Mage schools & abilities
Academy mages, kin-casters and the four schools of wild magic.
Mage: A spellcaster who specializes in one element (Fire, Water, Ice, Air, or Stone). Station them in the Casting Room to cast ship spells using their mana.
Kin-caster: A beastborn crewmate with innate elemental magic. Knows 1 spell; can cast on your own ship immediately and at enemy ships starting at Casting 2.
Wild caster: An unlicensed mage (Quickener, Mender, Shaper, or Wisper) with powerful non-elemental abilities. Illegal in Charter territory (increases Heat). Higher Control unlocks stronger abilities and prevents accidents.
Control: Measures a wild caster's mastery from 0 (Leaking) to 3 (Full Control). Higher Control prevents magic accidents and unlocks their best abilities.
The wild schools#
Quickener
Gives life to stone and iron.
- Signature
- Standing Golem: a golem stays aboard as crew.
- Last cast
- The ship itself wakes: every system works at full level for 30s.
Raise Golem
Pull a stone golem out of the heavy stones in the hold: 120 HP, fire-immune, fights boarders.
Wake the Ship
A destroyed system works at full power for 20s.
Mender
Knits flesh past anything a flask can do.
- Signature
- Share the Weight: others can pay the HP cost.
- Last cast
- Every crewmate is fully healed and every death this fight is undone.
Knit
Heal 50 HP to the most wounded crewmate in the room.
Call Back
Revive a crewmate who died in the last 10 s.
Shaper
Shapes matter like clay.
- Signature
- Living Hull: +1 hull every 20s in combat.
- Last cast
- Hull cannot fall below 1 and the Keel cannot fail for 30s.
Mend Hull
Seal a breach in this room and restore 2 hull.
Reshape
Turn a room's doorways to wall for 20s, trapping boarders.
Wisper
Wisps that decide for themselves.
- Signature
- Thirty Wisps: after a Parade, a wisp flies every 6s for the rest of the fight.
- Last cast
- Thirty wisps for thirty seconds, at everything.
Wisp Swarm
4 wisps for 20s: they intercept bolts and scorch boarders.
Wisp Parade
Six wisps bypass shields, one after another, and strike random enemy rooms for 1 each.
Other abilities#
The Last Cast
Cast past every limit the body has. Enormous — and fatal.
Still the Sky
Full Control only. The weather turns to a Fair wind for both ships.
Call the Storm
Full Control only. The weather turns to a Thunderstorm for both ships: lightning burns ward layers away, and strikes the ship that has none.
Strength
Double melee damage for 10s.
Swift
Double move and work speed for 10s.
Hide
Take half damage for 8s.
Leap
Leap to the enemy ship at Close range.
Pack Howl
Allies in the room deal +20% damage for 10s. Once per fight.
Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord