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1 | Solar Flare Deals instant heat damage to the targeted enemy. |
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2 | Magma Chamber Stuns the wizard's target briefly and deals instant heat damage. |
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3 | Incinerate Deals unresistable heat damage over time to an enemy. |
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4 | Ice Spears Deals cold damage over time and decreases target's elemental resistance. |
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4 | Magi's Shielding An augmentation spell that benefits the caster by increasing avoidance, spell resistance, maximum Health, and decreasing the chance of interruption. |
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5 | Shackle Roots the wizard's target in place, preventing them from movement. Any damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration. |
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5 | Arcane Augur Grants a chance to create a heroic opportunity. "Knowing gateways to unimaginable power lie everywhere is nothing. Even common guttersnipes can claim that knowledge. Finding and using them, that's a mage's true measure." - The Foci, Opal Darkbriar |
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6 | Solar Flare II Deals instant heat damage to the targeted enemy. |
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6 | Cure Arcane Cures magic, mental, and divine impairments on target ally. |
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7 | Fortify Elements An augmentation that increases the power pool and elemental resistance for the wizard's group. The elemental resist protects more against heat than cold. |
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8 | Storm of Lightning Deals magic damage over time for a short duration to target enemy and surrounding encounter members. |
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9 | See Invisibility An augmentation that allows a mage's ally to see invisible enemies. |
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9 | Absorb Magic Dispels beneficial magic spells from the mage's target and absorbs some of their power. |
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10 | Incinerate II Deals unresistable heat damage over time to an enemy. |
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10 | Immolation Deals heat damage over a short time to the target. |
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11 | Ro's Blade Places an augmentation that engulfs an ally's weapon in flames, that grants the chance to strike for additional heat damage with each successful attack. |
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12 | Tyrant's Pact A group augmentation that increases the strength and intelligence of the wizard's group. |
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12 | Solar Flare III Deals instant heat damage to the targeted enemy. |
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13 | Ice Spears II Deals cold damage over time and decreases target's elemental resistance. |
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13 | Vital Transfer Converts some of the wizard's health into power. |
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14 | Firestorm Deals great amounts of heat damage to all enemies surrounding the wizard. |
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15 | Summon Shadows Summons shadows around a single ally, granting them invisibility while reducing their movement speed. You can only maintain this spell on a single ally. This spell cannot be interrupted. |
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15 | Concussive Interrupts and instantly reduces target encounter's hate towards the caster. |
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16 | Magma Chamber II Stuns the wizard's target briefly and deals instant heat damage. |
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17 | Incinerate III Deals unresistable heat damage over time to an enemy. |
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18 | Converge An augmentation cast on the wizard's ally that grants a chance to instantly increase their power and the wizard's power when they are hit in melee combat. This spell does not require any concentration, but can only be maintained on a single ally. If that ally is a fighter, then a small amount of the wizard's hate acquired in combat is transferred to that ally. |
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19 | Shackle II Roots the wizard's target in place, preventing them from movement. Any damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration. |
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20 | Solar Flare IV Deals instant heat damage to the targeted enemy. |
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20 | Iceshield Places an icy barrier surrounding target ally. Whenever that ally is struck by an enemy in combat, that enemy receives instant cold damage. This effect can trigger up to 3 times. |
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20 | Glacial Wind Deals cold damage over-time to the target and surrounding encounter members. |
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21 | Fortify Elements II An augmentation that increases the power pool and elemental resistance for the wizard's group. The elemental resist protects more against heat than cold. |
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22 | Storm of Lightning II Deals magic damage over time for a short duration to target enemy and surrounding encounter members. |
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23 | Snow-filled Steps A group augmentation that grants underwater vision and allows the wizard's allies to see invisible enemies. |
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23 | Ball of Fire Launches a ball of fire towards the enemy, dealing instant heat damage. |
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24 | Immolation II Deals heat damage over a short time to the target. |
