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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

15 mana30 s cooldown

Pull a stone golem out of the heavy stones in the hold: 120 HP, fire-immune, fights boarders.

Wake the Ship

20 mana30 s cooldown

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

6 mana6 s cooldown

Heal 50 HP to the most wounded crewmate in the room.

Call Back

30 mana60 s cooldown

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

8 mana12 s cooldown

Seal a breach in this room and restore 2 hull.

Reshape

10 mana25 s cooldown

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

8 mana25 s cooldown

4 wisps for 20s: they intercept bolts and scorch boarders.

Wisp Parade

20 mana40 s cooldown

Six wisps bypass shields, one after another, and strike random enemy rooms for 1 each.

Other abilities#

The Last Cast

0 mana0 s cooldown

Cast past every limit the body has. Enormous — and fatal.

Still the Sky

18 mana60 s cooldown

Full Control only. The weather turns to a Fair wind for both ships.

Call the Storm

22 mana60 s cooldown

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

8 mana15 s cooldown

Double melee damage for 10s.

Swift

6 mana15 s cooldown

Double move and work speed for 10s.

Hide

10 mana20 s cooldown

Take half damage for 8s.

Leap

12 mana20 s cooldown

Leap to the enemy ship at Close range.

Pack Howl

0 mana999 s cooldown

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