Mage abilities

Mages use magical attacks, and multiple attacks from schools of magic.
Ability 	Level	Description
Fireball 	1 	Deals X fire damage to the target, burning them for 1 second.
Frostbolt 	4 	Deals X frost damage to the target, slowing their speed for 2 seconds.
Mana Burst 	6 	Blasts off a portion of mana, dealing X damage. Only usable with 75% mana remaining.
Lightning Bolt 	 	Deals X storm damage, chance of stun for 2 seconds.
Mana Armor 	 	Makes mana armor, reducing damage by 10% + X for 20 seconds.
Conjugation 	 	Restores 10% mana every second for 10 seconds.
Arcane Bolt 	 	Deals X arcane damage.
Spell Warp 	 	Places a ward over the target, reducing the damage of their next special or magic attack.
Surge 	 	Leaps the user forward 10 yards, removing them from stuns, roots, and freeze.
Dark Strike 	 	Deals X shadow damage.
Magic Hands 	 	Passive. Increases range of looting and damage by 5-10 yards.
Combustion 	 	Deals X fire damage over 12 seconds.
Light Strike 	 	Deals X light damage.
Asphyxiate 	 	Interrupts the target, preventing them from casting spell of that school for 15 seconds and deals X damage over 3 seconds.
Wild Magic 	 	Hits the target opponent with Fire, Frost, and Storm over 6 seconds, dealing X damage. This spell is channeled.
Arcane Explosion	 	Deals X arcane damage to all enemies around you within 15 yards.
Ice Blast 	 	Deals X frost damage + Y, forcing them back 5 yards. If the targeted opponent has a debuff, the damage is increased by 10%.
Chain Strike 	 	Deals X storm damage to all enemies within a 20 yard cone, + Y over 5 seconds.
Detonation 	 	Fills the user with volatile mana, charging up to 12 seconds for 20% damage every second. The user can toggle this to release the energy, damaging all within 10 yards. Detonation is not interruptible, but can be slowed. Maximum of 250% damage dealt.
Harmful Mana 	 	Places a ward of corruptive magic on the ground, dealing X magic damage for 12 seconds within 15 yards.
Light and Shadow	 	Deals X Light and X Shadow damage.
Trimagic Bomb 	 	Uses the power of fire, frost, and lighting to form a powerful bomb which never misses.
Archmagic Blast 	 	Deals X (Spell power x 200%) damage and inflict two of the following status conditions; burn, freeze, stun, or disorientation.
Mana Wave 	 	Summons a tidal wave of magic energy, dealing X (Spell power x 72.5%) damage split amongst all enemies in a 20 yard cone.
Sunbeam 	 	Makes a 3 yard sunbeam from orbit, granting 200% of your current mana total, and 25% increased mana regeneration. Lasts 10 seconds.
Metamagic 	 	Transforms into a fire, frost, or lightning elemental, granting you 40% more damage with specific spells.
==Arcanist==
A specialist of arcane magics, allowing the Mage to be adept at both combat and off the battlfield.
*Conjugatory Learning: Passive, Conjugation is now a passive ability, and you recover 15% mana every second off the battlefield, and 5% during combat.
*Mana Bulwark: Passive, reduces the loss of mana received from sources by 20%.
*Arcane Armor: Makes arcane armor, reducing damage by 15% + X for 10 minutes or until enough damage is absorbed. Replaces Mana Armor.
*Resurgence: Passive, You can now surge forward 15 yards, and the cooldown is reduced by 3 seconds.
*Wild Arcanity: Passive, there is a 25% chance when you fully channel Wild Magic that your next Arcane Explosion will deal 10% more damage and cost 25% less mana. This effect cannot happen more than once every 2 minutes.
*Chains of the World: Creates powerful magical chains using the mana and world's essence. On an enemy target, this lowers their movement and attack speed for 25%. If used on a friendly target or yourself, you move 20% faster for 10 seconds.
*Mana Pool: Conjures a mana pool. Standing in the pool provides you with a buff where you will always have at least 25% of your total mana. Any other classes that stand in it instantly have their mana up to 50% if lower than 25%. Lasts 10 seconds.
*Uplifting Refreshments: Conjures a refreshment table where players may receive food that can heal them for 40% of their maximum health. Can only be cast outside of combat.
*Arcane Brilliance: Passive. Arcane damage increased by 10%.
*Arcane Rockets: Deals X arcane damage every second for 5 seconds to the chosen target.
*Ley Line Spear:
*Arcane Burst:
*Arcane Barrage:
*Nether Warp:
*Mirror Magick:
==Elemental==
*Flaming Armor: Deals fire damage.
*Chilling Armor: Deals frost damage.
*Lightning Armor: Deals storm damage.