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24 | Portal Teleports the wizard to the nearest designated safe spot in the current adventuring area. |
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24 | Cease II Instantly interrupts and stifles the wizard's target for a brief duration, and lowers the target's hate towards the wizard. This spell is cast very quickly and at a small power cost. |
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25 | Ro's Blade II Places an augmentation that engulfs an ally's weapon in flames, that grants the chance to strike for additional heat damage with each successful attack. |
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25 | Aurora An emergency spell that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. |
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26 | Tyrant's Pact II A group augmentation that increases the strength and intelligence of the wizard's group. |
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27 | Ice Spears III Deals cold damage over time and decreases target's elemental resistance. |
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27 | Vital Transfer II Converts some of the wizard's health into power. |
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28 | Harvest Mana Allows the wizard to harvest health over time into power, stifling the wizard during the conversion process. It lasts for up to 15 seconds, and the wizard can terminate the harvest conversion early. |
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28 | Firestorm II Deals great amounts of heat damage to all enemies surrounding the wizard. |
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29 | Solar Flare V Deals instant heat damage to the targeted enemy. |
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30 | Magma Chamber III Stuns the wizard's target briefly and deals instant heat damage. |
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31 | Incinerate IV Deals unresistable heat damage over time to an enemy. |
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32 | Surge of Ro For a short time, the wizard deals additional heat damage with every heat spell that strikes an enemy. |
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33 | Converge II An augmentation cast on the wizard's ally that grants a chance to instantly increase their power and the wizard's power when they are hit in melee combat. This spell does not require any concentration, but can only be maintained on a single ally. If that ally is a fighter, then a small amount of the wizard's hate acquired in combat is transferred to that ally. |
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33 | Shackle III Roots the wizard's target in place, preventing them from movement. Any damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration. |
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33 | Mana Intromission Replenishes power to target ally, at the cost of the wizard's health. |
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34 | Glacial Wind II Deals cold damage over-time to the target and surrounding encounter members. |
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35 | Iceshield II Places an icy barrier surrounding target ally. Whenever that ally is struck by an enemy in combat, that enemy receives instant cold damage. This effect can trigger up to 3 times. |
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35 | Flames of Velious Deals instant cold and heat damage and greatly slows movement speed for a short time. |
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35 | Fortify Elements III An augmentation that increases the power pool and elemental resistance for the wizard's group. The elemental resist protects more against heat than cold. |
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35 | Frigid Gift A group augmentation that grants the wizard's group a chance at dealing additional cold damage for every non-heat, non-physical hostile spell they cast for a short duration. Any enemies struck by this damage have their movement speed reduced for a short duration. |
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36 | Storm of Lightning III Deals magic damage over time for a short duration to target enemy and surrounding encounter members. |
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37 | Ball of Fire II Launches a ball of fire towards the enemy, dealing instant heat damage. |
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38 | Ro's Blade III Places an augmentation that engulfs an ally's weapon in flames, that grants the chance to strike for additional heat damage with each successful attack. |
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38 | Cease III Instantly interrupts and stifles the wizard's target for a brief duration, and lowers the target's hate towards the wizard. This spell is cast very quickly and at a small power cost. |
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38 | Immolation III Deals heat damage over a short time to the target. |
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38 | Depart Teleports the wizard and all nearby group members to the nearest designated safe spot in the current adventuring area. |
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39 | Aurora II An emergency spell that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. |
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40 | Tyrant's Pact III A group augmentation that increases the strength and intelligence of the wizard's group. |
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40 | Ring of Ice Freezes movement of the target and the surrounding encounter members. When the freeze effect wears off, it slows their movement for a short duration. Any damage received by the target has a chance at breaking the effect. |
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40 | Mail of Frost Frost Ward will trigger when the Wizard is below 30% health. It applies a powerful ward for a short duration that absorbs all damage types. |
