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Elemental Wizards features three distinct schools of magic, each with unique characteristics, playstyles, and spell progressions. Choose your school wisely to match your preferred combat style.

Water School (Aqua)

The Water school focuses on healing, sustain, and consistent damage. Water wizards excel at keeping themselves and allies alive while wearing down enemies.

Characteristics

  • Primary Role: Healer and sustained damage dealer
  • School Identifier: WATER
  • Resource Item: Aqua Stone (more_rpg_classes:aqua_stone)
  • Spell Books: Aqua spell books contain water-specific spells

Water Effects

Water spells can apply unique status effects:

Cleansing Water

Beneficial effect that cleanses negative status effects

Bubble Foam

Protective bubbles that shield the caster

Soaked

Debuff applied to enemies, making them vulnerable to additional damage

Signature Spells

Aqua Splash (Tier 0)
  • Dual-purpose spell that heals allies (1.0x spell power) or damages enemies (0.6x spell power)
  • Applies Soaked debuff for 4 seconds
  • Short 1.2s cast time
  • No cooldown
Hydro Beam (Tier 4)
  • Channeled beam attack dealing 1.1x spell power damage
  • 5-second channel duration with ticks every 4 intervals
  • Applies Soaked for 10 seconds
  • 22-second cooldown (affected by haste)
  • Visual beam texture: elemental_wizards_rpg:textures/entity/hydro_beam.png

Armor Sets

Water armor provides spell power bonuses and haste:
Armor SetSpell PowerHasteTier
Kelp Armor+25% per piece+2% per piece2
Netherite Kelp+30% per piece+3% per piece3
Ocean Robe (Epic)+35% per piece+3% per piece5
Haste reduces spell cooldowns and cast times, making it ideal for sustained spellcasting.

Earth School (Terra)

The Earth school emphasizes heavy damage, critical strikes, and defensive buffs. Earth wizards are tough, dealing devastating blows to their enemies.

Characteristics

  • Primary Role: Tank and burst damage dealer
  • School Identifier: EARTH
  • Resource Item: Terra Stone (more_rpg_classes:terra_stone)
  • Spell Books: Terra spell books contain earth-specific spells

Earth Effects

Stone Flesh

Hardens the caster’s skin, providing:
  • Increased armor (configurable)
  • Increased armor toughness (configurable)
  • Physical damage resistance

Signature Spells

Terra Stone Throw (Tier 0)
  • Launches a stone projectile dealing 0.7x spell power damage
  • 1.5 block area of effect on impact
  • Visual model: elemental_wizards_rpg:projectile/spell_stone
  • No cooldown
Shattering Stone (Tier 4)
  • Launches stone shards that chain to nearby enemies
  • 0.7x spell power per hit with chain reaction (10 targets max)
  • Applies Bleeding debuff for 5 seconds (0.2x power multiplier per tick)
  • 18-second cooldown (affected by haste)
  • 1.5 block area of effect

Armor Sets

Earth armor provides spell power bonuses and critical chance:
Armor SetSpell PowerCrit ChanceTier
Dripstone Armor+25% per piece+2% per piece2
Netherite Dripstone+30% per piece+3% per piece3
Mountain Robe (Epic)+35% per piece+3% per piece5
Stack critical chance and critical damage for devastating burst combos.

Air School (Wind)

The Air school specializes in mobility, critical damage, and crowd control. Air wizards are agile spellcasters who control the battlefield.

Characteristics

  • Primary Role: Mobility and critical damage specialist
  • School Identifier: AIR
  • Resource Item: Storm Stone (more_rpg_classes:storm_stone)
  • Spell Books: Wind spell books contain air-specific spells

Air Effects

Air spells apply powerful debuffs:

Updraft

Harmful effect that:
  • Reduces attack speed (configurable)
  • Increases vulnerability to Air damage
  • Increases Air spell crit chance taken
  • Increases Air spell crit damage taken

Tornado

Traps enemies in place:
  • Reduces movement speed by 99%
  • Increases Fire spell vulnerability
  • Cannot affect bosses

Signature Spells

Wind Gust (Tier 0)
  • Quick projectile dealing 0.65x spell power damage
  • 0.75 knockback effect
  • 1-second cast time
  • No cooldown
Tornado (Tier 4)
  • Creates a massive tornado cloud at target location
  • 4-block radius, lasts 10 seconds
  • Deals 0.55x spell power damage every 4 ticks
  • Applies Tornado effect (immobilizes non-boss enemies)
  • Visual model: elemental_wizards_rpg:effect/tornado (rotates -25 degrees/tick)
  • 30-second cooldown (proportional)

Armor Sets

Air armor provides spell power bonuses and critical damage:
Armor SetSpell PowerCrit DamageTier
Wind Armor+25% per piece+5% per piece2
Netherite Wind+30% per piece+6% per piece3
Hurricane Robe (Epic)+35% per piece+8% per piece5
Air spells have some of the longest cooldowns. Plan your spell rotations carefully!

Choosing Your School

Each school offers distinct advantages:

Water

Best for: Survivability and healingHigh sustain, low cooldowns, versatile healing

Earth

Best for: Tankiness and burst damageHigh defense, critical strikes, area damage

Air

Best for: Mobility and controlHigh critical damage, crowd control, knockback

Multi-School Builds

You’re not limited to a single school! The Elemental Armor set provides balanced bonuses:
  • +20% spell power to all four schools (Water, Earth, Air, Fire)
  • Each armor piece contributes equally
  • Perfect for experimenting with multiple schools
The Elemental Staff also boosts all schools, making it ideal for hybrid builds.

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