๐ฎWizard Job

On Classic Reimagined the Wizard adds nine custom spells to the normal tree: three classic-style spells (Soul Strike of Darkness, Earthquake, Elemental Cataclysm) and six Arch Mage-style spells (Flame Lance, Thunder Burst, Earth Crusher, Frost Nova, Crystal Storm, Blazing Bloom). Wizards can also walk while casting magic. A passive called Elemental Resonance rewards you for chaining two spells of complementary elements, so the class plays as a mobile caster that rotates elements instead of spamming one spell.
โน๏ธClassic 99/50 server. Custom skills are learned from the normal skill tree with skill points, after their prerequisites: the basic ones unlock from a related class skill, the strongest ones need another custom skill (usually at Lv 3) or a signature class skill first. Values below are for the current patch (November 2026).
โ ๏ธThe custom Wizard skills and passives work for the normal Wizard job only. They are not passed on to High Wizard, Baby Wizard or other classes, and they cannot be copied with Plagiarism or Reproduce.
Custom Skills Overview
| Skill | Max Lv | Type | Prerequisite |
|---|---|---|---|
| Soul Strike of Darkness | 10 | Offensive, Magical, single target | Soul Strike Lv 5 |
| Earthquake | 10 | Offensive, Magical, area around self | Earth Crusher Lv 3 |
| Elemental Cataclysm | 5 | Offensive, Magical, area around target | Flame Lance Lv 3, Frost Nova Lv 3 |
| Flame Lance | 5 | Offensive, Magical, line + explosion | Sightrasher Lv 1 |
| Thunder Burst | 5 | Offensive, Magical, line | Jupitel Thunder Lv 3 |
| Earth Crusher | 5 | Offensive, Magical, area around target | Heaven's Drive Lv 3 |
| Frost Nova | 5 | Offensive, Magical, area around self | Water Ball Lv 3 |
| Crystal Storm | 5 | Offensive, Magical, field around self | Storm Gust Lv 1 |
| Blazing Bloom | 5 | Offensive, Magical, ground field | Meteor Storm Lv 1 |
| Casting While Walking | โ | Class passive (automatic) | Normal Wizard |
| Elemental Resonance | โ | Class passive (automatic) | Normal Wizard |
Class Signature: Elemental Resonance
โญClass signature: a built-in bonus every player of this job has. It needs no skill points and works automatically: follow the pattern below to trigger its bonus.
| Who | Normal Wizard (automatic) |
| Build | Finish an eligible spell to open a 5 s Combo Window (buff icon) |
| Ready | Finish a compatible follow-up spell before the window ends |
| Bonus | The follow-up deals extra damage (see the combo table below); halved vs players / PvP / GvG |
| Recovery | 6 s |
Finish two compatible spells in a row and the second one is empowered.
- Opener: finish casting an eligible spell. This opens a 5-second Combo Window (buff icon).
- Follow-up: finish casting a compatible spell before the window ends. The timer starts when the first spell finishes and the second spell must also finish in time, so cast and after-cast delay count against the window.
- Bonus: the follow-up deals extra damage equal to a percentage of its normal damage (after MATK, element, MDEF and cards). Each enemy gets the bonus once (the first damaging hit on that enemy), up to 64 enemies. The empowered state lasts at most 5 seconds and ends early if you cast another eligible spell.
- Recovery: after Resonance activates there is a 6-second internal cooldown (icon) before it can activate again.
- PvP, GvG, WoE, Battlegrounds or any player target: the bonus is halved.
- Autocast spells do not count as openers or follow-ups.
Eligible spells: Fire Bolt, Cold Bolt, Lightning Bolt, Fire Ball, Fire Wall, Thunderstorm, Soul Strike, Frost Diver, Napalm Beat, Fire Pillar, Meteor Storm, Jupitel Thunder, Lord of Vermilion, Water Ball, Frost Nova (native), Storm Gust, Earth Spike, Heaven's Drive, Sightrasher, and all nine custom Wizard spells. The Flame Lance explosion is part of Flame Lance's cast.