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41 | Ice Spears IV Deals cold damage over time and decreases target's elemental resistance. |
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41 | Vital Transfer III Converts some of the wizard's health into power. |
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42 | Harvest Mana II Allows the wizard to harvest health over time into power, stifling the wizard during the conversion process. It lasts for up to 15 seconds, and the wizard can terminate the harvest conversion early. |
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42 | Firestorm III Deals great amounts of heat damage to all enemies surrounding the wizard. |
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43 | Solar Flare VI Deals instant heat damage to the targeted enemy. |
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44 | Magma Chamber IV Stuns the wizard's target briefly and deals instant heat damage. |
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45 | Incinerate V Deals unresistable heat damage over time to an enemy. |
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46 | Surge of Ro II For a short time, the wizard deals additional heat damage with every heat spell that strikes an enemy. |
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47 | Mana Intromission II Replenishes power to target ally, at the cost of the wizard's health. |
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47 | Shackle IV Roots the wizard's target in place, preventing them from movement. Any damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration. |
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47 | Converge III An augmentation cast on the wizard's ally that grants a chance to instantly increase their power and the wizard's power when they are hit in melee combat. This spell does not require any concentration, but can only be maintained on a single ally. If that ally is a fighter, then a small amount of the wizard's hate acquired in combat is transferred to that ally. |
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48 | Protoflame Summons a fiery minion that attacks an enemy until the spell expires. If the pet is killed before expiration, it will explode and do instant heat damage to the enemy who slew it and surrounding encounter members. |
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48 | Glacial Wind III Deals cold damage over-time to the target and surrounding encounter members. |
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49 | Fortify Elements IV An augmentation that increases the power pool and elemental resistance for the wizard's group. The elemental resist protects more against heat than cold. |
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49 | Frigid Gift II A group augmentation that grants the wizard's group a chance at dealing additional cold damage for every non-heat, non-physical hostile spell they cast for a short duration. Any enemies struck by this damage have their movement speed reduced for a short duration. |
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50 | Ice Comet Deal massive cold damage and stuns the target briefly. If a player is the target of this spell, it will also knockback and blur the vision of the player. |
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50 | Iceshield III Places an icy barrier surrounding target ally. Whenever that ally is struck by an enemy in combat, that enemy receives instant cold damage. This effect can trigger up to 3 times. |
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50 | Storm of Lightning IV Deals magic damage over time for a short duration to target enemy and surrounding encounter members. |
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51 | Ball of Fire III Launches a ball of fire towards the enemy, dealing instant heat damage. |
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52 | Numbing Cold Reduces movement speed of enemies around the Wizard. Also a chance of rooting the target when they attempt a melee attack. |
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52 | Cease IV Instantly interrupts and stifles the wizard's target for a brief duration, and lowers the target's hate towards the wizard. This spell is cast very quickly and at a small power cost. |
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52 | Immolation IV Deals heat damage over a short time to the target. |
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53 | Flames of Velious II Deals instant cold and heat damage and greatly slows movement speed for a short time. |
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53 | Aurora III An emergency spell that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. |
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53 | Ro's Blade IV Places an augmentation that engulfs an ally's weapon in flames, that grants the chance to strike for additional heat damage with each successful attack. |
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54 | Ring of Ice II Freezes movement of the target and the surrounding encounter members. When the freeze effect wears off, it slows their movement for a short duration. Any damage received by the target has a chance at breaking the effect. |
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54 | Tyrant's Pact IV A group augmentation that increases the strength and intelligence of the wizard's group. |
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55 | Ice Spears V Deals cold damage over time and decreases target's elemental resistance. |
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55 | Furnace of Ro Summons flames near the caster. Anyone near these flames will continually take Heat damage until they leave the area. |
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55 | Vital Transfer IV Converts some of the wizard's health into power. |
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56 | Firestorm IV Deals great amounts of heat damage to all enemies surrounding the wizard. |
