Practical Guide to Skills and Spells
A Brief Guide to Wizard’s Skills and Spells
Updated 10/20/06
Contributed by Neraka and Riel
Primary attribute – Knowledge
Pros:
- A vast amount of useful and less useful spells to choose and learn
- Mastery of a spell will not require you to memorize it nor have it scribed. Two other big pluses are that it can’t be mem drained and is unhindered by web. Mastered spells kick ass!
- Wizards are generally the most powerful and most versatile mage class.
Cons:
- The most quest intensive class
- Requires you to lug around several spellbooks, troublesome till you get either a trunk or a pouch
- Being Silenced, webbed or mental disrupted will affect your casting ability, but that can be worked around.
Skills
[ # ] [ Proficiency Name ] [ Type ] [ Cmplx ] [ Lrnd ]
1 dagger WEA 1% 40%
2 exotic WEA 50% 0%
3 hand to hand COM 1% 25%
4 hook WEA 9% 0%
5 meditation MYS 40% 0%
6 magical items MYS 5% 40%
7 sword WEA 1% 1%
8 staff WEA 6% 0%
9 scythe WEA 7% 0%
Dagger
Max
Second best weapon you’ll have next to sword. It will come in useful with Thief’s Backstab.
Exotic
Optional
It is useful against mobs that could only be hurt by exotic damage. There are a few of these kinds in the game.
Hand to Hand
Maxing Recommended
When blinded and disarmed, aside from an area effect spell and bash, this is your basic damage.
Hook
Optional
Though more powerful than dagger at certain levels, they are uncommon in game.
Meditation
Mastery – practicable up to 100%
This proficiency increases SP regeneration each tick.
Magical Items
Moderate Practice
This proficiency determines how well you’ll be able to use a magical item such as a staff or an orb.
Sword
Max
This is the best weapon given to a wizard. Sword inflicts slash-type damage.
Staff
Do not practice
This is an uncommon weapon, with low bash-type damage.
Scythe
Do not practice
This is another uncommon weapon.
Spells
[ # ] [ Spell Name ] [ School ] [ SP ] [ Cmplx ] [ Lrnd ]
1 acid blast CON 267 32% 0%
2 armor CON 49 0% 40%
3 animate dead NEC 238 78% 0%
4 abjure ABJ 231 75% 0%
5 blindness ILL 133 35% 0%
6 blink SUM 292 35% 0%
7 change sex ALT 170 50% 0%
8 color spray ILL 97 20% 0%
9 curse ENC 146 40% 0%
10 counterspell ABJ 180 54% 0%
11 circle of fire CON 231 75% 0%
12 charm ENC 122 30% 0%
13 control winds SUM 231 75% 0%
14 detect invisibility DIV 85 15% 0%
15 detect magic DIV 49 0% 40%
16 detect illusion DIV 192 59% 0%
17 dispel area ABJ 231 75% 0%
18 dispel magic ABJ 170 50% 0%
19 death grip ALT 133 35% 0%
20 energy drain NEC 182 55% 0%
21 enhanced strength ALT 73 10% 0%
22 enervation NEC 219 67% 0%
23 erase ALT 170 50% 0%
24 flame wind ELE 200 62% 0%
25 frost CON 170 50% 0%
26 fireball CON 109 25% 0%
27 gate travel CHA 414 75% 0%
28 hands of wind ELE 197 61% 0%
29 haste ALT 146 40% 0%
30 ice storm ELE 248 82% 0%
31 identify DIV 49 0% 30%
32 infravision ALT 122 30% 0%
33 invisibility ILL 109 25% 0%
34 ice wind ELE 195 60% 0%
35 iceball CON 109 25% 0%
36 kill NEC 585 62% 0%
37 levitation ENC 78 12% 0%
38 lightning bolt CON 97 20% 0%
39 light ILL 49 0% 40%
40 magic lock ALT 97 20% 0%
41 magic unlock ALT 109 25% 0%
42 momentary darkness ILL 231 75% 0%
43 magic dart CON 49 0% 40%
44 magic bomb CON 224 72% 0%
45 nexus CHA 488 85% 0%
46 plane travel CHA 730 90% 0%
47 pass door ALT 170 50% 0%
48 plague NEC 194 45% 0%
49 poison ALT 147 30% 0%
50 recharge item ENC 197 61% 0%
51 room shield ABJ 219 70% 0%
52 spark ALT 49 0% 40%
53 sense life DIV 109 25% 0%
54 silence ABJ 245 80% 0%
55 shield EVO 94 19% 0%
56 shocking grasp ALT 83 5% 1%
57 sleep ENC 97 20% 0%
58 stone skin ALT 170 50% 0%
59 slow NEC 243 80% 0%
60 summon elemental SUM 255 85% 0%
61 scribe FUN 50 0% 40%
62 thunderclap ELE 182 55% 0%
63 teleport SUM 292 60% 0%
64 thunderstorm ELE 238 78% 0%
65 underwater breathing ALT 170 50% 0%
66 wizard eye DIV 170 50% 0%
67 weaken ALT 73 10% 0%
68 web CON 195 60% 0%
*Spells highlighted in red are of utmost priority to practice. Include one staple spell be it lightning bolt, fireball or iceball.
