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Warhammer Online: Bright Wizard Abilities - Levels 1 to 20

Posted October 17th, 2008 by Dalmarus

Bright Wizard Abilities List

Levels 1 to 20




Action Points = AP

Note: All damage and cost numbers scale with rank. The numbers noted here are for comparison value only.

Bright Wizard Guide | Bright Wizard Abilities: Levels 21 to 40


NAME
RANK
COST
RANGE
CAST TIME
COOLDOWN
DESCRIPTION
Fireball



Path of Incineration
1
30 AP
100 ft
3.0s
None
*Builds 10 Combustion*

*Has a chance to cause an Explosion!*

You conjure up a fiery missile which slams into your target, dealing 80 Elemental damage.
Ignite



Path of Immolation
1
35 AP
100 ft
Instant
None
*Builds 10 Combustion*

*Has a chance to cause an Explosion!*

A Hex which causes your target to burst into flames, dealing 72 Elemental damage to them over 9 seconds.
Flee



Core
1
All AP
N/A
Instant
30s
You run away in a mad panic increasing your run speed by 30 for 10 seconds.
Meltdown



Core
1
None
100 ft
1s
5s
*Consumes all Combustion*

You expel all of your build-up Combustion in a fiery blast, dealing damage to your target based on the amount of combustion that was consumed.
1-10 Combustion: 5 damage
11-30 Combustion: 5 damage
31-70 Combustion: 5 damage
71-90 Combustion: 5 damage
91-100 Combustion: 5 damage
Sear



Path of Incineration
2
40 AP
100 ft
1s
5s
*Builds 25 Combustion*

*Has a chance to cause an Explosion!*

Causes a pillar of scalding gas to erupt from the ground, dealing 45 Elemental damage to your target.
Shield of Aqshy



Core
3
20 AP
N/A
Instant
30s
An Enchantment which calls upon the power of the Red Wind to increase your armor by 24 for 10 seconds, and makes it 50% less likely that you will be set back while building up abilities.
Smoke Screen



Core
4
20 AP
100 ft
Instant
15s
You Detaunt your target by surrounding them with thick smoke, making them hate you less and causing them to deal 50% less damage to you for 15 seconds. If you attack anyone that you have Detaunted, the effect will immediately end.
Scorched Earth



Path of Conflagration
5
35 AP
N/A
Instant
None
*Builds 20 Combustion*

*Has a chance to cause an Explosion!*


You send blast of heat into the ground around you, dealing 20 Corporeal damage to all enemies within 30 feet.
Flames of Rhuin



Path of Incineration
6
30 AP
150 ft
Instant
None
An Enchantment which infuses your group with the spirit of fire for 1 hour, giving them a 25% chance to deal an additional 20 Corporeal damage any time they deal damage.
Boiling Blood



Path of Immolation
7
25 AP
100 ft
Instant
10s
*Builds 5 Combustion*

*Has a chance to cause an Explosion!*


A Hex which causes your target's blood to boil within their body, dealing 85 Corporeal damage to them over 15 seconds and reducing their Corporeal resistance by 9.
Fiery Blast



Path of Conflagration
8
35 AP
80 ft
3.0s
None
*Builds 20 Combustion*

*Has a chance to cause an Explosion!*

You fling a massive ball of fire, dealing 0 Elemental damage to your target and all other enemies within 0 feet of them.

Mage Bolt



Morale

8
Rank 1 Morale 100 ft
Instant
60s
A focused blast that deals 160 damage.

Cauterize


Core

9
25 AP
N/A
Instant
10s
*You must be Cursed, Hexed, or Ailing*

You cause an open wound to sear itself shut, removing one Hex, Curse, or Ailment from yourself.

Fire Cage



Core

10
30 AP
N/A
Instant
20s
All enemies within 30 feet are Rooted as they become trapped within a cage of searing flames, making them unable to move for 10 seconds. Rooted targets have a 50% chance to break free when they suffer damage.

Emperor's Ward



Tactic

11
None
N/A
Passive
None
Any time you are attacked, there is a 25% chance that you will become protected by a magical barrier for up to 10 seconds, which will absorb up to 35 damage.

This effect will not trigger more than once every 3 seconds.
Siphon Power



Morale
12
Rank 2 Morale
100 ft
Instant
60s
Steals up to 200 Action Points from your target and gives them to you, and reduces your target's Intelligence by 4 for 30 seconds.

Pyroclastic Surge



Path of Incineration

12
30 AP
100 ft
2s
None
*Builds 10 Combustion*

*Has a chance to cause an Explosion!*


A fountain of molten lava envelops your target, dealing 46 Corporeal damage. If they are Hexed, then they will also be inflicted with a disorienting Hex for 3 seconds, causing all of their actions to take an additional 1 seconds to build up.
Devour Energy



Tactic
13
None
N/A
Passive
None
Whenever one of your spells hits an enemy, you have a 25% chance to regain 30 Action Points. This effect cannot occur more than once every 2 seconds.

Detonate



Path of Immolation

14
40 AP
80 ft
Instant
10s
*Target must be Hexed*

*Builds 25 Combustion*

*Has a chance to cause an Explosion!*


You reach through the power of a Hex on the target to instantly deal 25 Elemental damage to them, and an additional 99 Elemental damage over 9 seconds to them and all other enemies within 20 feet.
Lingering Fires



Tactic
15
None
N/A
Passive
None
Pyroclastic Surge and Flame Breath gain a 25% chance to cause an additional 20 Elemental damage over 5 seconds to each target hit.

Misdirection



Morale

16
Rank 1 Morale
N/A
Instant
60s
A strong counter aura will reduce half of any incoming Magic damage and redirect half of any direct damage back to the caster.
Flame Breath



Path of Conflagration
16
40 AP
N/A
Instant
10s
*Builds 20 Combustion*

*Has a chance to cause an Explosion!*


You momentarily turn your very breath into a rolling burst of flames, dealing 80 Elemental damage over 9 seconds to all enemies in a cone in front of you, up to 40 feet away.

Unwavering Faith



Tactic

17
None
N/A
Passive
None
Increases your Spirit resistance by 6.
Flame Shield



Path of Immolation
18
30 AP
150 ft
Instant
None
Everyone in your group is Enchanted with a protective shield of flickering flames for 1 hour, giving them a 25% chance to deal 10 Elemental damage back against the attacker when they are struck by a melee attack.

Endless Knowledge



Tactic

19
None
N/A
Passive
None
Increases you Intelligence by 4.
Burning Iron



Path of Incineration
20
35 AP
100 ft
1s
20s
*Builds 20 Combustion*

*Has a chance to cause an Explosion!*

Your target's weapons become red hot, dealing 25 Corporeal damage to them and causing them to lose 50 Action Points.

Focused Mind



Morale

20
Rank 2 Morale
N/A
Instant
60s
For the next 10 seconds, you will remove and ignore any silencing, disarming, rooting, and snaring effect and your abilities will build 50% faster and may not be set back.

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