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56 | Harvest Mana III Allows the wizard to harvest health over time into power, stifling the wizard during the conversion process. It lasts for up to 15 seconds, and the wizard can terminate the harvest conversion early. |
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57 | Solar Flare VII Deals instant heat damage to the targeted enemy. |
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58 | Storming Tempest Deals significant amounts of damage to the target over time and knocks them down for a short duration. This spell has a recurrent power cost. |
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58 | Magma Chamber V Stuns the wizard's target briefly and deals instant heat damage. |
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59 | Incinerate VI Deals unresistable heat damage over time to an enemy. |
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60 | Surge of Ro III For a short time, the wizard deals additional heat damage with every heat spell that strikes an enemy. |
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61 | Mana Intromission III Replenishes power to target ally, at the cost of the wizard's health. |
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61 | Converge IV An augmentation cast on the wizard's ally that grants a chance to instantly increase their power and the wizard's power when they are hit in melee combat. This spell does not require any concentration, but can only be maintained on a single ally. If that ally is a fighter, then a small amount of the wizard's hate acquired in combat is transferred to that ally. |
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61 | Shackle V Roots the wizard's target in place, preventing them from movement. Any damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration. |
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62 | Protoflame II Summons a fiery minion that attacks an enemy until the spell expires. If the pet is killed before expiration, it will explode and do instant heat damage to the enemy who slew it and surrounding encounter members. |
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62 | Glacial Wind IV Deals cold damage over-time to the target and surrounding encounter members. |
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63 | Fortify Elements V An augmentation that increases the power pool and elemental resistance for the wizard's group. The elemental resist protects more against heat than cold. |
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63 | Frigid Gift III A group augmentation that grants the wizard's group a chance at dealing additional cold damage for every non-heat, non-physical hostile spell they cast for a short duration. Any enemies struck by this damage have their movement speed reduced for a short duration. |
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64 | Storm of Lightning V Deals magic damage over time for a short duration to target enemy and surrounding encounter members. |
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64 | Iceshield IV Places an icy barrier surrounding target ally. Whenever that ally is struck by an enemy in combat, that enemy receives instant cold damage. This effect can trigger up to 3 times. |
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65 | Fusion The wizard gathers a powerful ball of energy, releasing it into a single powerful burst that deals extreme cold damage up to 3 enemies in a short 60 degree cone in front of the wizard. This spell has a very short range, and long reuse time. |
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65 | Ball of Fire IV Launches a ball of fire towards the enemy, dealing instant heat damage. |
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66 | Immolation V Deals heat damage over a short time to the target. |
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66 | Cease V Instantly interrupts and stifles the wizard's target for a brief duration, and lowers the target's hate towards the wizard. This spell is cast very quickly and at a small power cost. |
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67 | Ro's Blade V Places an augmentation that engulfs an ally's weapon in flames, that grants the chance to strike for additional heat damage with each successful attack. |
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67 | Aurora IV An emergency spell that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. |
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68 | Ring of Ice III Freezes movement of the target and the surrounding encounter members. When the freeze effect wears off, it slows their movement for a short duration. Any damage received by the target has a chance at breaking the effect. |
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68 | Tyrant's Pact V A group augmentation that increases the strength and intelligence of the wizard's group. |
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69 | Vital Transfer V Converts some of the wizard's health into power. |
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69 | Ice Spears VI Deals cold damage over time and decreases target's elemental resistance. |
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70 | Harvest Mana IV Allows the wizard to harvest health over time into power, stifling the wizard during the conversion process. It lasts for up to 15 seconds, and the wizard can terminate the harvest conversion early. |
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70 | Firestorm V Deals great amounts of heat damage to all enemies surrounding the wizard. |
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70 | Ice Comet II Deal massive cold damage and stuns the target briefly. If a player is the target of this spell, it will also knockback and blur the vision of the player. |
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71 | Flames of Velious III Deals instant cold and heat damage and greatly slows movement speed for a short time. |
