VorRata's Wizard Spell Guide.

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This is information about spells that I've used over the last 22 levels.  While it gives standard information (mana/skill/type/damage),
I've injected my own perspective and experience on each spell that I have used.  As I continue to learn about various spells I'll add what I think about each one. 

I'll also be adding the spell's initial cost and where I've seen it.  Remember on the cost, it a factor of charisma, race, religion, and class,
so the price you actually pay will vary.

Up to level 24, I've listed the spells in the order I recommend you buy them.  I made some mistakes on buying one spell before the other,
so I hope my ordering recommendations can help you out

If you have any additional information, or see an error, feel free to e-mail at VorRat@ratajik.net

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(NOTE: I've made an attempt to make this page print fairly well.  If you have problems, let me know. The TOC will only work under IE40, and the page looks best under IE40)

Level 1 - The basics (or "OMG, Wizards SUCK!")

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Shock Of Frost

Mana: 8 This should be your first damage spell.  While at this level it won't do much more damage than a weapon, it's still a good spell  compliment to a dagger or staff
Skill: Evocation
Type: DD
Dmg/Lvl: 6
Cost: ?
Location: ?

Minor Shielding

Mana: 10 Adds a little extra HP and AC.   Not much, but for the first four levels every little bit helps.
Skill: Abjuration
Type: D
Dmg/Lvl: N/A
Cost: ?
Location: ?

Sphere of Light

Mana: 10 Pointless for those races with built in vision enhancements; very important for those without.   Very much like a torch.ps.
Skill: Divination
Type: U
Dmg/Lvl: N/A
Cost: ?
Location: ?

Frost Bolt

Mana: 10 Very nice bolt based spell.   Not so hot for solo because of the long cast time, but very good if you can group.
Skill: Evocation
Type: DD
Dmg/Lvl: 10
Cost: ?
Location: ?

Numbing Cold

Mana: 13 Your first area effect spell.  Good for when in groups or as a last resort..
Skill: Evocation
Type: DD
Dmg/Lvl: 7
Cost: ?
Location: ?

Sense Magic

Mana: 5 Pointless at lower levels, but you'll need it later (and I suggest you GET it later).
Skill: Divination
Type: U
Dmg/Lvl: N/A
Cost: ?
Location: ?


Level 4 - Still Melee, but can do some nice damage with spells.

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Shock Of Fire

Mana: 15 Your next direct damage spell.  You'll be using this one a lot.
Skill: Evocation
Type: DD
Dmg/Lvl: 15
Cost: ?
Location: ?

Gate

Mana: 70 This is a very important wizard's spell.  If you get lost, you can go back to your home point.  If you're close to death, you can SOMETIMES get this off, thus saving your life.  When you get Bind at 12, this spell means you won't be walking everywhere.
Skill: Alteration
Type: U
Dmg/Lvl: N/A
Cost: ?
Location: ?

Ice Strike

Mana: 30 Next area effect spell.  This one will work over a period of time (2-3 rounds).   You'll be using this even at higher levels as a low dmg/low mana area effect
Skill: Evocation
Type: AE
Dmg/Lvl: N10
Cost: ?
Location: ?

Root

Mana: 30 This spell will become on of your most important spells later on.  Until level 8 it won't work very well.  After level 8, when you're solo you'll be rooting and Nuking all the time.
Skill: Alteration
Type: U
Dmg/Lvl: N/A
Cost: ?
Location: ?

Fade

Mana: 10 First short-distance escape spell.  Handy to pull back from something hitting you (which causes you to miss).
Skill: Alteration
Type: U
Dmg/Lvl: N/A
Cost: ?
Location: ?

O'Keils Radiation

Mana: 15 One of the only damage related buff spells you'll receive.  Okay for a level or two, but it doesn't do enough damage to be useful later on.
Skill: Aburation
Type: B
Dmg/Lvl: N/A
Cost: ?
Location: ?