Acid Blast
Optional
This spell frags non-insulated items/equipments and deals minimal damage. It’s frowned upon to use this spell in LPK.
Armor
Do not practice
It adds +3 AR to the overall armor rating. It is a useful spell but easily castable without being practiced.
Animate Dead
Do not practice
Animate dead brings back to life one corpse. The charmed corpse is at the level of the mob that died. The expensive reagent cost makes it not worthwhile to cast.
Abjure
Optional
This Holy-damage spell sends someone back to their original plane of existence. Faeries would go to the faerie plane. All other races would go back to Alyria. Useful for a faerie to travel to the faerie plane if you don’t have a cheap jasper gemstone or a monk friend with multiply magic. If you want to cast it on another player you need to be in a player-killing room.
Blindness
Max
By rendering the target blind, it disables targeted casting, lowers agility and prevents removing/wearing of equipment. Also note that when blinded, fleeing would be towards a random direction unless there is only one way out. Duh.
Blink
Moderate to Max practice
If blink is cast with a direction modifier, the caster will be transported 48 rooms in that direction. If blink is cast with no modifier, the caster will be randomly transported to a room in the area/town.
Change Sex
Do not practice
It temporarily alters a target’s gender.
Color Spray
Do not practice/Optional
This light and energy spell has a moderate chance of blinding an opponent, but inflicts minimal damage. This is not an alternative to blind! Nor is it a good damage spell.
Curse
Max
At hero, it lowers armor up to -14 and saving vs. spell up to -10. Also prevents target from recalling.
Counterspell
Max
This is a two-second spell that has a chance to surge/reflect a caster’s spell. It also works against music. Take caution though, currently, counterspell has a chance of surging silence onto you. Level difference, sanity and luck also contribute to the success rate.
Circle of Fire
Max
The spell creates a wall of flames around the room. When mobs or players (in player-killing rooms) enter or leave the room, the wall of flames inflicts decent damage on them. There is a chance to frag non-insulated items. There is also a chance to render the mob or player blind. It is generally used for pk and killing charmed mobs that silly players would walk around with.
Charm
Optional
This spell charms a mob to join your formation. After the mob is charmed, for a fixed amount of time, the mob will follow your orders as if it were a store-bought pet. It usually works on low level mobs. Suggested practice level: 20-30%
Control Winds
Low to moderate Practice (30%-40%)
It is useful only for ship travel when you have a sail-powered ship.
Detect Invisibility
Low practice
Useful in situations when you would prefer a casted form or else equipment that gives detect invisibility is preferred for convenience.
Detect Magic
Do not practice
This spell shows you which items are magical as well as shows your savings when you type ‘affects.’ It is easily castable without being practiced.
Detect Illusion
Low practice (20%-30%)
This detection spell helps you to discern a shifted player and allows you to see illusionary entrances/exits that are previously hidden. A shifted player in a room will appear as dark green.
Dispel Area
Max
This spell removes room affect spell in the current room and in adjoining rooms. Works against dizzies, circle of fires, room shields, momentary darkened rooms, etc. It may take several casts to work properly.
Dispel Magic
Max
This spell attempts to remove a targeted person’s magical affects. It is can also be used defensively for removing fatigue or web from oneself.
