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๐Ÿ”ฎWizard Job

โš”๏ธ Reimagined Reworks โฑ 12 min read ๐Ÿ—“ Updated Nov 13, 2026
Wizard 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.

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Classic 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).

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The 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

SkillMax LvTypePrerequisite
Soul Strike of Darkness10Offensive, Magical, single targetSoul Strike Lv 5
Earthquake10Offensive, Magical, area around selfEarth Crusher Lv 3
Elemental Cataclysm5Offensive, Magical, area around targetFlame Lance Lv 3, Frost Nova Lv 3
Flame Lance5Offensive, Magical, line + explosionSightrasher Lv 1
Thunder Burst5Offensive, Magical, lineJupitel Thunder Lv 3
Earth Crusher5Offensive, Magical, area around targetHeaven's Drive Lv 3
Frost Nova5Offensive, Magical, area around selfWater Ball Lv 3
Crystal Storm5Offensive, Magical, field around selfStorm Gust Lv 1
Blazing Bloom5Offensive, Magical, ground fieldMeteor Storm Lv 1
Casting While Walkingโ€”Class passive (automatic)Normal Wizard
Elemental Resonanceโ€”Class passive (automatic)Normal Wizard

Class Signature: Elemental Resonance

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Class 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.

WhoNormal Wizard (automatic)
BuildFinish an eligible spell to open a 5 s Combo Window (buff icon)
ReadyFinish a compatible follow-up spell before the window ends
BonusThe follow-up deals extra damage (see the combo table below); halved vs players / PvP / GvG
Recovery6 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):

ComboBonusExtra 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% otherwiseโ€”
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 Level10
TypeOffensive (Magical, ranged)
ElementDark
TargetEnemy
Range9 cells
Cast Time0.1s x skill level (Lv10: 1.0s), variable, reduced by DEX
After-Cast Delay1.5s
Cooldownโ€”
SP Cost50 (all levels)
RequirementSoul Strike Lv 5
LevelDamage / Effect
11 hit, 100% MATK total
21 hit, 100% MATK total
32 hits, 200% MATK total
42 hits, 200% MATK total
53 hits, 300% MATK total
63 hits, 300% MATK total
74 hits, 400% MATK total
84 hits, 400% MATK total
95 hits, 500% MATK total
105 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 Level10
TypeOffensive (Magical, area)
ElementNeutral
TargetSelf (centered on you)
AreaLv1-2: 7x7, Lv3-4: 9x9, Lv5-6: 11x11, Lv7-8: 13x13, Lv9-10: 11x11
Cast Time0.7s x skill level (Lv10: 7.0s), variable, reduced by DEX
After-Cast Delay1.0 / 1.2 / 1.4 / 1.6 / 1.8 / 2.0 / 2.2 / 2.4 / 2.6 / 2.8s
Cooldownโ€”
SP Cost70 (all levels)
RequirementEarth Crusher Lv 3
LevelDamage / Effect
1120% MATK x 3 pulses = 360%, 7x7
2140% MATK x 3 = 420%, 7x7
3160% MATK x 3 = 480%, 9x9
4180% MATK x 3 = 540%, 9x9
5200% MATK x 3 = 600%, 11x11
6220% MATK x 3 = 660%, 11x11
7240% MATK x 3 = 720%, 13x13
8260% MATK x 3 = 780%, 13x13
9280% MATK x 3 = 840%, 11x11
10300% 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 Level5
TypeOffensive (Magical, area)
ElementFire
TargetEnemy (area centered on the target)
Range9 cells
Area9x9 around the target
Cast Time1.5 / 2.0 / 2.5 / 3.0 / 3.5s, variable, reduced by DEX
After-Cast Delay3s
Cooldown8s
SP Cost80 / 120 / 160 / 200 / 240
RequirementFlame Lance Lv 3, Frost Nova Lv 3
LevelDamage / Effect
115% MATK x 4 hits = 60%, Burning 10%
230% MATK x 8 hits = 240%, Burning 20%
345% MATK x 12 hits = 540%, Burning 30%
460% MATK x 16 hits = 960%, Burning 40%
575% 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 Level5
TypeOffensive (Magical, line + area)
ElementFire
TargetEnemy
Range7 cells
AreaLine 7 cells long and 3 cells wide from you toward the target, then a 5x5 explosion around the target
Cast Time0.7 / 1.4 / 2.1 / 2.8 / 3.5s, variable, reduced by DEX
After-Cast Delay1.0 / 1.2 / 1.4 / 1.6 / 1.8s
Cooldownโ€”
SP Cost24 / 28 / 32 / 36 / 40
RequirementSightrasher Lv 1

