for the "rules" is to balance the realms and encourage co-op play. (not much fighting over books!) As with all the variants, the whole idea is to make Diablo more challenging and encourage role playing. And most importantly to HAVE FUN!

Summarizing the tweaks...
An Elementalist Wizard must multiply by 3 the difficulty of a book from outside of their realm (i.e. A fire wizard happens upon a stone curse book which normally requires 51 magic to read. They must have 153 (51*3=153) to learn the spell.
I did this to balance the effect of spell adders and to make the high level spells more difficult to learn (some spells won't be able to reach level 5). It also forces total dedication to one's element when first beginning, allowing for expansion into other realms as more experience is gained.

Fire Wizards can use any weapon/armor with no strength requirement. This does include Naj's Light Plate.

Telekinesis moves from the Earth realm to the Air realm. This makes more logical sense and Earth Wizards are powerful enough.

Okay the updated statistics for Elemental Wizards...

There are four schools of magic, one for each element. A wizard must specialize in one element, at the cost of reduced spellcasting ability in the others. These are the elemental realms of magic and the spells which belong to them.

Air - Charged Bolt, Telekinesis, Lightning, Town Portal, Flash, Phasing, Chain Lightning, Teleport, Blood Star

Earth - Stone Curse, Golem, Bone Spirit

Fire - Firebolt, Inferno, Firewall, Elemental, Fireball, Flame Wave, Guardian

Water - Holy Bolt, Healing, Heal Other, Mana Shield

AIR WIZARD
The majority of the Air Wizard's spells are electrical in nature. This precludes them from using metal items as they greatly interfere with the casting of these spells.

Helm - Cap only
Shield - None
Armor - Rags, Cape, Cloak, Robe, Quilted, Leather, Hard Leather
Weapons - Short Staff, Long Staff, Composite Staff, All Bows
Air Spells - Can learn Air spells to L15
Earth Spells - Can NEVER learn any Earth spells
Fire Spells - Can learn Fire Spells to L5
Air Spells - Can learn Air Spells to L5


EARTH WIZARD
The Earth Wizard prefers to use weapons over their relatively weak attack spells. They will tend to covet any items that will boost their strength and dexterity

Helm - Any
Shield - Any
Armor - Any
Weapons - Any
Air Spells - Can NEVER learn any Air Spells
Earth Spells - Can learn Earth Spells to L15
Fire Spells - Can learn Fire Spells to L5
Water Spells - Can learn Water Spells to L5


FIRE WIZARD
The Fire Wizard's spells tend to be the most destructive and physically demanding to cast. This precludes them from wearing or using armor/weapons which require great strength. They can use any magical/unique item with no strength requirement.

Helm - Cap, Skullcap, Crown
Shield - Buckler
Armor - Rags, Cape, Cloak, Robe, Quilted, Leather, Hard Leather
Weapons - Short Staff, Long Staff, Composite Staff, Dagger, Club, Small Axe
Air Spells - Can learn Air Spells to L5
Earth Spells - Can learn Earth Spells to L5
Fire Spells - Can learn Fire Spells to L15
Water Spells - Can NEVER learn Water Spells


WATER WIZARD
The Water Wizard's spells are generally protective in nature. They place a high value on life, especially their own, so they can wear any type of armor. However, they will not use any weapons which cause blood to spill.

Helm - Any
Shield - Any
Armor - Any
Weapons - Staff, Club, Mace, War Hammer
Air Spells - Can learn Air Spells to L5
Earth Spells - Can learn Earth Spells to L5
Fire Spells - Can NEVER learn Fire Spells
Water Spells - Can learn Water Spells to L15


Elementalist Wizards learn spells of their realm normally. They can NEVER learn spells from their opposing element. For other elements, the Wizard must multiply the book's difficulty by 3 when determining if they can read it. (i.e. A fire wizard happens upon a stone curse book which normally requires 51 magic to read. They must have 153 (51*3=153) magic to successfully read the book) In addition they can never learn spells outside of their element above level 5.

All Elementalist Wizards will NEVER use shrines that boost their spell levels. Their dedication requires constant study.

All Elementalist Wizards can use any staff or scroll. This includes spells that they would not normally be able to cast. (i.e. A Fire Wizard could use a scroll/staff of Mana Shield)

All Elementalist Wizards can use any Rings or Amulets and can use any type of magical weapons or armor as long as they can use the normal version. (i.e. A Fire Wizard could use Wizardspike, a dagger, but could NOT wield the Dreamflange, a mace, because maces are not usable by them.)

 

Posted on Nov 27 1998, 10:49 AM



 

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