Bolt (Q) Edit
Lightning bolt strikes target unit, dealing moderate magic damage and stunning them for 1/1.5/2/2.5/3 seconds. The struck unit discharges balls of lightning in all directions, each with a fraction of the bolt's power.
Bolt is a rather unique spell. It can be both a single target as well as a multi target spell, and getting the maximum effect out of it in either situation is not a trivial matter.
Stun duration starts at 1 seconds and increases by 0.5 seconds per level, reaching 6 seconds at Master level. Resistant enemies are stunned for half the amount of time.
The primary bolt does damage equal to the following formula on Levels 1-10:
$ (ALVL * 100) + (INT * 4) $
...and the following formula on Master level:
$ 1500 + (INT * 6) $
The target also discharges 10 balls on lightning in all directions. These balls explode upon impact with any object or unit and deal damage equal to 30% of the primary bolt's damage in an area of effect. This means the damage is greatly increased both for the primary target as well as its surrounding allies if the area is clustered enough to let many of the extra balls explode in their immediate vicinity.
For this reason it's best to hit enemies surrounded by trees or cliffs or other enemies with this spell. If done right, the effectivity of this spell increases dramatically.
If the Wizard is carrying a weapon that powers up Lightning-elemental magic, the Bolt spell becomes much more powerful.
When used right this version is one of the single most powerful abilities in the game.
Ice (W) Edit
Ice erupts among a group of enemies, damaging them for 50/100/150/200/250 HP and slowing them for 4/5/6/7/8 seconds. Costs 85/95/105/115/125 MP.
Ice is a generally very useful spell, slowing groups of enemies and dealing damage at a low cost and not being anywhere near as situational as Bolt or Fire.
As with all instances of frost slowing, it reduces movement speed by 50% and attack speed by 25%.
Damage increases by 50 per level but doubles to 1000 at Master level.
Cooldown is 8 seconds at all levels.
Duration starts at 4 seconds and increases by 1 second per level, jumping up to 18 seconds at Master level. Resistant units are afflicted for only half the regular duration.
Area of Effect is 300, increased to 400 at Master level.
MP cost starts at 85, increasing by 10 per level until it's dropped back to 140 at Master level.
If the Wizard is carrying a weapon that powers up Ice-elemental magic, Ice gets a rather peculiar trait; it turns into "Chain Ice", hitting several times and jumping from target to target.
Every single chained spell is just as strong as the initial cast.
The target unit of the next chained spell is a random enemy in close vicinity of the currently targeted enemy. It can even be the very same enemy, but conversely it's also possible that the spell completely jumps away from the initial target.
The number of spell casts is determined by the following formula:
$ ALVL + floor(INT / 50) $
All this means that Ice can cover a much wider area of enemies to slow, and its damage output becomes quite formidable. At Master level it can easily hit for five digit damage, and with its low cooldown and MP cost its power is a force to be reckoned with.
Fire (E) Edit
Conjures a pillar of fire which damages ground units in a target area for 60/90/120/150/180 a second for 3 seconds followed by 8/12/16/20/24 damage for 6 seconds. Doesn't damage friendly units. Costs 100/110/120/130/140 MP.
Fire is a moderately powerful area of effect spell. It's not as potent as a well-placed Bolt, but on the other hand it's much more consistent and easy to make the most of.
Of important note is the fact that casting Fire requires channeling for 1.33 seconds. If the spell is interrupted during this time, the cast fails.
Full damage hits 9 times over the course of 3 seconds and starts at 20 damage, increasing by 10 per level until finally jumping to 160 at Master level. Half damage hits 6 times over the course of 6 seconds (NOTE: need confirmation, it might hit 9 times over the course of 9 seconds instead!) and starts at 8 damage, increasing by 4 per level until finally jumping to 50 at Master level.
Cooldown is 10 seconds at all levels.
MP cost starts at 100 and increases by 10 per level before dropping to 150 at Master level.
If the Wizard is carrying a weapon that powers up Fire-elemental magic, Fire becomes significantly more powerful.
Area of effect is increased from 200 to 300.
The damage figures are changed as follows: Full damage starts at 100 damage, increasing by 100 per level until finally jumping to 1250 at Master level. Half damage now also hits 3 times per second just like full damage as opposed to just once per second, and starts at 75 damage, increasing by 75 per level until finally jumping to 1000 at Master level. Half damage now also lasts one extra second.
Frog (R) Edit
Transforms an enemy unit into a frog for 10/12.5/15/17.5/20 seconds. Has no effect on Heroes. Costs 100/110/120/130/140 mana.
Duration starts at 10 seconds and increases by 2.5 seconds every level. Resistant enemies are completely immune to it.
Cooldown is 20 seconds for all levels except Master at which it's reduced to 15 seconds.
The tooltip is erroneous on the MP cost; it is actually just 90 on all levels.
Frog is the black sheep among the Wizard's skills. While yes, completely incapacitating an enemy for extended periods of time is nice, it just doesn't compare to the multi target elemental nuking spells.
Ardor (T) Edit
Damages all enemy units in a wide area around the caster for massive damage. Costs 200/250/300 MP.
Ardor is a simple wide area nuke. Damage is calculated according to the following formula:
$ ALVL * (INT + 200 + (5 * LVL)) $
If the Wizard is carrying a weapon that powers up Fire-elemental magic, damage is multiplied by a factor of 4.
Before damage is actually dealt, general random variance is applied, meaning the final damage is reduced randomly by up to 1/16.
Important to note is that while the attack does deal spell damage, the damage is physical and will be reduced by the enemy's physical defense.
Cooldown is 180 seconds, but falls to 120 seconds at Master level.
MP cost starts at 200 and increases by 50 per level before dropping to 250 at Master level.
Osmose (D) Edit
Transfers mana between the Wizard and a target. Drains 40 mana per second from an enemy, or transfers 60 mana per second to an ally. 6 seconds Cooldown.
This ability can be used to settle your MP problems in the early game. A nice side effect of using it is that it usually prevents enemies from using their abilities, since they rarely have the MP regeneration to make up for such a heavy loss.