Combos (opener โ follow-up):
| Combo | Bonus | Extra effect |
|---|---|---|
| Fire Wall โ Meteor Storm | +15% | โ |
| Flame Lance โ Elemental Cataclysm | +10% | โ |
| Earthquake โ Elemental Cataclysm | +10% | โ |
| Soul Strike of Darkness (or any Dark spell) โ any Earth spell | +15% | โ |
| Water spell โ Wind spell | +20% vs Frozen targets, +10% otherwise | โ |
| Water spell โ Fire spell, or Fire โ Water | +15% | โ |
| Earth spell โ Wind spell | +10% | 15% chance to Stun monsters for 2.5s (not on PvP/GvG/BG maps) |
| Any other pair of two different elements among Fire, Water, Wind, Earth | +10% | โ |
- Elemental Cataclysm as a follow-up is capped at +10%, whatever the combo.
- Two spells of the same element (except Fire Wall โ Meteor Storm) do nothing. Neutral and Ghost spells (Earthquake, Soul Strike, Napalm Beat) cannot form a combo, except Earthquake โ Elemental Cataclysm, but casting one replaces your stored opener.
- Spell elements are taken from the server: Fire = Fire Bolt, Fire Ball, Fire Wall, Fire Pillar, Meteor Storm, Sightrasher, Flame Lance, Blazing Bloom, Elemental Cataclysm; Water = Cold Bolt, Frost Diver, Water Ball, Frost Nova (both), Storm Gust, Crystal Storm; Wind = Lightning Bolt, Thunderstorm, Jupitel Thunder, Lord of Vermilion, Thunder Burst; Earth = Earth Spike, Heaven's Drive, Earth Crusher; Dark = Soul Strike of Darkness.
- Simple test: Cold Bolt Lv1 โ Lightning Bolt Lv1.
Class Passives
These two effects are automatic for every normal Wizard. They need no skill points and have no button.
Casting While Walking
- A Wizard can keep walking, or start walking, while casting any magic skill. Walking does not cancel the cast.
- While a cast is in progress, movement speed drops to about 60% of normal. Full speed returns as soon as the cast ends or is cancelled.
- It works for all magic-type skills, both native Mage/Wizard spells and the custom spells on this page. It does not apply to weapon skills, item effects or guild skills.
Soul Strike of Darkness
Fires several bolts of Dark magic at one enemy. Fast to cast, flat SP cost.
| Max Level | 10 |
| Type | Offensive (Magical, ranged) |
| Element | Dark |
| Target | Enemy |
| Range | 9 cells |
| Cast Time | 0.1s x skill level (Lv10: 1.0s), variable, reduced by DEX |
| After-Cast Delay | 1.5s |
| Cooldown | โ |
| SP Cost | 50 (all levels) |
| Requirement | Soul Strike Lv 5 |
| Level | Damage / Effect |
|---|---|
| 1 | 1 hit, 100% MATK total |
| 2 | 1 hit, 100% MATK total |
| 3 | 2 hits, 200% MATK total |
| 4 | 2 hits, 200% MATK total |
| 5 | 3 hits, 300% MATK total |
| 6 | 3 hits, 300% MATK total |
| 7 | 4 hits, 400% MATK total |
| 8 | 4 hits, 400% MATK total |
| 9 | 5 hits, 500% MATK total |
| 10 | 5 hits, 500% MATK total |
Notes
- Each hit deals 100% MATK. Normal MDEF and Dark element modifiers apply.
- Odd levels add a hit. Even levels only add cast time, so Lv9 does the same damage as Lv10 with a shorter cast.
- Good Resonance opener for Earth spells (Dark โ Earth, +15%).