See Invisible

Mana: 25 At this level, this is a pointless spell.  At level 16, it is mandatory if you plan to cast invisible on your entire party.
Skill: Divination
Type: U
Dmg/Lvl: N/A
Cost: ?
Location: ?

Glimpse

Mana: ? Some kind of enhanced vision spell. I never go it.
Skill: Divination
Type: U
Dmg/Lvl: N/A
Cost: ?
Location: ?


Level 8 - Lots of direct damage and area effect spells.

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Firebolt

Mana: 40 Your first powerful direct damage spell.  This will become your base damage spell until level 12.  At level 12, it will become your low mana DD backup spell.
Skill: Evocation
Type: DD
Dmg/Lvl: 40/8
Cost: ?
Location: ?

Shock of Ice

Mana: 30 While this DD spell is not as powerful as the fire bolt it has a fairly good mana/damage ratio.  When in a group, use this one, as it won't get NPC's as mad as the Fire Bolt will.
Skill: Evocation
Type: DD
Dmg/Lvl: 28/8
Cost: ?
Location: ?

Lesser Shielding

Mana: 25 The next in the line of shielding spells.  Still not that great, but, in combination with the cloth armor you should be buying, it helps.
Skill: Abjuration
Type: B
Dmg/Lvl: N/A
Cost: ?
Location: ?

Shadow Step

Mana: 10 A much farther-distance escape spell than fade.  Outside, this one will take you out of sight of  a battle, letting you get off a gate.  Inside it is about the same as fade.
Skill: Alteration
Type: U
Dmg/Lvl: N/A
Cost: ?
Location: ?

Column of Frost

Mana: 39 Another area effect spell, pretty good in groups if you are very careful
Skill: Evocation
Type: AE
Dmg/Lvl: ?
Cost: ?
Location: ?

Fingers of Fire

Mana: 28 Yet another area effect.  Slow to cast, but okay for a group.
Skill: Evocation
Type: AE
Dmg/Lvl: 22/8
Cost: ?
Location: ?

Eye of Zomm

Mana: 35 While this looks neat, this can actually be a very dangerous spell. While using the eye, you can't see what's going on around you.  The eye itself will catch the attention of hostile monsters, who can end up training you.  It CAN be good for pulling a NPC for a short distance, but you need to be ultra-careful. If I see someone in my group cast this in a dungeon (say, Black Burrow) I starting thinking about disbanding... LOL.
Skill: Conjuration
Type: U
Dmg/Lvl: N/A
Cost: ?
Location: ?

Sense Summoned

Mana: 5 While, at level 16, I still haven't gotten this, it can be handy in a place like lava storm, which has lots of fire elementals.
Skill: Divination
Type: U
Dmg/Lvl: N/A
Cost: ?
Location: ?


Level 12 - The Buff and Utility Level.

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Bind Affinity

Mana: 100 You can FINALLY BIND!  This is a critical spell, for the simple reason that you can travel and bind wherever you want.   You can also bind others to city zones.
Skill: Alteration
Type: U
Dmg/Lvl: N/A
Cost: ?
Location: ?

Shock of Lightning

Mana: 60 Very good DD spell that will be your main hitting spell until level 16.
Skill: Evocation
Type: DD
Dmg/Lvl: 82/12
Cost: ?
Location: ?

Halo of Light

Mana: 40 Pretty good light spell, very similar to a greater lightstone.  If you don't have infra/ultra-vision, this will be a very nice spell until level 16, where it, for the most part, will be replaced by heat vision.   It'll still be good then because it's provides something you can wear on your head for AC.  Outside, this spell is like the Sphere of light, just a bit brighter.   Inside, or in places with walls, it makes everything VERY bright.
Skill: Diviniation
Type: B
Dmg/Lvl: N/A
Cost: ?
Location: ?

Firestorm

Mana: 62 Didn't get it...
Skill: Evocation
Type: AE
Dmg/Lvl: 24/12
Cost: ?
Location: ?