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71 | Solar Flare VIII Deals instant heat damage to the targeted enemy. |
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72 | Incinerate VII Deals unresistable heat damage over time to an enemy. |
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72 | Magma Chamber VI Stuns the wizard's target briefly and deals instant heat damage. |
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73 | Surge of Ro IV For a short time, the wizard deals additional heat damage with every heat spell that strikes an enemy. |
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73 | Converge V An augmentation cast on the wizard's ally that grants a chance to instantly increase their power and the wizard's power when they are hit in melee combat. This spell does not require any concentration, but can only be maintained on a single ally. If that ally is a fighter, then a small amount of the wizard's hate acquired in combat is transferred to that ally. |
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73 | Shackle VI Roots the wizard's target in place, preventing them from movement. Any damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration. |
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74 | Mana Intromission IV Replenishes power to target ally, at the cost of the wizard's health. |
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74 | Furnace of Ro II Summons flames near the caster. Anyone near these flames will continually take Heat damage until they leave the area. |
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74 | Protoflame III Summons a fiery minion that attacks an enemy until the spell expires. If the pet is killed before expiration, it will explode and do instant heat damage to the enemy who slew it and surrounding encounter members. |
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75 | Frigid Gift IV A group augmentation that grants the wizard's group a chance at dealing additional cold damage for every non-heat, non-physical hostile spell they cast for a short duration. Any enemies struck by this damage have their movement speed reduced for a short duration. |
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75 | Glacial Wind V Deals cold damage over-time to the target and surrounding encounter members. |
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75 | Fortify Elements VI An augmentation that increases the power pool and elemental resistance for the wizard's group. The elemental resist protects more against heat than cold. |
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76 | Storm of Lightning VI Deals magic damage over time for a short duration to target enemy and surrounding encounter members. |
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76 | Iceshield V Places an icy barrier surrounding target ally. Whenever that ally is struck by an enemy in combat, that enemy receives instant cold damage. This effect can trigger up to 3 times. |
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76 | Storming Tempest II Deals significant amounts of damage to the target over time and knocks them down for a short duration. This spell has a recurrent power cost. |
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77 | Ball of Fire V Launches a ball of fire towards the enemy, dealing instant heat damage. |
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77 | Immolation VI Deals heat damage over a short time to the target. |
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77 | Cease VI Instantly interrupts and stifles the wizard's target for a brief duration, and lowers the target's hate towards the wizard. This spell is cast very quickly and at a small power cost. |
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78 | Ring of Ice IV Freezes movement of the target and the surrounding encounter members. When the freeze effect wears off, it slows their movement for a short duration. Any damage received by the target has a chance at breaking the effect. |
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78 | Ro's Blade VI Places an augmentation that engulfs an ally's weapon in flames, that grants the chance to strike for additional heat damage with each successful attack. |
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78 | Fusion II The wizard gathers a powerful ball of energy, releasing it into a single powerful burst that deals extreme cold damage up to 3 enemies in a short 60 degree cone in front of the wizard. This spell has a very short range, and long reuse time. |
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78 | Aurora V An emergency spell that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. |
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79 | Tyrant's Pact VI A group augmentation that increases the strength and intelligence of the wizard's group. |
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79 | Vital Transfer VI Converts some of the wizard's health into power. |
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79 | Ice Spears VII Deals cold damage over time and decreases target's elemental resistance. |
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80 | Rays of Disintegration Inflicts a large amount of heat damage upon the target. |
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80 | Firestorm VI Deals great amounts of heat damage to all enemies surrounding the wizard. |
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80 | Harvest Mana V Allows the wizard to harvest health over time into power, stifling the wizard during the conversion process. It lasts for up to 15 seconds, and the wizard can terminate the harvest conversion early. |
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80 | Ice Comet III Deal massive cold damage and stuns the target briefly. If a player is the target of this spell, it will also knockback and blur the vision of the player. |