Earthquake
Shakes the ground around you three times, hitting every enemy in the area for full damage.
| Max Level | 10 |
| Type | Offensive (Magical, area) |
| Element | Neutral |
| Target | Self (centered on you) |
| Area | Lv1-2: 7x7, Lv3-4: 9x9, Lv5-6: 11x11, Lv7-8: 13x13, Lv9-10: 11x11 |
| Cast Time | 0.7s x skill level (Lv10: 7.0s), variable, reduced by DEX |
| After-Cast Delay | 1.0 / 1.2 / 1.4 / 1.6 / 1.8 / 2.0 / 2.2 / 2.4 / 2.6 / 2.8s |
| Cooldown | โ |
| SP Cost | 70 (all levels) |
| Requirement | Earth Crusher Lv 3 |
| Level | Damage / Effect |
|---|---|
| 1 | 120% MATK x 3 pulses = 360%, 7x7 |
| 2 | 140% MATK x 3 = 420%, 7x7 |
| 3 | 160% MATK x 3 = 480%, 9x9 |
| 4 | 180% MATK x 3 = 540%, 9x9 |
| 5 | 200% MATK x 3 = 600%, 11x11 |
| 6 | 220% MATK x 3 = 660%, 11x11 |
| 7 | 240% MATK x 3 = 720%, 13x13 |
| 8 | 260% MATK x 3 = 780%, 13x13 |
| 9 | 280% MATK x 3 = 840%, 11x11 |
| 10 | 300% MATK x 3 = 900%, 11x11 |
Notes
- Per pulse: (100 + 20 x skill level)% MATK. Three pulses, 0.3s apart.
- Ignores MDEF. Damage is not split between enemies.
- Lv7-8 have the largest area. Lv9-10 hit harder but in an 11x11 area.
- Ignores Land Protector.
- Earthquake โ Elemental Cataclysm is a Resonance combo (+10%).
Elemental Cataclysm
Erupts all four elements around the chosen enemy in a rapid series of Fire hits, with a chance to set targets on fire.
| Max Level | 5 |
| Type | Offensive (Magical, area) |
| Element | Fire |
| Target | Enemy (area centered on the target) |
| Range | 9 cells |
| Area | 9x9 around the target |
| Cast Time | 1.5 / 2.0 / 2.5 / 3.0 / 3.5s, variable, reduced by DEX |
| After-Cast Delay | 3s |
| Cooldown | 8s |
| SP Cost | 80 / 120 / 160 / 200 / 240 |
| Requirement | Flame Lance Lv 3, Frost Nova Lv 3 |
| Level | Damage / Effect |
|---|---|
| 1 | 15% MATK x 4 hits = 60%, Burning 10% |
| 2 | 30% MATK x 8 hits = 240%, Burning 20% |
| 3 | 45% MATK x 12 hits = 540%, Burning 30% |
| 4 | 60% MATK x 16 hits = 960%, Burning 40% |
| 5 | 75% MATK x 20 hits = 1500%, Burning 50% |
Notes
- Per hit: 15% x skill level MATK. Hits: 4 x skill level. Every enemy in the 9x9 area takes the full damage.
- Burning: 10% x skill level chance per enemy, lasts 10s and deals 1000 + 3% of the target's Max HP every 3s. Normal resistance applies (AGI, LUK, Base Level); targets with Fire 2 element are immune.
- As a Resonance follow-up the bonus is capped at +10%.
Flame Lance
Throws a lance of fire that pierces through a line of enemies and then explodes around the target.
| Max Level | 5 |
| Type | Offensive (Magical, line + area) |
| Element | Fire |
| Target | Enemy |
| Range | 7 cells |
| Area | Line 7 cells long and 3 cells wide from you toward the target, then a 5x5 explosion around the target |
| Cast Time | 0.7 / 1.4 / 2.1 / 2.8 / 3.5s, variable, reduced by DEX |
| After-Cast Delay | 1.0 / 1.2 / 1.4 / 1.6 / 1.8s |
| Cooldown | โ |
| SP Cost | 24 / 28 / 32 / 36 / 40 |
| Requirement | Sightrasher Lv 1 |
Damage at Base Lv 99 (lance hit + explosion):
| Level | vs Monsters | vs Players |
|---|---|---|
| 1 | Lance 76% + Explosion 143% MATK | Lance 59% + Explosion 111% MATK |
| 2 | Lance 153% + Explosion 287% | Lance 118% + Explosion 222% |
| 3 | Lance 229% + Explosion 430% | Lance 178% + Explosion 334% |
| 4 | Lance 306% + Explosion 574% | Lance 237% + Explosion 445% |
| 5 | Lance 383% + Explosion 718% (~1101% on the main target) | Lance 297% + Explosion 556% (~853%) |
Notes
- The main target is hit by both the lance and the explosion. Other enemies take the lance if they stand in the line and the explosion if they stand within the 5x5 area (both if they are in both).