Death Grip
Low practice (10%-25%)
This spell prevents you from being disarmed, usually by telesmatic force. Keep in mind that you can’t remove your equipped weapon while the spell is in affect. A moon ring or a similar item can be used by wearing and removing if you don’t want it in effect anymore.
Energy Drain
Do not practice
This is a 4-sec spell necromancy-damage that will drain hitpoints, spellpoints and stamina.
Enhanced Strength
Low practice
Only practice this spell if you require or would like to have an additional of up to 3 strength. Winged races with the quest item palladium wing armor do not need this.
Enervation
Max
This necromancy-damage spell works best against non-necro-resistant npcs/players. It attacks both hitpoints and spellpoints. This is a unique wizard-only spell.
Erase
Low practice (15-20%)
Practice it unless you prefer using an erase scroll every time you would like to erase a scribed spell off a spell book.
Flame wind
Max
This is a 4-sec offensive area effect spell, flame-type damage. It is unfortunately able to be shield blocked. It is useful against eths and hidden life forms.
Frost
Moderate to Max
It is capable of fragging an opponent’s uninsulated items and a chance to lag an opponent. It also lowers opponent agility while inflicting moderate damage.
Fireball
Optional
Up to 2 balls of fire can be created with each cast. I greatly prefer using flame wind to fireball.
Gate Travel
Optional
This is useful in getting you and your form you’re leading to an activated worldgate via a portal.
Hands of Wind
Max
Practice it unless you’re going bard. This is an outdoor only spell that will disband an enemy’s formation.
Haste
Low practice (25%-35%)
It is useful in certain situations when you would prefer a casted form of this spell or else equipment that gives haste is preferred for convenience. Casted haste at high levels also gives more accuracy.
Ice Storm
Max\Optional
This is an area-affect spell that attacks mobs in a room, and will affect players including the caster in player-killing zones. It is a nifty spell when you need the extra damage when combating a tough mob.
Identify
Low practice
It can be used to identify an object so that you can see its stats.
Infravision
Do not practice
It allows you to see the outlines of a mob/player in the dark.
Invisibility
Do not practice
It is used to cast invisibility on a mob/player/item. An item that provides improved invisibility is greatly preferred to the invisibility spell.
Ice Wind
Max
This is the most expensive scroll to obtain due to its rarity. It is unable to be shield blocked, an offensive ice-type area effect spell. It also frags.
Ice ball
Moderate to max practice
It can generate up to two balls of ice per cast. It deals more damage than frost and is a cheaper alternative to ice wind for its similar type of damage.
Kill
Optional
The Kill spell gives you a chance to kill a target instantly if he’s not affected by sanctuary. It deals little damage if the spell fails. Level difference and savings is also a factor. It is rarely useful against npcs.
Levitation
Little to no practices
Useful to have if you do not have any equipment that provides levitation.
Lightning Bolt
Max\Optional
Lighting bolt is a nice-to-have 2-sec spell. It does what its name implies, which is deal lightning damage.
Light
Do not practice
Use a war banner if you are low level. It is, however, useful to light up a dark room by dropping a ball in it.
Magic Lock
Low to moderate practice (25%-40%)
It is used to magically lock a door. This scroll is usually expensive to buy.
Magic Unlock
Moderate practice (30%-40%)
This spell unlocks a magically locked door. It may take several tries to unlock successfully.
Momentary Darkness
Do not practice
It will temporarily darkened a room and stop combat allowing only area effect spells to be cast due to no visible target. Smoke bombs or scroll-form is generally used.
Magic Dart
Max
This 1-sec spell that can be spammed throughout combat without disrupting your combat rounds with up to 3 casts per round. It inflicts low damage and is less useful at higher levels.
Magic Bomb
Do not practice
It has undetermined usefulness and costs an astral.
Nexus
Moderate practice (35%-55%)
This is a transportation spell that creates a portal between two locations of similar zones (wilds). A player is usually used as a target for the spell. E.g. Cast ‘nexus’ riel.
Plane Travel
Do not practice
It transports the caster between the three planes of existence (Physical, Faerie, Underground). A ‘Plane Travel’ potion can be used instead.
Pass Door
Low to moderate practice
This spell allows you to pass through most closed doors. Items that give pass door are very much preferred for convenience.