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81 | Flames of Velious IV Deals instant cold and heat damage and greatly slows movement speed for a short time. |
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81 | Solar Flare IX Deals instant heat damage to the targeted enemy. |
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82 | Incinerate VIII Deals unresistable heat damage over time to an enemy. |
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82 | Magma Chamber VII Stuns the wizard's target briefly and deals instant heat damage. |
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83 | Surge of Ro V For a short time, the wizard deals additional heat damage with every heat spell that strikes an enemy. |
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83 | Shackle VII Roots the wizard's target in place, preventing them from movement. Any damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration. |
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83 | Converge VI An augmentation cast on the wizard's ally that grants a chance to instantly increase their power and the wizard's power when they are hit in melee combat. This spell does not require any concentration, but can only be maintained on a single ally. If that ally is a fighter, then a small amount of the wizard's hate acquired in combat is transferred to that ally. |
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84 | Protoflame IV Summons a fiery minion that attacks an enemy until the spell expires. If the pet is killed before expiration, it will explode and do instant heat damage to the enemy who slew it and surrounding encounter members. |
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84 | Furnace of Ro III Summons flames near the caster. Anyone near these flames will continually take Heat damage until they leave the area. |
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84 | Mana Intromission V Replenishes power to target ally, at the cost of the wizard's health. |
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85 | Glacial Wind VI Deals cold damage over-time to the target and surrounding encounter members. |
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85 | Fortify Elements VII An augmentation that increases the power pool and elemental resistance for the wizard's group. The elemental resist protects more against heat than cold. |
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85 | Frigid Gift V A group augmentation that grants the wizard's group a chance at dealing additional cold damage for every non-heat, non-physical hostile spell they cast for a short duration. Any enemies struck by this damage have their movement speed reduced for a short duration. |
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86 | Storming Tempest III Deals significant amounts of damage to the target over time and knocks them down for a short duration. This spell has a recurrent power cost. |
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86 | Storm of Lightning VII Deals magic damage over time for a short duration to target enemy and surrounding encounter members. |
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86 | Iceshield VI Places an icy barrier surrounding target ally. Whenever that ally is struck by an enemy in combat, that enemy receives instant cold damage. This effect can trigger up to 3 times. |
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87 | Immolation VII Deals heat damage over a short time to the target. |
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87 | Cease VII Instantly interrupts and stifles the wizard's target for a brief duration, and lowers the target's hate towards the wizard. This spell is cast very quickly and at a small power cost. |
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87 | Ball of Fire VI Launches a ball of fire towards the enemy, dealing instant heat damage. |
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88 | Fusion III The wizard gathers a powerful ball of energy, releasing it into a single powerful burst that deals extreme cold damage up to 3 enemies in a short 60 degree cone in front of the wizard. This spell has a very short range, and long reuse time. |
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88 | Ro's Blade VII Places an augmentation that engulfs an ally's weapon in flames, that grants the chance to strike for additional heat damage with each successful attack. |
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88 | Aurora VI An emergency spell that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. |
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88 | Ring of Ice V Freezes movement of the target and the surrounding encounter members. When the freeze effect wears off, it slows their movement for a short duration. Any damage received by the target has a chance at breaking the effect. |
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89 | Tyrant's Pact VII A group augmentation that increases the strength and intelligence of the wizard's group. |
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89 | Vital Transfer VII Converts some of the wizard's health into power. |
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89 | Ice Spears VIII Deals cold damage over time and decreases target's elemental resistance. |
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90 | Firestorm VII Deals great amounts of heat damage to all enemies surrounding the wizard. |
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90 | Ice Comet IV Deal massive cold damage and stuns the target briefly. If a player is the target of this spell, it will also knockback and blur the vision of the player. |
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90 | Rays of Disintegration II Inflicts a large amount of heat damage upon the target. |
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90 | Harvest Mana VI Allows the wizard to harvest health over time into power, stifling the wizard during the conversion process. It lasts for up to 15 seconds, and the wizard can terminate the harvest conversion early. |