Mage
"Blast your foes! Master of spells and elemental damage."
Strengths
- Can achieve theoretical infinite damage
- Mana transfer abilities
- Element reactions
Weaknesses
- Extremely fragile
- Awful basic attack
- Takes time to scale in fast-paced fights
Recommended Meta Build
Meta Build: Essential for The Sewers (Electric skills react with water). Trash to Treasure: Upgrade "Waste Time" (1 AP = 1 Charge). Pair with passive: "Ally skill use = +2 magic damage". Drop 40+ DMG AOE nukes every turn.
mage Ability Codex
Magic Dart
Shoot a charged projectile within your line of sight. This attack counts as both magical and physical.
Melee Attack / Heal
Heals allies but damages enemies.
Ranged Attack / Heal
Heals allies but damages enemies.
Magic Missile
Shoot an infinite-range projectile that can't miss. (This attack's damage scales with your )
Surf
A water spell that deals damage and knockback in a large area.
Surf
A water spell that deals more damage and knockback in a larger area.
Bolt
A lightning bolt that has a 25% chance to Stun.
Bolt
A stronger lightning bolt that has a 50% chance to Stun.
Fire Blast
A fireblast that inflicts Burn 2 in an area.
Fire Blast
A more damaging fireblast that inflicts Burn 3 in an area.
Frost Blast
Shoot a blast of ice in a line that freezes the first unit it hits.
Frost Blast
Shoot a blast of ice in a line that freezes every unit it hits.
Energy Blast
A high damage spell that hits a single target.
Energy Blast
A high damage spell that hits a single target and deals extra damage equal to your .
Magic Missile
Shoot an infinite-range projectile that can't miss.
Magic Missile
Shoot an infinite-range projectile that can't miss. Emit 3 Sparkles.
Wall of Fire
A fire spell that inflicts Burn 1 and spawns fires in a perpendicular line.
Wall of Fire
A fire spell that damages, inflicts Burn 3 and spawns fires in a perpendicular line.
Hyper Beam
Target a tile. At the start of your next turn, unleash an extremely high damage mega beam on that tile. (Castable once per turn.)
Hyper Beam
Target a tile. At the start of your next turn, unleash an extremely high damage mega beam on that tile.
Meteor Storm
Summon meteors that hit random tiles in a large area. These meteors have a chance to stun, spawn fires, or leave rocks behind.
Meteor Storm
Summon meteors that hit random tiles in a larger area. These meteors have a chance to stun, spawn fires, or leave rocks behind.
Mega Blast
Deal high damage in a cone.
Mega Blast
Deal high damage in a larger cone.
Chill
Inflict Slow on a unit.
Chill
Inflict Slow on units in an area.
Enlarge
Get big.
Enlarge
Get big.
Wind Slash
A wind spell that hits an entire line with Knockback 1.
Wind Slash
A wind spell that hits a wide line with Knockback 2.
Warp
Teleport diagonally any distance.
Warp
Teleport diagonally any distance. (This spell costs less.)
Teleport
Teleport to any tile.
Teleport
Teleport to any tile. (This spell costs less.)
Switch
Switch positions with any unit.
Switch
Switch positions with any unit. (This spell costs less.)
Absorb
Spend all of your mana and heal that much HP.
Absorb
Spend all of your mana and heal that much HP. Excess healing is converted into .
Ice Armor
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Ice Armor
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Fire Armor
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Fire Armor
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Mana Meld
Give all of your mana to a unit in range 3.
Mana Meld
Give all of your mana plus 2 to a unit.
Inspire
Give 2 mana to a unit.
Inspire
Give 4 mana to a unit.
Telefrag
Teleport onto a unit, dealing damage to yourself and that unit.
Telefrag
Teleport onto a unit, dealing damage to that unit.
Chaos Teleport
Teleport to a random tile.
Chaos Teleport
Teleport to a random tile. Deal damage to units adjacent to the tile you teleport to.
Cryo-Heal
Heal and inflict Freeze 1 on a unit in range 3.
Cryo-Heal
Heal and inflict Freeze 1 on any unit. (This spell costs less.)
Gust
Knock back each unit adjacent to a chosen tile 1 space.
Gust
Knock back each unit adjacent to a chosen tile 3 spaces, at infinite range.
Blizzard
Deal ice damage in a wide line with Knockback 1 that inflicts Slow and has a 15% chance to freeze.
Blizzard
Deal more ice damage in a wide line with Knockback 10 that inflicts Slow and has a 25% chance to freeze.
Inferno
Deal fire damage and inflict Burn 3 to all units in a large circle around you.
Inferno
Deal more fire damage and inflict Burn 5 to all units in a large circle around you.
Thunderburst
Shoot lightning bolts in eight directions with a 15% chance to Stun.
