New Wizard Spells (Long post)

:Disscussion: Discussion

I want IM to make wizard more OP than its ever been. So this is my take on spells (total of 15 pells, 3 for each element) to bolster up his variability in play. Not just fireball, explosion, explosion, fireball, explosion, explosion, fireball, fireball. And yeah, they are not necessarily fairly balances. I gave them some numbers just as example, like: damage, tier, charges. And i didn`t give them scaling or charging time numbers, `cause i think this matter should be figured within game.

New Wizard Spells:

Flaming Whip (Fire)

Two quick X patern slashes. 

  • Inflict Burning
  • Short-range (similar to sorc`s Windblast)
  • Fire Damage: 20 (each slash 10)
  • Blockable
  • Tier/Memory cost: 2
  • Charges: 6

Scorching Ray (Fire)

For 3 seconds cast ray, which explodes (radius similar to Fireball) in the end of cast at target location. Does not explodes if interrupted. Can break doors on explosion.

  • Inflict Burning
  • Mid-range (similar to Explosion)
  • Fire Damage: 5 per 1s in 0.1s ticks, 30 on explosion
  • Ray (non-sticking)
  • Blockable (only ray)
  • Tier/Memory cost: 6
  • Charges: 2

Fire Serpent (Fire)

Projectile with trail moving in wide zig-zag pattern. Passes obstacles (like Hellfire). Trail stay for 2 seconds after projectile disappears either by blocking or by range.. Dealing damage on projectile hit, and burning at a trail.

  • Inflict Burning
  • Mid-range - projectile (like Hellfire)
  • Fire Damage: 5 per 1s in 0.1s ticks at trail, 20 on projectile hit
  • Unobstructed
  • Blockable (only head)
  • Tier/Memory cost: 5
  • Charges: 3

Ice Spikes (Ice)

After a 1 second delay, bursts ice spikes from the ground dealing damage.

  • Inflict Frostbite
  • Mid-range (similar to Locust Swarm),
  • Ice Damage: 35
  • Unblockable
  • Ground AoE (radius similar to sorc`s Lightning Storm, can be avoided by jumping).
  • Tier/Memory cost: 6
  • Charges: 2

Chilling Air (Ice)

Create area of stacking slow effect up to 5 stacks, 1 stack per 1 second, 1 stack reduce move speed and action speed by 10%. 1 stack decays every 0.3 seconds. Deals no damage.

  • Mid-range
  • Unblockable
  • Volume AoE
  • Channeling cast: up to 6 seconds
  • Tier/Memory cost: 2
  • Charges: 6

Frost Sphere (Ice)

Slow traveling (little faster than Hellfire) sphere which bursts (like Frost Sentinel`s Close Burst) every 1.5, dealing damage and knockback. Can break doors.

  • Inflict Frostbite
  • No range limit - projectile (like Fireball).
  • Ice Damage: 15 burst, 30 impact
  • Blockable (only impact)
  • Tier/Memory cost: 4
  • Charges: 4

Lesser Illusion (Arcane)

Creates a copy of caster at target location, which starts charging fake Arcane Spell at closest enemy entity. Can be simply walked through. If attacked explodes dealing low damage. Taunts near monsters.

  • Arcane Damage: 12
  • Mid-range
  • Duration: 15 seconds
  • Tier/Memory cost: 1
  • Charges: 6

Mystic Cage (Arcane)

Imprisons target giving immunity (Similar to sorc`s Ice Bound)

  • Short-range
  • Hit-scan
  • Blockable
  • Channeling cast: up to 3 seconds. 
  • Tier/Memory cost: 5
  • Charges: 3

Mind Distortion (Arcane)

For 3 seconds blinds target (blind effect similar to Cyclops Dirt Sweep) and deals damage over duration (ticks like Curse of Pain).

  • Arcane Damage: Total 30. 
  • Mid-range (similar to Zap)
  • Hit-scan
  • Blockable
  • Duration: 3 seconds
  • Tier/Memory cost: 6
  • Charges: 2

Fly (Light)

Casts similar to Levitation. Allows target to fly with penalized move speed (-66% of move speed) for 6 seconds. When grounded there is no move speed penalty.

  • Short-range
  • Blockable
  • Hit-scan
  • Duration: 6 seconds
  • Tier/Memory cost: 4
  • Charges: 4

Blink (Light)

After 0.5 second delay teleports caster to target location.

  • Short-range (similar to sorc`s Windblast)
  • Tier/Memory cost: 4
  • Charges: 4

Radiating Hand (Light)

Creates white hand attached to caster and its direction (something like sorc`s Mud Shield, but can rotate) that increases its own range in 4 seconds, dealing slight continious damage to everyone in cone in front it. Reveals invisibility. Inflicts blind for 1 second (like cleric`s Holy Strike) for affected players once per cast. Only one can be active at a time.

  • Short-range to mid-range
  • Light Damage: 4 per 1s in 0.1s ticks
  • Unblockable (can be totaly avoided by looking away or by obstacles)
  • Cone hit-scan
  • Duration: 4 seconds
  • Tier/Memory cost: 3
  • Charges: 6

Static Ward (Lightning)

Places slightly visible sigil on the ground, which arms in 1 second. explodes (slightly bigger AoE than Lightning Strike) when anyone come in its proximity. Only one ward can be active at a time.

  • Inflict Electrified
  • Short-range.
  • Lightning Damage: 15
  • Unblockable (Volume AoE)
  • Duration: 60 seconds
  • Tier/Memory cost: 3
  • Charges: 6

Discharge (Lightning)

Damaging everyone around, caster receives only 50% of magical damage. The longer it casted the longer its range.

  • Inflict Electrified (caster too)
  • Short-range to mid-range
  • Lightning Damage: 6 every 0.5 seconds.
  • Unblockable (Volume AoE)
  • Channeling cast: up to 6 seconds.
  • Tier/Memory cost: 5
  • Charges: 4

Ball Lightning (Lightning)

Summons a ball lightning which zaps closest enemy once every second. Can be destroyed, has 50 hp. Only one can be active at a time.

  • Inflict Electrified
  • Mid-range
  • Lightning Damage: 15 every 1 seconds.
  • Blockable (Zaps)
  • Summon (can be walked through)
  • Hit-scan
  • Duration: 8 seconds.
  • Tier/Memory cost: 3
  • Charges: 6

Posted Feb 26, 2026, 1:58 PM UTC

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