Frost Spiral
of
Al'Kabor

Mana: 100 Pretty powerful area effect spell.   I don't use it much...
Skill: Evocation
Type: AE
Dmg/Lvl: ?
Cost: ?
Location: ?

Gaze

Mana: 100 Another magnify vision spell that I didn't get.
Skill: Divination
Type: U
Dmg/Lvl: ?
Cost: ?
Location: ?

Cancel Magic

Mana: 30 While at 12th level you probably wont need this, it becomes very valuable later on, when going up against magical creatures.
Skill: Abjuration
Type: U
Dmg/Lvl: N/A
Cost: ?
Location: ?

Resistant Skin

Mana: 35 This shield will increase your resistance to poison and disease.  I still haven't gotten it..
Skill: Abjuration
Type: B
Dmg/Lvl: N/A
Cost: ?
Location: ?


Level 16 - People actually WANT to group with a Wizard!?!?

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Lightning Bolt

Mana: 55 This almost doubles what your last bolt spell does.  If you group, your party will be amazed how fast you can take something down with this spell.  As a 16th level wizard, I could cast almost 600 damage if I didn't get fizzles or blocks.  Of course, I ended up mediating 4+ minutes afterwards.   If you are solo, use this spell.  If you're in a group, use this spell when it hits the fan, or ONE time to finish off a NPC.
Skill: Evocation
Type: DD
Dmg/Lvl: 120/16
Cost: ?
Location: ?

Invisiblity

Mana: 30 One of the problems with traveling as a Wizard is lots of things come after you, and you can't handle multiple attackers.   Invisible finally allows you to pass un-noticed!  It's also the BEST buff spell so far that you can cast on others.  When I'm with a party, I almost always cast this plus see invisible when travel in hostel zones. 
Skill: Divination
Type: B
Dmg/Lvl: N/A
Cost: ?
Location: ?

Shielding

Mana: 50 The next HP/AC shield spell.   Pretty good, but still waiting for Leatherskin or Diamond skin...
Skill: Abjuration
Type: B
Dmg/Lvl: N/A
Cost: ?
Location: ?

Heat Sight

Mana: 30 Infravision!  You can see at night, and everything has a slight reddish tinge to it.
Skill: ?
Type: B
Dmg/Lvl: N/A
Cost: ?
Location: ?

Flame Shock

Mana: ? Very nice DD spell.  If you're in a group, use this more often than the Lightning Bolt spell.
Skill: ?
Type: DD
Dmg/Lvl: 100/16
Cost: ?
Location: ?

Shieldskin

Mana: 41 While I didn't initially get this, it turns out that down the road it's a VERY nice spell. You have to buy a cat's agate per cast, but it basically will absorbed a initial amount of damage, about 100 HP's at 16.  The really nice thing is when it absorbs the damage, the monster DOESN'T hit you, so you won't get interrupted as much. (you also need a Regent, Cat's Agete, which cost 3gp)
Skill: Abjuration
Type: B
Dmg/Lvl: 100/16
Cost: ?
Location: ?

Project Lightning

Mana: 47 Very nice radius spell. I really started using this at level 20 in groups.  It's not enough damage to make your targets go crazy on you, but still does enough over time.
Skill: Evocation
Type: AE
Dmg/Lvl: 65/16/*
Cost: ?
Location: ?

Pillar of Fire

Mana: 65 Area effect, haven't gotten
Skill: Evocation
Type: AE
Dmg/Lvl: 90/16
Cost: ?
Location: ?

Identify

Mana: 50 Sounds useful, but I haven't gotten yet.
Skill: Divination
Type: U
Dmg/Lvl: N/A
Cost: ?
Location: ?

Bind Sight

Mana: ? This is the only sight spell that actually is useful!  You bind your vision to a player or NPC. You can then cast (and re-bind sight) to another NPC.  I've been able to explore a zone just by hoping from player to player.  Also useful in a group.  You can bind to the puller, and let the group know when the puller is coming back, and what is coming back with them.
Skill: ?
Type: B/+
Dmg/Lvl: N/A
Cost: ?
Location: ?