- Damage scales with Base Level (the numbers above are at Base Lv 99). The higher multiplier applies to monsters only; players and player companions take the lower one.
- The lance hits once; the explosion shows 2 hits that share one total.
- Needs a clear line to the target (walls block it).
- Flame Lance โ Elemental Cataclysm is a Resonance combo.
Thunder Burst
Fires a blast of lightning that hits every enemy along a line toward the target.
| Max Level | 5 |
| Type | Offensive (Magical, line) |
| Element | Wind |
| Target | Enemy |
| Range | 7 cells |
| Area | Line 7 cells long and 3 cells wide from you toward the target |
| Cast Time | 0.7 / 1.4 / 2.1 / 2.8 / 3.5s, variable, reduced by DEX |
| After-Cast Delay | 1.0 / 1.2 / 1.4 / 1.6 / 1.8s |
| Cooldown | โ |
| SP Cost | 26 / 30 / 34 / 38 / 42 |
| Requirement | Jupitel Thunder Lv 3 |
| Level | vs Monsters (Base Lv 99) | vs Players (Base Lv 99) |
|---|---|---|
| 1 | 199% MATK | 161% MATK |
| 2 | 398% | 322% |
| 3 | 598% | 483% |
| 4 | 797% | 644% |
| 5 | 997% | 805% |
Notes
- Shows 2 hits that share the listed total. Do not multiply by two.
- Every enemy in the line takes full damage. The main target is always hit.
- Damage scales with Base Level. Players and player companions take the lower value.
- Wind follow-up for Water openers (Frost Nova, Crystal Storm, Storm Gust, Cold Bolt): +20% vs Frozen enemies, +10% otherwise.
Earth Crusher
Crushes the target and everything around it with a heavy Earth strike.
| Max Level | 5 |
| Type | Offensive (Magical, area) |
| Element | Earth |
| Target | Enemy (area centered on the target) |
| Range | 7 cells |
| Area | 5x5 around the target |
| Cast Time | 0.7 / 1.4 / 2.1 / 2.8 / 3.5s, variable, reduced by DEX |
| After-Cast Delay | 1.0 / 1.2 / 1.4 / 1.6 / 1.8s |
| Cooldown | โ |
| SP Cost | 28 / 32 / 36 / 40 / 44 |
| Requirement | Heaven's Drive Lv 3 |
| Level | vs Monsters (Base Lv 99) | vs Players (Base Lv 99) |
|---|---|---|
| 1 | 153% MATK | 122% MATK |
| 2 | 306% | 245% |
| 3 | 460% | 368% |
| 4 | 613% | 491% |
| 5 | 767% | 613% |
Notes
- Shows 5 hits that share the listed total. Damage is not split between enemies.
- Damage scales with Base Level. Players and player companions take the lower value.
- Soul Strike of Darkness โ Earth Crusher is a Resonance combo (+15%). Earth Crusher โ a Wind spell is "Thunderquake" (+10%, chance to Stun monsters).
Frost Nova
Releases a burst of ice around you. This custom Frost Nova is separate from the native Wizard Frost Nova.
| Max Level | 5 |
| Type | Offensive (Magical, area) |
| Element | Water |
| Target | Self (centered on you) |
| Area | 7x7 around you |
| Cast Time | 0.7 / 1.4 / 2.1 / 2.8 / 3.5s, variable, reduced by DEX |
| After-Cast Delay | 1.0 / 1.2 / 1.4 / 1.6 / 1.8s |
| Cooldown | โ |
| SP Cost | 30 / 34 / 38 / 42 / 46 |
| Requirement | Water Ball Lv 3 |
| Level | Damage (Base Lv 99) |
|---|---|
| 1 | 187% MATK |
| 2 | 314% MATK |
| 3 | 441% MATK |
| 4 | 567% MATK |
| 5 | 694% MATK |
Notes
- Shows 3 hits that share the listed total. Same damage against monsters and players.
