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Mage

Mage

39Spells
10FireFire
11FrostWater
10ArcaneAir

Common spells are available whatever the specialization; each specialization adds its own, from level 10. The level shown is the one at which the spell unlocks.

The essentials

Gel

A charge you build up (4 at most) by casting the spells below; the spells that consume them spend them all at once. The exact bonus is on each spell's card.

Built byFrostboltFreezing BoltIce LanceCone of ColdFrost Nova

Used byLiving FlamesBlizzardIce Shard

Ignition

A charge you build up (4 at most) by casting the spells below; the spells that consume them spend them all at once. The exact bonus is on each spell's card.

Built byBlazeFlaming BreathHeat WaveDragon's BreathFire Blast

Used byCombustion

Arcane

A charge you build up (5 at most) by casting the spells below; the spells that consume them spend them all at once. The exact bonus is on each spell's card.

Built byArcane BarrageArcane Power

Used byArcane Discharge

Poisons

A poison hits the target at the start of each of its turns, until it runs out.

Nether Tempest

AP and MP removal

Each point removed is rolled on its own: your Removal against the target's Dodge, with Wisdom counting on both sides. A dodged point is not removed.

FrostboltBlizzardCone of ColdTime TheftDragon's BreathFrozen Orb

Summons

Your summons play right after you, and their life is a share of your max HP. A summoned body is a destructible obstacle that lasts a few turns.

Water ElementalMirrorsIce Wall

Specialization passives

Fire

Overheat: your Fire spells gain +15% critical chance; a Fire critical hit stores +1 Ignition (a detonatable reserve, max 4, NOT a DoT).

Frost

Winter Frailty: your MP removal gains +1 against already slowed targets.

Arcane

Surge: each turn without casting an Air spell adds +15% to your next Air spell (max +45%).

The numbers are each spell's base at level 100, before your characteristics and the target's resistances. The base grows with your level (×0.55 at level 1); every cast varies by ±15%, a critical hit does ×1.5. Click a spell's effect to open its full card.

Common spells

LevelSpellAP RangeElementEffect
1 Fireball 4 1–6 Fire
22 to 30 (Fire damage)Circle of radius 1
  • On a critical hit: 33 to 45
  • Cells in range
  • Line of sight required
1 Frostbolt 3 1–6 Water
22 to 30 (Water damage)Removes 1 MP+1 Gel (max 4)
  • On a critical hit: 33 to 45
  • Charges spent by: Living Flames, Blizzard, Ice Shard
  • Cells in range
  • Line of sight required
  • 2 casts per turn
1 Living Flames 2 1–5 Fire
10 to 14 (Fire damage)Consumes all charges (Gel): +50% damage per charge
  • On a critical hit: 15 to 21
  • Charges built by: Frostbolt, Freezing Bolt, Ice Lance, Cone of Cold, Frost Nova
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
2 Blink 2 1–3 Neutral
Teleports the caster to the target cell
  • Cells in range
  • No line of sight needed
  • Cooldown: 2 turns
4 Arcane Missiles 3 1–5 Air
20 to 28 (Air damage)
  • Split over 3 hits
  • On a critical hit: 30 to 42
  • Cells in range
  • Line of sight required
6 Mage Armor 2 0–0 Neutral
−20% damage taken (1 turn)
  • Cooldown: 3 turns
9 Counterspell 2 1–4 Air
Its next spell fails (its AP are spent) (1 turn)
  • Cells in range
  • Line of sight required
  • Cooldown: 3 turns
13 Arcane Explosion 4 0–0 Air
19 to 25 (Air damage)Circle of radius 2 around you
  • On a critical hit: 29 to 38
  • Cooldown: 1 turn

Fire

LevelSpellAP RangeElementEffect
10 Blaze 3 1–5 Fire
20 to 28 (Fire damage)+1 Ignition (max 4)
  • On a critical hit: 30 to 42
  • Charges spent by: Combustion
  • Cells in range
  • Line of sight required
10 Combustion 3 1–5 Fire
14 to 18 (Fire damage)Consumes all charges (Ignition): +18 base damage per charge
  • On a critical hit: 21 to 27
  • Charges built by: Blaze, Flaming Breath, Heat Wave, Dragon's Breath, Fire Blast
  • Cells in range
  • Line of sight required
  • Cooldown: 4 turns
20 Pyroblast 5 2–7 Fire
43 to 57 (Fire damage)
  • On a critical hit: 65 to 86
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
20 Flaming Breath 4 1–3 Fire
26 to 35 (Fire damage)+1 Ignition (max 4)Line of 3 cells
  • On a critical hit: 39 to 53
  • Charges spent by: Combustion
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
35 Heat Wave 2 1–4 Fire
12 to 16 (Fire damage)+30% damage on a target under one of your poisonsLeaves a ground zone dealing 5 damage per turn (2 turns)+1 Ignition (max 4)
  • On a critical hit: 18 to 24
  • Charges spent by: Combustion
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
35 Meteor 6 2–6 Fire
37 to 51 (Fire damage)Leaves a ground zone dealing 8 damage per turn (2 turns)Circle of radius 2
  • On a critical hit: 56 to 77
  • Cells in range
  • Line of sight required
  • Cooldown: 3 turns
50 Dragon's Breath 4 1–2 Fire
20 to 28 (Fire damage)Removes 1 AP+1 Ignition (max 4)Cone of 2 cells
  • On a critical hit: 30 to 42
  • Charges spent by: Combustion
  • Cells in range
  • No line of sight needed
  • Cooldown: 3 turns
50 Incendiary Bomb 3 1–5 Fire
14 to 18 (Fire damage)Circle of radius 1
  • On a critical hit: 21 to 27
  • Cells in range
  • Line of sight required
65 Fire Blast 2 1–5 Fire
17 to 23 (Fire damage)+1 Ignition (max 4)
  • On a critical hit: 26 to 35
  • Charges spent by: Combustion
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
80 Blazing Barrier 2 0–0 Fire
Shield of 30 HPWhile the shield holds, your next Fire spell is a critical hit
  • Stacked shields: at most 50% of the target’s max HP
  • Cooldown: 3 turns

