Spells Overview
The Elemental Wizards mod introduces three schools of magic, each with unique spells and playstyles. Master the elements of Water, Earth, and Air to become a powerful wizard.Spell Schools
Water Magic
Water spells focus on healing, damage, and applying the Soaked status effect to enemies. Water wizards can both harm their foes and heal their allies, making them versatile support and damage dealers. Key Features:- Healing and damage hybrid abilities
- Applies Soaked status effect
- Uses Aqua Stones as reagents
Earth Magic
Earth spells deal heavy physical damage and inflict Bleeding status effects. Earth wizards are masters of crowd control and sustained damage over time. Key Features:- High damage projectiles
- Bleeding status effects
- Stone-based abilities
- Uses Terra Stones as reagents
Air Magic
Air spells provide mobility and crowd control through knockback and levitation effects. Air wizards excel at controlling the battlefield and manipulating enemy positioning. Key Features:- Knockback and displacement
- Levitation and updraft effects
- Area control
- Uses Storm Stones as reagents
Spell Tiers
Spells are organized into tiers based on their power level:- Tier 0: Basic spells, available early
- Tier 1: Primary offensive spells
- Tier 2: Intermediate utility and damage
- Tier 3: Advanced crowd control and healing
- Tier 4: Ultimate powerful abilities
Spell Costs
Most spells require:- Reagents: School-specific stones (Aqua Stone, Terra Stone, or Storm Stone)
- Cooldown: Time before the spell can be cast again
- Exhaust: Adds exhaustion to the caster
Status Effects
Water Effects
- Soaked: Applied to enemies, increases vulnerability to water magic
- Bubble Foam: Protective barrier
- Cleansing Water: Removes negative effects
Earth Effects
- Bleeding: Damage over time (doesn’t affect undead)
- Stone Flesh: Increases damage resistance
Air Effects
- Updraft: Launches targets into the air
- Tornado: Pulls enemies into a vortex