Thunderburst
Shoot stronger lightning bolts in eight directions with a 25% chance to Stun.
Deal with the Devil
Injure yourself, then restore 15 mana. (Castable once per battle.)
Deal with the Devil
Injure yourself, then restore all your mana. (Castable once per battle.)
Forbidden Flame
Damage all enemies and burn the entire map. There will be permanent consequences for casting this spell… (Castable once per battle.)
Forbidden Flame
Heavily damage all enemies and burn the entire map. There will be permanent consequences for casting this spell… (Castable once per battle.)
Forbidden Flood
Knock back and damage all enemies, then flood the entire map. There will be permanent consequences for casting this spell… (Castable once per battle.)
Forbidden Flood
Knock back and damage all enemies, heal all allies, then flood the entire map. There will be permanent consequences for casting this spell… (Castable once per battle.)
Whirlpool
Create a whirlpool that spins units and inflicts Confusion on them.
Whirlpool
Create a larger whirlpool that spins units and inflicts Confusion on them.
Chain Lightning
Shoot lightning that chains randomly to other nearby units up to 2 tiles away.
Chain Lightning
Shoot lightning that chains randomly to other nearby enemies up to 3 tiles away.
Shatter
A melee attack that instantly kills frozen units. If used on a boss, it instead removes Frozen to deal 15 damage and inflict Slow 2.
Shatter
A spell that instantly kills frozen units in an area. If used on a boss, it instead removes Frozen to deal 15 damage and inflict Slow 2.
Forbidden Fulmination
Strike all enemies with lightning, inflicting Stun. There will be permanent consequences for casting this spell… (Castable once per battle.)
Forbidden Fulmination
Strike all enemies with lightning, inflicting Stun 2. There will be permanent consequences for casting this spell… (Castable once per battle.)
Firebolt
Cast a fire/electric spell that inflicts Burn 1 and has a 15% chance to inflict Stun in an X shaped area.
Firebolt
Cast a fire/electric spell that inflicts Burn 2 and has a 30% chance to inflict Stun in an X shaped area.
Icicle Zapper
Shoot an ice/electric bolt in a straight line. It inflicts Slow 2, has a 25% chance to Stun and a 25% chance to Freeze.
Icicle Zapper
Shoot 2 ice/electric bolts in a straight line. They inflict Slow 2, have a 25% chance to Stun and a 25% chance to Freeze.
Freezer Burn
Cast a fire/ice spell that inflicts Burn 2, Slow 2 and Knockback 2 on all units around you.
Freezer Burn
Cast a fire/ice spell that inflicts Burn 3, Slow 3 and Knockback 3 on all units around you in a larger area.
Corrupt
Injure yourself, then gain +3 Magic Damage.
Corrupt
Injure yourself, then gain +3 Magic Damage and emit a Sparkle.
Jolt
Shoot a lightning bolt that deals 1 damage and knocks the unit it hits 3 tiles in the direction it's facing.
Jolt
Shoot a lightning bolt that deals 2 damage and knocks the unit it hits 6 tiles in the direction it's facing.
Smolder
Inflict Burn 1 and +1 to a unit in range.
Smolder
Inflict Burn 1 and +1 to any unit. (This spell costs less.)
Fire Surge
A fire spell that increases its range, area, damage, and Burn by 1 every turn.
Fire Surge
A fire spell that increases its range, area, damage, and Burn by 1 every turn. Starts stronger.
Ice Surge
An ice spell that increases its range and Slow every turn. At 2 turns, it gains Immobilize 1. At 3 turns, it gains Freeze 1. (Current turns: {v0})
Ice Surge
An ice spell that increases its range, damage, and Slow every turn. At 2 turns, it gains Immobilize 1. At 3 turns, it gains Freeze 1. (Current turns: {v0})
Lightning Surge
An electric spell that increases its range and damage by 2 every turn, and its stun chance by 10%.
Lightning Surge
An electric spell that increases its range and damage by 3 every turn, and its stun chance by 10%.
Crescendo
This spell gains +1 damage, range and area, and -1 mana cost each time you cast a spell. This spell resets after you cast it.
Crescendo
This spell gains +1 damage, range and area, and -1 mana cost each time you cast a spell. This spell loses half its boosts after you cast it.
Divide
Lose Damage equal to half of your basic attack's damage, rounded up. For the rest of the battle, you can attack an extra time each turn. (This can't be cast if your basic attack's damage is 1 or less.)
Divide
Lose Damage equal to 1/3rd of your basic attack's damage, rounded up. For the rest of the battle, you can attack an extra time each turn. (This can't be cast if your basic attack's damage is 1 or less.)
Forbidden Frost
Apply Freeze 2 to each unit except for yourself and 1 other chosen unit. Deal 5 Damage to enemies and heal each ally 5 HP. There will be permanent consequences for casting this spell… (Castable once per battle.)
