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Wizard

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Wizard

The Wizard is the second-class advancement of the Mage, and the offensive counterpart to the scholarly Sage. Where Sages bend magic toward utility and support, Wizards exist to deal damage: they command the elements at their most destructive, raining meteors, blizzards and lightning storms over the battlefield. They trade durability for raw power, relying on positioning, control spells and careful timing to survive while their long casts come down.

On Vortex Legends the Wizard is built around a three-branch specialization system, one for each of its damage elements:

  • Tempest (Wind) — a single-target finisher that hits wounded foes ever harder.
  • Frost (Water) — control and survival through freezing and lockdown.
  • Fire — explosive area damage (in development, see below).

The branches are a matter of priority rather than a cage: points can be spent freely, so classic multi-element builds remain fully playable. Wizards advance into the High Wizard after rebirth.


Skills

Jupitel Thunder

Jupitel Thunder
JobWizard
TypeOffensive (Magic)
ElementWind
Max level10

Hurls a spinning ball of Wind energy that strikes a single enemy several times and pushes it back. → Jupitel Thunder

Lord of Vermilion

Lord of Vermilion
JobWizard
TypeOffensive (Magic)
ElementWind
Max level10

Summons a roaring electrical storm over a wide area that strikes every enemy inside it many times and can leave them blinded. → Lord of Vermilion

Storm Gust

Storm Gust
JobWizard
TypeOffensive (Magic)
ElementWater
Max level10

Whips up a wide blizzard that repeatedly batters enemies with Water damage and freezes those who linger inside it. → Storm Gust

Meteor Storm

Meteor Storm
JobWizard
TypeOffensive (Magic)
ElementFire
Max level10

Calls down a barrage of meteors that pummel a large area with Fire damage over several seconds and can leave struck enemies stunned. → Meteor Storm

Sightrasher

Sightrasher
JobWizard
TypeOffensive (Magic)
ElementFire
Max level5

Detonates the Wizard's active Sight orbs in a wide Fire blast that damages and knocks back every enemy around the caster. → Sightrasher

Fire Pillar

Fire Pillar
JobWizard
TypeOffensive (Magic)
ElementFire
Max level10

Plants a hidden Fire-element trap that erupts into a column of flame when an enemy steps onto it, striking repeatedly and briefly holding the victim in place while ignoring its defense. → Fire Pillar

Water Ball

Water Ball
JobWizard
TypeOffensive (Magic)
ElementWater
Max level5

Gathers the water around the caster into a volley of Water orbs that all slam into a single enemy, growing stronger on watery terrain. → Water Ball

Heaven's Drive

Heaven's Drive
JobSage / Wizard
TypeOffensive (Magic)
ElementEarth
Max level5

Raises Earth-element spikes across a small area, striking every enemy on the targeted ground. → Heaven's Drive

Ice Wall

Ice Wall
JobWizard
TypeSupportive
ElementWater
Max level10

Raises a line of solid ice on the ground that blocks movement and shapes the battlefield, dealing no damage. → Ice Wall

Quagmire

Quagmire
JobWizard
TypeSupportive
ElementEarth
Max level5

Turns a patch of ground into clinging mire that slows enemies and saps their Agility and Dexterity. → Quagmire

Sense

Sense
JobWizard
TypeSupportive
Max level1

Inspects a monster to reveal a detailed readout of its statistics and elemental resistances. → Sense

Drain Life

Drain Life
JobWizard
TypeOffensive (Magic)
ElementShadow
Max level1

Strikes a single enemy with Shadow magic and restores part of the damage dealt to the caster as health. Granted automatically on becoming a Wizard. → Drain Life

Specialization branches

The Wizard's three branches build toward signature skills that continue into High Wizard. Each is described by the skills it adds; the standard elemental spells above remain available to every build.

Tempest (Wind)

The Wind branch is the single-target executioner: it does not clear packs so much as hunt one target and hit it harder the more wounded it becomes. Its Wizard-tier skill lays down sustained pressure, and the branch comes into its own at High Wizard with Killing Wind.

Wind Ivy

Wind Ivy
JobWizard
TypeOffensive (Magic, ground)
ElementWind
Max level5

Plants a writhing field of wind that lashes everything inside it once per second and can blind them, letting the Wizard keep steady pressure on a spot or a tough target. → Wind Ivy

Continues at High Wizard with the passive Killing Wind.

Frost (Water)

The Water branch trades raw burst for control and survival. It freezes, slows and locks down, letting the fragile caster dictate the pace of a fight. It begins with a passive and a heavy area nuke at Wizard tier and culminates at High Wizard with Ice Block.

Frostbite

Frostbite
JobWizard
TypePassive
Max level10

A passive that gives the Wizard's single-target Water spells a chance to leave the victim Freezing, weaving soft crowd control into ordinary damage. → Frostbite

Frost Nova

Frost Nova
JobWizard
TypeOffensive (Magic)
ElementWater
Max level5

Bursts a ring of frost around the caster that damages and freezes every enemy nearby, a heavy area lockdown built on a long cast. → Frost Nova

Continues at High Wizard with Ice Block.

Fire

Fire branch — in development. The Wizard's third specialization is still being designed and has no dedicated branch skills implemented yet. The class's existing Fire spells, Fire Pillar, Meteor Storm and Sightrasher, remain available in the general skill list above. This section will be expanded once the branch is finalized.

See also

Mage · Sage · High Wizard · Second Classes · Classes