Damage at Base Lv 99 (lance hit + explosion):

Levelvs Monstersvs Players
1Lance 76% + Explosion 143% MATKLance 59% + Explosion 111% MATK
2Lance 153% + Explosion 287%Lance 118% + Explosion 222%
3Lance 229% + Explosion 430%Lance 178% + Explosion 334%
4Lance 306% + Explosion 574%Lance 237% + Explosion 445%
5Lance 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 Level5
TypeOffensive (Magical, line)
ElementWind
TargetEnemy
Range7 cells
AreaLine 7 cells long and 3 cells wide from you toward the target
Cast Time0.7 / 1.4 / 2.1 / 2.8 / 3.5s, variable, reduced by DEX
After-Cast Delay1.0 / 1.2 / 1.4 / 1.6 / 1.8s
Cooldownโ€”
SP Cost26 / 30 / 34 / 38 / 42
RequirementJupitel Thunder Lv 3
Levelvs Monsters (Base Lv 99)vs Players (Base Lv 99)
1199% MATK161% MATK
2398%322%
3598%483%
4797%644%
5997%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 Level5
TypeOffensive (Magical, area)
ElementEarth
TargetEnemy (area centered on the target)
Range7 cells
Area5x5 around the target
Cast Time0.7 / 1.4 / 2.1 / 2.8 / 3.5s, variable, reduced by DEX
After-Cast Delay1.0 / 1.2 / 1.4 / 1.6 / 1.8s
Cooldownโ€”
SP Cost28 / 32 / 36 / 40 / 44
RequirementHeaven's Drive Lv 3
Levelvs Monsters (Base Lv 99)vs Players (Base Lv 99)
1153% MATK122% MATK
2306%245%
3460%368%
4613%491%
5767%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 Level5
TypeOffensive (Magical, area)
ElementWater
TargetSelf (centered on you)
Area7x7 around you
Cast Time0.7 / 1.4 / 2.1 / 2.8 / 3.5s, variable, reduced by DEX
After-Cast Delay1.0 / 1.2 / 1.4 / 1.6 / 1.8s
Cooldownโ€”
SP Cost30 / 34 / 38 / 42 / 46
RequirementWater Ball Lv 3
LevelDamage (Base Lv 99)
1187% MATK
2314% MATK
3441% MATK
4567% MATK
5694% 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 Level5
TypeOffensive (Magical, ground field)
ElementWater
TargetSelf (field placed on your position)
Area9x9 at all levels
Cast Time0.7 / 1.4 / 2.1 / 2.8 / 3.5s, variable, reduced by DEX
After-Cast Delay3s
Cooldown4s
SP Cost40 / 45 / 50 / 55 / 60
RequirementStorm Gust Lv 1
LevelDamage (Base Lv 99)
137% MATK per pulse, up to 296%
267% per pulse, up to 536%
397% per pulse, up to 776%
4127% per pulse, up to 1016%
5157% 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 Level5
TypeOffensive (Magical, ground field)
ElementFire
TargetGround
Range7 cells
Area3x3 / 3x3 / 5x5 / 5x5 / 7x7
Cast Time0.7 / 1.4 / 2.1 / 2.8 / 3.5s, variable, reduced by DEX
After-Cast Delay3s
Cooldown5s
SP Cost40 / 46 / 52 / 58 / 64
RequirementMeteor Storm Lv 1
LevelDamage (Base Lv 99)
132% MATK per pulse, up to 320%, 3x3
263% per pulse, up to 630%, 3x3
394% per pulse, up to 940%, 5x5
4125% per pulse, up to 1250%, 5x5
5155% 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.
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