Level 20 - Time to Travel

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Force Shock

Mana: 130 175DMG, Baby!  Yes, as you might have heard, this spell gets resisted way to much... but I still use it.  In a group, I usually Root, cast Force Shock, then switch to another DD or bolt spell (Force Shock takes a LONG time to recycle).  Depending on the NPC, I sometimes just cast Force Shock - if it hits, and I get one more DD in, stuff tends to be very dead.
Skill: Evocation
Type: DD
Dmg/Lvl: 175/20
Cost: ?
Location: ?

Elemental Shield

Mana: 50 Good spell if you're going against fire or ice casters.
Skill: Abjuration
Type: B
Dmg/Lvl: 175/20
Cost: ?
Location: ?

Tishand's Clash

Mana: 90 This stuns a creature for a couple of about 6 seconds.  They won't attack or cast.  I really have started to like this spell.  When huting Evil Eyes in Beholder, I would start with this spell.  By the time the eye could cast, it'd be dead form my force shock and the magical attack of my group.
Skill: Evocation
Type:
Dmg/Lvl: N/A
Cost: ?
Location: ?

Enstill

Mana: 60 The long awaited upgraded to Root - which I no longer use.  It supposed to last longer, but it uses so much more mana and gets resisted so much  that I've just gone back to root.  I think at later levels, like root, this spell will make more sense to use (the amount of mana root took at lower levels, and the number of times you needed to cast it, sometimes made it sorta useless.)
Skill: Alteration
Type:
Dmg/Lvl: N/A
Cost: ?
Location: ?

Fire Spiral
of
Al'Kabor

Mana: 150 Target: AE Direct Damage - Don't have yet.
Skill: Evocation
Type: AE
Dmg/Lvl: N/A
Cost: ?
Location: ?

Tox Gate

Mana: ? OMG, I can TRAVEL NOW!!! This one takes you back to my home land, Toxxulia Forest by Erudin (Personal only)
Skill: Alteration
Type: ?
Dmg/Lvl: N/A
Cost: ?
Location: ?

North Gate

Mana: ? Personal Gate spell to North Karana.  Nice if you want to sell at the gypsy camp right up the road, or if you're going to Qeynos
Skill: Alteration
Type: ?
Dmg/Lvl: N/A
Cost: ?
Location: ?

Fay Gate

Mana: ? Greater Faydark has become my new home, and this spell takes me there.  Felwithe is VERY close (just a little north) and the bank is in the first zone.  Because of these two things, wherever I am, this is usually where I camp and sell.  Very nice spell!
Skill: Alteration
Type: ?
Dmg/Lvl: N/A
Cost: ?
Location: ?

Sight

Mana: ? Wow, what a waste of money!!! Why'd they bother putting this spell in the game!?!?  I resisted getting any of the vision spells until this level.  I found Bind Sight to be pretty cool, so I thought I'd try this one out.   What a mistake!!! BOOOO!
Skill: ?
Type: ?
Dmg/Lvl: N/A
Cost: ?
Location: ?


Level 24 - Walk on water, root and nuke!

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Cast Force

Mana: 123 Nice AE around the caster.  Does enough damage to be usefull, but not enough to get everything on top of you (if you are CAREFULL!)
Skill: Evocation
Type: DD
Dmg/Lvl: ?
Cost: ?
Location: ?

Column
of
Lightning

Mana: 130 Haven't made yet.
Skill: Evocation
Type: AE
Dmg/Lvl: ?
Cost: ?
Location: ?

Frost Shock

Mana: 110 Very nice DD spell, well worth getting.  At this level, I loaded this, force shock, and lightning shock as my damage spells (no bolt spells!).   Unfortunately, I played in permafrost a lot, and the gob's there seem to resist getting the full damage of this spell
Skill: Evocation
Type: DD
Dmg/Lvl: 168/24
Cost: ?
Location: ?

