Grind Quest
Mage
7 abilities

Explains why the fireball was technically justified. Unlock these by spending mastery on your character.

1 basic 5 active 1 passive
  • Spark active
    5 mastery · 4 resource · 5–9 dmg

    A starter spell with commitment issues.

    Static cling, but meaner.

  • Focused Mind passive
    8 mastery · passive bonuses

    Think harder. INT takes notes.

    Meditation, but with consequences.

  • Frost Nudge active
    8 mastery · 6 resource · 7–12 dmg

    Chill the room and the opponent.

    Emotional support hypothermia.

  • Arc Bolt active
    12 mastery · 8 resource · 10–15 dmg

    Lightning that remembers your name.

    Please do not try this at home. Or at work.

  • Mana Burn active
    16 mastery · 10 resource · 13–19 dmg

    Spend MP to make problems go away louder.

    Fiscal responsibility for wizards.

  • Controlled Catastrophe active
    20 mastery · 12 resource · 16–24 dmg

    Barely controlled. Thoroughly catastrophic.

    The safety briefing was optional.

  • Arcane Prod basic active
    Free · always available

    A free magical poke. No staff bonking required.

    Magical, free, and mildly insulting.