- Does not Freeze.
- Damage scales with Base Level.
- Good Water opener: follow with Thunder Burst or another Wind spell (+10%, +20% if the target is already Frozen, for example by Storm Gust or Frost Diver).
Crystal Storm
Creates a storm of falling crystals around your position that keeps hitting enemies inside it.
| Max Level | 5 |
| Type | Offensive (Magical, ground field) |
| Element | Water |
| Target | Self (field placed on your position) |
| Area | 9x9 at all levels |
| Cast Time | 0.7 / 1.4 / 2.1 / 2.8 / 3.5s, variable, reduced by DEX |
| After-Cast Delay | 3s |
| Cooldown | 4s |
| SP Cost | 40 / 45 / 50 / 55 / 60 |
| Requirement | Storm Gust Lv 1 |
| Level | Damage (Base Lv 99) |
|---|---|
| 1 | 37% MATK per pulse, up to 296% |
| 2 | 67% per pulse, up to 536% |
| 3 | 97% per pulse, up to 776% |
| 4 | 127% per pulse, up to 1016% |
| 5 | 157% per pulse, up to 1256% |
Notes
- The field lasts 4s and pulses every 0.5s, up to 8 pulses on an enemy that stays inside.
- The field does not move with you. Only one Crystal Storm per caster: recasting replaces the old field. It is removed if you die, warp or log out.
- Does not Freeze. Does not hit enemies standing on Land Protector.
- Same damage against monsters and players. Damage scales with Base Level.
Blazing Bloom
Plants a field of fire flowers at the target location that burns enemies standing in it.
| Max Level | 5 |
| Type | Offensive (Magical, ground field) |
| Element | Fire |
| Target | Ground |
| Range | 7 cells |
| Area | 3x3 / 3x3 / 5x5 / 5x5 / 7x7 |
| Cast Time | 0.7 / 1.4 / 2.1 / 2.8 / 3.5s, variable, reduced by DEX |
| After-Cast Delay | 3s |
| Cooldown | 5s |
| SP Cost | 40 / 46 / 52 / 58 / 64 |
| Requirement | Meteor Storm Lv 1 |
| Level | Damage (Base Lv 99) |
|---|---|
| 1 | 32% MATK per pulse, up to 320%, 3x3 |
| 2 | 63% per pulse, up to 630%, 3x3 |
| 3 | 94% per pulse, up to 940%, 5x5 |
| 4 | 125% per pulse, up to 1250%, 5x5 |
| 5 | 155% per pulse, up to 1550%, 7x7 |
Notes
- The field lasts 5s and pulses every 0.5s, up to 10 pulses on an enemy that stays inside.
- Only one Blazing Bloom per caster: recasting replaces the old field. It is removed if you die, warp or log out.
- Cannot be placed on Land Protector, and does not hit enemies standing on it. Needs a clear line from you to the target cell.
- Same damage against monsters and players. Damage scales with Base Level.
Tips
- Rotate elements. A Water opener (Frost Nova, Crystal Storm, Storm Gust) followed by Thunder Burst is the strongest standard Resonance combo, especially on Frozen targets.
- Use Casting While Walking to kite: start a long cast, keep walking away, and let the spell land. Fields (Crystal Storm, Blazing Bloom) let you keep damage running while you reposition.
- Lv5 custom spells have 3.5s base cast times. Get enough DEX (or cast reduction) so both spells of a combo finish inside the 5-second Resonance window.
- Earthquake ignores MDEF and is not split between targets, so it is reliable against high-MDEF mobs. Follow it with Elemental Cataclysm for the +10% Resonance bonus.
- Poem of Bragi reduces cast time and after-cast delay but NOT cooldown, so it speeds up Flame Lance and Thunder Burst chains a lot but does not let you recast Elemental Cataclysm (8s), Crystal Storm (4s) or Blazing Bloom (5s) sooner.