Frost

LevelSpellAP RangeElementEffect
10 Freezing Bolt 4 1–6 Water
26 to 35 (Water damage)+2 Gel (max 4)
  • On a critical hit: 39 to 53
  • Charges spent by: Living Flames, Blizzard, Ice Shard
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
10 Blizzard 5 1–5 Water
22 to 30 (Water damage)Removes 1 MPLeaves a ground zone dealing 6 damage per turn (2 turns)Consumes all charges (Gel): +40% damage per chargeCircle of radius 2
  • On a critical hit: 33 to 45
  • The zone removes 1 MP
  • Charges built by: Frostbolt, Freezing Bolt, Ice Lance, Cone of Cold, Frost Nova
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
20 Ice Barrier 3 0–0 Water
Shield of 35 HP
  • Stacked shields: at most 50% of the target’s max HP
  • Cooldown: 2 turns
20 Ice Shard 2 1–6 Water
12 to 16 (Water damage)+150% damage on a target carrying at least 3 GelConsumes all charges (Gel)
  • On a critical hit: 18 to 24
  • Charges built by: Frostbolt, Freezing Bolt, Ice Lance, Cone of Cold, Frost Nova
  • Cells in range
  • Line of sight required
20 Ice Wall 3 1–4 Water
Summons a body (18% of your max HP)Destructible body (2 turns)Wall of 3 cells across the aim
  • Cells in range
  • Line of sight required
  • Cooldown: 4 turns
Invocation, fixe
35 Ice Block 3 0–0 Neutral
Heals 20% of your max HPImmune (1 turn)
  • Cannot act
  • Cannot move
  • Cooldown: 5 turns
35 Ice Lance 2 1–6 Water
12 to 16 (Water damage)+1 Gel (max 4)
  • On a critical hit: 18 to 24
  • Charges spent by: Living Flames, Blizzard, Ice Shard
  • Cells in range
  • Line of sight required
50 Water Elemental 4 1–3 Water
Summons a creature (30% of your max HP, 4 AP, 3 MP)Hits for 12 damage, 1 times per turn
  • Cells in range
  • Line of sight required
  • Cooldown: 6 turns
  • 1 cast per turn
SummonFrost Shard — 3 AP · 12 damage
50 Frozen Orb 3 1–3 Water
12 to 16 (Water damage)Removes 1 MP
  • On a critical hit: 18 to 24
  • Cells in range
  • Line of sight required
  • Cooldown: 3 turns
65 Cone of Cold 4 1–2 Water
15 to 21 (Water damage)Removes 1 MP+1 Gel (max 4)Cone of 2 cells
  • On a critical hit: 23 to 32
  • Charges spent by: Living Flames, Blizzard, Ice Shard
  • Cells in range
  • No line of sight needed
  • Cooldown: 1 turn
80 Frost Nova 3 0–0 Water
Rooted (1 turn)+1 Gel (max 4)Circle of radius 2 around you
  • Charges spent by: Living Flames, Blizzard, Ice Shard
  • Cooldown: 3 turns

Arcane

LevelSpellAP RangeElementEffect
10 Arcane Barrage 3 1–6 Air
19 to 25 (Air damage)+1 Arcane (max 5)+25% damage per charge (Arcane), without spending them
  • On a critical hit: 29 to 38
  • Charges spent by: Arcane Discharge
  • Charges built by: Arcane Power
  • Cells in range
  • Line of sight required
10 Time Warp 2 0–0 Neutral
+2 AP (2 turns)
  • Cooldown: 4 turns
20 Displacement Wave 3 0–0 Air
10 to 14 (Air damage)Pushes back 2 cellsCircle of radius 2 around you
  • On a critical hit: 15 to 21
  • Cooldown: 2 turns
20 Sheep 4 1–4 Air
Cannot attack or cast spells (2 turns, 1 in PvP)
  • Any damage frees it; no effect on a boss
  • Cells in range
  • Line of sight required
  • Cooldown: 4 turns
35 Time Theft 3 1–6 Air
9 to 12 (Air damage)Removes 2 AP
  • On a critical hit: 14 to 18
  • The AP removed are added to your next turn
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
35 Singularity 5 1–4 Air
20 to 28 (Air damage)Pulls 1 cellCircle of radius 2
  • On a critical hit: 30 to 42
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
50 Mirrors 3 0–0 Air
Summons a creature (10% of your max HP, 3 AP, 2 MP)Hits for 10 damage, 1 times per turn
  • Cooldown: 6 turns
  • 1 cast per turn
SummonMirror Missile — 3 AP · 10 damage
50 Arcane Discharge 3 1–6 Air
17 to 23 (Air damage)Consumes all charges (Arcane): +30% damage per chargeCircle of radius 1
  • On a critical hit: 26 to 35
  • Charges built by: Arcane Barrage, Arcane Power
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
65 Arcane Power 3 0–0 Air
+25% damage (3 turns)+2 Arcane (max 5)
  • Charges spent by: Arcane Barrage, Arcane Discharge
  • Cooldown: 5 turns
80 Nether Tempest 3 1–6 Air
10 Air damage per turn (3 turns)
  • Each turn, the poison also hits an adjacent enemy
  • Cells in range
  • Line of sight required