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Wizard spells: mana costs, elements and control

Updated for Release 1.0.5

Wizard damage spells skip the weapon hit roll. An evasive target can still take the spell’s damage even when a Ranger misses repeatedly; Freeze, Burn and Stun have separate chances and are not guaranteed by the successful spell hit.

Ice Shard, Static Shock and Fire Spark compared by their first-rank costs and damage types.
Original mechanic diagram.

Early spells use different budgets

Rank-1 spell Cost and effect
Ice Shard 5 mana; 4–8 Ice damage; 10% Freeze chance
Static Shock 6 mana; 3–12 Lightning damage to two enemies in front
Fire Spark 8 mana; 7–13 Fire damage; 20% Burn chance

For one target, compare the spell’s cost and the enemy’s resistance. Static Shock’s two-target shape is wasted when only one suitable enemy remains. Fire Spark’s larger initial range costs more mana than Ice Shard; it also deals a different element.

Feel the Flow becomes available at hero level 2 and adds 12 maximum mana per rank. Dragon Arcana at level 3 improves elemental spell damage and the Burn/Freeze chances. Those passives address different limits: a bigger pool permits more casts, while more damage can reduce the casts needed.

Paralyze and Freeze are different

Ice Shard’s Freeze skips an affected enemy’s round. Arcane Lock always attempts its movement-stopping Paralyze and separately has a Stun chance, starting at 20%. A paralyzed enemy can still attack. Treating every Arcane Lock as a guaranteed lost enemy turn can leave the front row exposed.

Invisibility opens at level 5, affects the party and breaks when the party acts. It can help pass an encounter, but it does not let the group keep attacking while hidden.

Level-six spells

Fireball, Ice Tower and Storm Chain open at hero level 6. Their first-rank mana costs are 15, 13 and 14 respectively. Fireball hits two enemies, Ice Tower affects enemies in the area ahead, and Storm Chain has a chance to strike its targets again. A recast chance is not a guaranteed second full cast.

Bring a Reach staff for turns when saving mana makes sense, and keep resting and recovery conditions in mind. Patch 1.0.5 improves resting mana recovery; weapon-swapping tricks that reset staff cooldowns were fixed in that release.

The class reference keeps the unlock and cost conditions beside each skill.

Sources

  1. VoidEngineer’s current player guideCurrent skill tables, equipment requirements and extracted combat rules; updated November 12.
  2. Official patch 1.0.5Current release fixes and recovery changes.

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