*Elemental Bomb: Replaces Fireball, Frostbolt, and Lightning Bolt. Deals X damage and can inflict the target with Y damage.
*Evocation: Passive. Conjugation now restores 7.5% of your mana, but increases the damage of your next spell (Elemental Bomb, Fire Blast, Ice Cone, or Thunderbolt, or Mana Rupture) by 10% after a full channel.
*Elemental Warp: Passive. Your Spell Warp also increases the damage taken by Fire, Frost, or Storm spells by 5%.
*Fire Blast: Deals X damage instantly, and deals an additional Y damage if the target is under the effects of Combustion.
*Ice Cone: Freezes all targets in front 5 yards, and increases their melee damage taken by 10% for 10 seconds.
*Wild Elementalist: Passive. Your Wild Magic no longer needs to be channeled, an orb will channel the spell for you on use.
*Burnout: Passive. When you take a critical hit, your next Elemental Bomb or Elemental Rain will deal 25% more damage.
*Thunderbolt: Deals X damage in a circle, and Y damage to surrounding enemies.
*Mana Rupture: Replaces Harmful Mana. Deals X damage to all targets within a 5 yard sphere. Deals 10% if the target uses mana.
*Elemental Rain: Rains over the area, dealing Fire/Frost/Storm damage over Y seconds.
*Archmage's Lesson: Passive, your Archmagic Blast will inflict 3 status conditions on the target.
*Way of the Magical World: Passive. You take 25% less damage from swimming in lava, can breathe underwater for 25% longer, can walk on it in thin ice by jumping out, and you take 50% less fall damage over a certain limit.
==Ancient==
*(10) Miasma Bolt: Main attack.
*(10) Ancient Shield: Surrounds the user with an ancient barrier, acting as an absorption shield.
*(10) Humidify: Summons water at the location, filling all specific items with water and increasing your movement speed by 15% for 6 seconds.
*(14) Remedy: Rids the user of one poison or disease effect, and also stops bleeding.
*(18) Bloodbolt: Deals X damage, and heals the user for 22.5% of damage dealt.
*(26) Soulbolt: Deals X damage, and regenerates the mana used for the spell over 15 seconds. Critical strikes double this effect.
*(29) Teleport: Grants the mage the ability to teleport. Maximum 2 charges.
*(32) Terra Barrage: Unhinges the very elements of the earth and slams them on the target. Terra Barrage functions as an interrupt.
*(42) Blood Barrage: Deals X damage to all targets within 8 yards, healing the user for 16.5% of damage dealt.
*(44) Disable: Disables the target, preventing them from using their last ability for 15 seconds, and abilities from the same school for 8 seconds.
*(49) Magic Simulacrum: Copies the last spell used on the mage, and repels it back towards the enemy for 65% of the damage dealt.
*(55) Soul Sunder: Deals X damage to all targets within 8 yards, and regenerates the mana used for the spell over 15 seconds. Critical strikes double this effect.
*(61) Runes of Outhria: Passive. Using Terra Barrage or Weather Ball grants you three runes of Outhria, which allows you to use Bloodbolt, Soulbolt, or Miasma Bolt at a 25% reduced mana cost and they all cast 25% faster.
*(67) Weather Ball: Deals X damage over 5 seconds as it approaches the target, then exploding for Y damage to all enemies within 5 yards of the blast. Weather Ball applies a stack of Weathered, increasing the damage taken from damage-over-time effects by 12% for 15 seconds.
*(74) Miasmic Clysm: Summons a miasmic rupture in the ground, dealing X damage and applying a status condition on the opponent.
*(83) Miasmic Wrath: Passive. Your Miasma Bolt and Miasmic Clysm now deal two random status condition to the target out of burn, bleed, or poison.
*(86) Tables Have Turned: Passive. When you have less than 25% health or mana remaining, you gain a free Bloodbolt or Soulbolt without mana cost even on cooldown. Bloodbolt will heal for 7% more when used this way, and Soulbolt will generate 15% more mana for the mage in the case if it were used.
*(92) Master Magician: Passive. Increases your SP. ATK by 15%, and your critical chance by 10%.
*(95) Asylum: Summons an asylum, rooting the mage in place, but healing them for (SP. ATK x 11.3) over 8 seconds and increasing their spell damage by (SP. ATK x 8.35).
*(100) Archmagic Blast: Deals 650% damage.
*(104) Call of the Archmage: Increases the damage of your Archmagic Blast by 25% and area of effect range for your Miasmic Clysm, Soul Sunder, and Blood Barrage by 3 yards.
*(110) Ancient Metamorph: Turn into an Ancient Sage, granting a 20% haste and 35% damage increase for 12 seconds.