Forbidden Frost
Apply Freeze 2 to each unit except for yourself and 1 other chosen unit. Deal 10 Damage to enemies and fully heal each ally. There will be permanent consequences for casting this spell… (Castable once per battle.)
Black Magic
Drop to 1 HP. Gain mana equal to the HP lost. (Castable once per turn.)
Black Magic
Drop to 1 HP. Gain mana equal to the HP lost and gain All Stats Up 2. (Castable once per turn.)
Teach
Reduce the cost of another unit's spells by 1 until the end of their turn.
Teach
Reduce the cost of a unit's spells by 1 until the end of their turn. This can target yourself.
Homing Blasts
Shoot 3 Magic Missiles at random enemies.
Homing Blasts
Shoot 4 Magic Missiles at random enemies.
Replicate
The next spell you cast is cast twice.
Replicate
The next spell you or another unit casts is cast twice.
Magnify
Your basic attack gains +1 range and area until the end of the turn.
Magnify
Your basic attack gains +2 range and +1 area until the end of the turn. (This spell costs less.)
Tri-Attack
A Fire / Ice / Electric spell that inflicts Burn 1, Slow 1, and has a 5% chance to inflict Stun.
Tri-Attack
A Fire / Ice / Electric spell that inflicts Burn 1, Slow 1, and has a 5% chance to inflict Stun in an area.
Healing Word
Heal a unit at range.
Healing Word
Heal other units in an area at range.
Cure Wounds
Heal an adjacent unit.
Cure Wounds
Heal all adjacent units.
Malaise
Inflict Weakness on units in an area.
Malaise
Inflict Weakness and Poison on units in an area.
Open Wounds
An attack that deals more damage the less health the target unit has. (based on their health percent)
Open Wounds
An attack that deals even more damage the less health the target unit has. (based on their health percent)
Prayer
Heal units in an area.
Prayer
Heal units in a larger area. Infinite range.
Convert
Inflict Charm 2 on an adjacent unit.
Convert
Inflict Charm 2 on an adjacent unit. Non-boss enemies with less than 25% health join your party.
Cleanse
Remove all debuffs from units in an area.
Cleanse
Remove all debuffs from units in an area. Those units get +1 for each debuff removed.
Purge
Remove all buffs from a unit.
Purge
Remove all buffs from a unit. Deal 3 damage to that unit for each unique status effect removed.
Heretic Mark
Inflict Ostracized 2 on a unit.
Heretic Mark
Inflict Ostracized 4 on a unit.
Zealot
Gain +1 .
Zealot
Gain +1 . (This spell costs less.)
Haste
Give a unit +10 until the end of its next turn.
Haste
Give units in an area +10 until the end of their next turns.
Rally
Force a unit to attack one of its enemies.
Rally
Force units in an area to each attack one of their enemies.
Buddy Up
Jump to an open tile next to an ally.
Buddy Up
Jump to an open tile next to an ally. (This spell costs less.)
Healing Fall
Jump to an open tile, then heal each adjacent unit.
Healing Fall
Jump to an open tile, then heal each adjacent unit. (This spell costs less.)
Holy Dash
Dash forward, heal a unit and give it a random stat up.
Holy Dash
Dash forward, heal a unit and give it 3 random stat ups.
Reverse Damage
Reverse the last damage an adjacent unit took.
Reverse Damage
Reverse the last damage a unit within range took.
Rebuke
Deal damage to a unit equal to the damage that unit last dealt.
Rebuke
Deal damage to a unit equal to twice the damage that unit last dealt.
Wish
Target an area. At the beginning of your next turn, heal all units in that area. (Castable once per turn.)
Wish
Target an area. At the beginning of your next turn, heal all units in that area. This spell tracks its target if you directly targeted a unit. (Castable once per turn.)
Witch Hunt
Put a bounty on a unit. When that unit dies, its killer gains All Stats Up.
Witch Hunt
Put a bounty on a unit. When that unit dies, it becomes meat and its killer gains All Stats Up. (This spell costs less.)
Friend or Foe
A ranged spell that heals allies and damages enemies.
Friend or Foe
An infinitely ranged spell that heals allies and damages enemies.
Revive
Revive a body to 50% HP and cure one of its injuries.
Revive
Revive a body to 100% HP and cure one of its injuries. If it was an enemy, it gets charmed.
Holy Light
Heal allies and damage enemies in an area. This spell has half effect outside its center.
Holy Light
Heal allies and damage enemies in an area. This spell has half effect outside its center. (This spell costs less.)
Ethereal
Gain 4 , 3 , heal 2 HP, and Brace 1.