Leatherskin

Mana: 83 Like Shieldskin, this spell will absorb a certain amount of HP. It also takes Bloodstones as the regent, which cost 6gp.  VERY nice spell.
Skill: Abjuration
Type: DD
Dmg/Lvl: ?
Cost: ?
Location: ?

Levitate

Mana: 30 Lets you or anyone you cast on it levitate.   You can walk across water, avoid steep, sudden drops, and, if you walk off a high place, you can "fly" above a zone.  Uses a bats wing regent.
Skill: Alteration
Type: AE
Dmg/Lvl: ?
Cost: ?
Location: ?

Lightning Storm

Mana: 137 Nice AE Rain
Skill: Alteration
Type: AE
Dmg/Lvl: ?
Cost: ?
Location: ?

Major Shielding

Mana: 80 VERY strong version of our shield spells. 
Skill: Abjuration
Type: AE
Dmg/Lvl: ?
Cost: ?
Location: ?

Cazic Gate

Mana: 150 Teleport to Cazic.  You end up in the maze, a nasty place. Have someone cast invis on you after you cast, or lev from a high place and cast.
Skill: Alteration
Type: AE
Dmg/Lvl: ?
Cost: ?
Location: ?

Common Gate

Mana: 150 Teleport to West Commons
Skill: Alteration
Type: AE
Dmg/Lvl: ?
Cost: ?
Location: ?

Nek Gate

Mana: 150 Teleport to Nek Forest, home of the dark elfs.
Skill: Alteration
Type: AE
Dmg/Lvl: ?
Cost: ?
Location: ?

Ro Gate

Mana: 150 Teleport to Northern Ro. There's a place that I can buy and sell just a short walk away from here. Very nice
Skill: Alteration
Type: AE
Dmg/Lvl: ?
Cost: ?
Location: ?

West Gate

Mana: 150 Teleport to West Karana. I really don't know why they put this one here, it's almost right next to the North Karana gate. I much rather have one near Qeynos, or one up in the Halas area.
Skill: Alteration
Type: AE
Dmg/Lvl: ?
Cost: ?
Location: ?


Level 29 - Why would I want to by any other class?

 

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Energy Storm

Mana: 162 Target: AE 10-60 HP Direct Damage.  Very nice Rain AE
Skill: Evocation
Type: DD
Dmg/Lvl: ?
Cost: ?
Location: ?

Inferno Shock

Mana: 135 Great DD Spell.  Very nice mana to damage ratio, and doesn't get resisted much.
Skill: Evocation
Type: DD
Dmg/Lvl: ?
Cost: ?
Location: ?

Shock Spiral
Of
Al'Kabor

Mana: 200 AE Spell, does around 180 to everything it hits.
Skill: Abjuration
Type: DD
Dmg/Lvl: 180/35
Cost: ?
Location: ?

Thunder Strike

Mana: 150 280 Damage, 2 second stun and push back.  VERY resisted at this level.  At 35, I loved using it on HG's... fun watching a little wizard push around a HG! :)
Skill: Evocation
Type: DD
Dmg/Lvl: ?
Cost: ?
Location: ?

Evacuate: North

Mana: 300 Group: Gates entire group to North Qeynos
Skill: Alteration
Type: DD
Dmg/Lvl: ?
Cost: ?
Location: ?

North Portal

Mana: 300 Group: Creates a portal to Northern Karana
Skill: Alteration
Type: DD
Dmg/Lvl: ?
Cost: ?
Location: ?

Fay Portal

Mana: 300 Group: Creates a portal to Greater Faydark"
Skill: Alteration
Type: DD
Dmg/Lvl: ?
Cost: ?
Location: ?

Magnify

Mana: ? Self: Increases field of view"
Skill: Diviniation
Type: DD
Dmg/Lvl: ?
Cost: ?
Location: ?

Yonder

Mana: 20 Shadow Step++
Skill: Alteration
Type: DD
Dmg/Lvl: ?
Cost: ?
Location: ?

 



Spell Types:
DD - Direct Damage
D - Defense
AE - Area Effect
U - Utility
B - Buff

 

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