Plague
Max
It lowers the target’s regeneration. It also lowers sanity and vitality.
Poison
Max
It lowers the target’s regeneration. It also deals damage to the target every tick while poison is still in effect. Also, it lowers strength and agility. Poison can also be applied to weapons that don’t have any attributes e.g. Sharp
Recharge Item
Do not practice\Optional
Though in theory a useful spell (it recharges magical items), in practice it fails too often and when it fails it destroys the item. Proficiency in magical items is factored in the effectiveness of spell.
Room Shield
Max
Outside player-killing rooms, it prevents mobs from wandering into your room. In player-killing zones, it prevents both player and mobs from entering into a room-shielded room. Room shield will also protect you from falling boulders during earthquakes. This spell can only be cast indoors.
Spark
Do not practice
This is a 2-sec low-damage spell that can be cast only once per round. Magic dart is preferred to spark. Spark can be cast while silenced.
Sense life
Low practice
It allows you to detect hidden life forms and sneaking players. Again, like other beneficial spells, it is good to have it practiced a bit so you can use it when an item that gives such a spell is not available.
Silence
Max\Optional
This is a powerful pk spell. Silence disables a person’s ability to talk, ability to cast most spells, ability to use magical items and ability to perform most bard songs. On a side note, it also lowers personality.
Shield
Low practice (15%-30%)
This spell gives you additional armor. +9 AR at hero.
Shocking Grasp
Do not practice
This is a low-damage lightning-type attack spell. It can be cast while silenced.
Sleep
Max
It is used mostly in pk. It temporarily puts the target to sleep, which allows you to cast debilitating status affect spells on target. The target will awaken upon combat.
Stone Skin
Moderate practice (35%-50%)
This spell gives you additional armor up to +7 at hero. Magical bagpipes can also be used for convenience purposes.
Slow
Optional
This spell has a chance to cause various affects including reducing attacks and defenses each by 1, lengthening the casting time of druidic spells and certain bard songs and reducing overall regeneration by 25%. Do not practice if you are either going bard or not intending to player-kill at all.
Summon Elemental
Do not practice\Optional
This spell summons an elemental that is half of your current level. Elementals that can be summoned are fire, wind, water and earth. There’s a quest item from Lord Maldra that can be used to perform this spell. Usage – cast ‘summon elemental’ fire
Scribe
Do not practice
It is used to scribe a spell to a spellbook. Usage – Hold spellbook with the scroll you want to scribe in your inventory then cast ‘scribe’ ‘scroll color’. DO NOT hold the scroll in your other hand.
Thunderclap
Do not practice
This is another area effect spell. It can’t be shield blocked. Damage is comparatively lower than flame wind. It has a chance to cause the ‘deafen’ effect to other players in pk.
Teleport
Do not practice
It will teleport you to any random room in the same plane. Take caution if you intend to use this spell.
Thunderstorm
Max\Optional
It is an area-affect spell that attacks mobs in a room, and will also affect players including the caster in player-killing zones. It is a nifty spell when you need the extra damage when combating a tough mob. Thunderstorm frags.
Underwater Breathing
Do not practice
This spell allows you to travel underwater without taking in damage. Personally I prefer to use equipment that gives it.
Wizard Eye
Optional
It enhances the view of the wilderness, giving you a wider vision of the area. It can be useful when traveling at night or in unfamiliar territory.
Weaken
Max
It reduces the target’s strength up to -2 and accuracy up to -8. It is hardly ever resisted.
Web
Max
This spell entangles the target with spider webs. It disables the target’s throwing ability and prevents fleeing from combat. It also hinders non-psionic and non-mastered spell casting and reduces agility.
Notes
- Choosing a proper race for wizard would be helpful in the long run. A race that gives high knowledge, high sanity and high max sp would be apt. It will be tougher if you choose a race like fey, dracon or ogre due to low sanity. Higher sanity = less fumbling.
- If you intend to go wizard first class, it is not going to be easy with only two attacks (after being hasted). Plus there would be better spellbooks in second class. Thus more cost effective.
- How you play your wizard is entirely up to you. This guide is meant to help you manage the vast amount of spells and skills available to you. The general rule for playing a wizard (and any other classes) is to have fun!