Ethereal
Gain Thorns 6, Reflect 5, 4 , 3 , heal 2 HP and Brace 1.
Born Again
Revive a body to 100% HP and give it All Stats Up, then you fall asleep.
Born Again
Revive a body to 100% HP and give it All Stats Up.
Benediction
Heal EVERYTHING for 2 HP.
Benediction
Heal EVERYTHING for 2 HP. (This spell costs less.)
Crusade
You and your allies move toward the nearest enemy.
Crusade
You and your allies move toward the nearest enemy and gain +1 .
Hallowed Ground
Spawn a blessing pickup on an empty tile in range.
Hallowed Ground
Spawn a blessing pickup on any empty tile.
Enlighten
Another unit's next spell is free.
Enlighten
Another unit's next spell is free. Infinite range. (This spell costs less.)
Anoint
Give +2 Diminishing Health Regeneration and +1 to a random stat to an adjacent unit.
Anoint
Give +2 Diminishing Health Regeneration and +1 to 2 random stats to any unit.
An Eye for an Eye
A melee attack that inflicts Blind 5 and Bleed 1.
An Eye for an Eye
A melee attack that inflicts Blind 5, Bleed 1, and Madness 1.
Wrath of God
Deal holy damage and inflict Blind to everything except for a safe circle around you. This vaporizes units it kills.
Wrath of God
Deal holy damage and inflict Blind to all enemies. This vaporizes units it kills.
Adoubment
Heal a unit and remove its debuffs. That unit gets +1 to a random stat and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Adoubment
Heal or revive a unit and remove its debuffs. That unit gets +1 to 3 random stats and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Divine Protection
Give a unit +1 and +1 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Divine Protection
Give a unit anywhere +1 and +2 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Chosen Warrior
Give a unit +1 Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack.
Chosen Warrior
Give a unit +1 Damage and +1 Magic Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack. (This spell costs less.)
Swift Servant
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives you +1 Bonus Move too.
Swift Servant
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell has infinite range, costs less and must target it, and it gives you +1 Bonus Move too.
Divine Gift
Gain All Stats Up. This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Divine Gift
Gain All Stats Up and +1 . This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Holy Weapon
A dash attack with range, damage, and knockback equal to the amount of HP you healed other units this turn. (Castable once per turn.)
Holy Weapon
A dash attack with range, damage, and knockback equal to twice the amount of HP you healed other units this turn. (Castable once per turn.)
Stand In
Swap positions with any unit. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Stand In
Swap positions with any unit and heal it by 1 HP. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Awaken
Revive a body to 1 HP.
Awaken
Revive a body to 1 HP. Give that unit +1 and All Stats Up.
Fury Heal
Heal an adjacent unit 2 to 6 times.
Fury Heal
Heal an adjacent unit 2 to 6 times. Each heal gives +1 to a random stat.
Pray
Give another unit +5 until the end of its next turn.
Pray
Give allies +5 and enemies -5 until the end of their next turns, in an area.
Emergency
Run next to the ally with the most missing health. Trample all in the way.
Emergency
Run next to the ally with the most missing health. Trample all in the way. (This spell costs less.)
Guardian Angel
Make a unit The Alpha. Bonus Passive: The Alpha has +50% dodge chance.
Guardian Angel
Make a unit anywhere The Alpha. (This spell costs less.) Bonus Passive: The Alpha has +50% dodge chance.
Booster
Heal an adjacent unit. Excess healing is converted to an equal amount of random stat ups.
Booster
Heal a unit at range. Excess healing is converted to an equal amount of random stat ups.
Stimulants
You and adjacent units gain +2 .
Stimulants
You and adjacent units gain +2 and +1 .
Blinding Lights
Inflict Blind 1 on each unit in an area.
Blinding Lights
Inflict Blind 2 on each unit in a larger area.
Circle of Protection
Give +1 to each unit within 2 tiles of you.
Circle of Protection
Give +1 and +1 Health Regeneration to each unit within 2 tiles of you. (This spell costs less.)
Call Over
Make an ally move toward you.
Call Over
Make an ally move toward you. Infinite range.
Grace
You or an adjacent unit gains a random positive effect.
Grace
You or an adjacent unit heals a random amount of HP, gains +1 to a random stat, and gains a random positive effect.
Turn Foe
Force a nearby unit to move away from you.
Turn Foe
Force a nearby unit to move away from you. If it was an enemy, inflict Madness 1 and Confusion 1.
Healing Salve
You or an adjacent unit gains +1 Health Regeneration.
Healing Salve
You or an adjacent unit gains +2 Health Regeneration.
Magic Missile
Shoot an infinite-range projectile that can't miss.
???
Becomes a random Mage starter ability when you lock in your team's collars.
???
Becomes a random Cleric starter ability when you lock in your team's collars.