Sorcerer Abilities

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Level 1-50 Ablities

Level Name Effect
1 Taqmir's Bolts I Lets loose a series of bolts that deal 59 to 67 damage to an opponent. This spell generates feedback, restoring 0 energy over 10 seconds.
1 Force Barrier I Creates a barrier around you for 60 min. The barrier increases armor class by 24. Absorbs 1 attack and stuns the attacker for 3 seconds every 30 seconds.
2 Frostbite I A chilling burst that inflicts 37 to 42 damage to an opponent and reduces movement by 70% for 8 sec.
2 Conjure Quartz Focus Conjures a quartz focus that, when used, increases intelligence, wisdom and grants see invisibility.
4 Shocking Grasp I Shocks an opponent for 116 to 126 damage at short range. This spell generates feedback restoring 5 to 10 energy over 10 seconds.
4 Color Spray I Sprays a blast of color that mesmerizes opponents in a 10m cone for 4 sec.
6 Char I Flames engulf your opponent that deal 161 to 174 damage and burn for an additional 98 to 106 damage over 4 sec.
6 Taqmir's Bolts II Lets loose a series of bolts that deal 184 to 198 damage to an opponent. This spell generates feedback restoring 0 energy over 10 seconds.
8 Energy Rift I Creates a rift to unleash raw energy that deals 240 to 257 damage to all opponents within 10m. This spell generates feedback restoring 0 energy over 10 seconds.
8 Force Barrier II Creates a barrier around you for 60 min. The barrier increases armor class by 180. Absorbs 1 attack and stuns the attacker for 3 seconds every 30 seconds.
8 Invisibility Renders your defensive target invisible. Lasts up to 10 minutes but has a chance to break early.
10 Disperse Counters the effects of a spell by dispersing it.
10 Planar Gateway Opens a planar door that leads to the nearest safe point.
10 Mimic I Copies and magnifies the arcane evocation spell cast previous to it. Can only be cast after a critical hit with arcane.
10 Frostbite II A chilling burst that inflicts 114 to 124 damage to an opponent and reduces movement by 70% for 8 sec.
12 Fireball I Point at your target to loose a ball of fire that explodes dealing 238 to 255 damage in a 10m area and burning for 81 to 90 additional damage.
12 Shocking Grasp II Shocks an opponent for 258 to 276 damage at short range. This spell generates feedback restoring 5 to 16 energy over 10 seconds.
12 Taqmir's Bolts III Lets loose a series of bolts that deal 336 to 358 damage to an opponent. This spell generates feedback restoring 0 energy over 10 seconds.
12 Disenchant I Strips a minor enchantment from your opponent.
14 Amplify Efficiency The next 1-3 spells you cast are free.
14 Char II Flames engulf your opponent that deal 307 to 326 damage and burn for an additional 187 to 202 damage over 4 sec.
14 Conjure Aquamarine Focus Conjures an aquamarine focus that, when used, increases intelligence and wisdom, and grants under water breathing.
14 Forget I Makes your opponent forget 20% of its anger toward you.
14 Gather Energy Enables you to gather energy from the air around you. You will stop gathering energy if you move or are attacked.
16 Energy Rift II Creates a rift to unleash raw energy that deals 423 to 449 damage to all opponents within 10m. This spell generates feedback restoring 0 energy over 10 seconds.
16 Flame Spear I Sends a fiery spear towards your target dealing 463 to 490 damage and 161 to 173 damage over 4 seconds. Deals an extra 677 to 715 damage on a critical strike.
16 Fire Barrier I The flames' embrace generates 10% spell haste, increases energy regeneration and 10% chance to heal 60 energy when you cast a spell.
16 Force Barrier III Creates a barrier around you for 60 min. The barrier increases armor class by 324. Absorbs 1 attack and stuns the attacker for 3 seconds every 30 seconds.
18 Mimic II Copies and magnifies the arcane evocation spell cast previously to it. Can only be cast after a critical hit with arcane.
18 Frostbite III A chilling burst that inflicts 188 to 203 damage to an opponent and reduces movement by 70% for 10 sec.
18 Taqmir's Bolts IV Lets loose a series of bolts that deal 504 to 534 damage to an opponent. This spell generates feedback restoring 0 energy over 10 seconds.
18 Arcane Mantle I Increases arcane resistance by 110 for your defensive target's party.
18 Conjure Minor Energy Shard Conjures an energy shard that, when used, restores 60-90% mana over 8 seconds.
18 Sleep I Puts an opponent to sleep for 30 sec. The slumber will only last until hit and you may only have 1 target asleep at a time. After 4 sec, a sleeping target will begin to regenerate life.
18 See Invisibility Grants the ability to see invisible opponents to your defensive target's party.
20 Incinerate I Flames combust on an opponent, dealing 1111 to 1173 damage and burning for 258 to 276 damage.
20 Fireball II Lets loose a ball of fire that explodes, dealing 376 to 400 damage in a 10m area and burning for 128 to 138 additional damage.
20 Chaos Volley I Releases a torrent of energy at an opponent, dealing 357 to 381 damage and 39 to 45 damage to you. This torrent of energy will also increase the spell damage of all allies in your group by 2% for 20 seconds. With each burst, the torrent will grow to a maximum of 3 times. This spell generates feedback, restoring 16 to 27 energy over 10 seconds.
20 Shocking Grasp III Shocks an opponent for 408 to 434 damage at short range. This spell generates feedback restoring 11 to 27 energy over 10 seconds.
22 Icequake I The ground freezes and fractures around your target, dealing 447 to 475 damage to all opponents within 10m and reducing movement by 70% for 12 sec.
22 Char III Flames engulf your opponent that deal 463 to 491 damage and burn for an additional 284 to 303 damage over 4 sec.
22 Elemental Mantle I Increases fire and ice resistances by 44 for your defensive target's party.
22 Disenchant II Strips a lesser enchantment from your opponent.
24 Amplify Acuity The next 1-3 spells you cast has a 100% chance to score a critical hit.
24 Energy Rift III Creates a rift to unleash raw energy that deals 620 to 656 damage to all opponents within 10m. This spell generates feedback restoring 0 energy over 10 seconds.
24 Taqmir's Bolts V Lets loose a series of bolts that deal 695 to 736 damage to an opponent. This spell generates feedback restoring 0 energy over 10 seconds.
24 Force Barrier III Creates a barrier around you for 60 min. The barrier increases armor class by 468. Absorbs 1 attack and stuns the attacker for 3 seconds every 30 seconds.
24 Color Spray II A blast of color that mesmerizes opponents in a 10m cone for 6 sec.
24 Freeze I Encases the target with ice dealing 430 to 456 damage and making them immobile for 6 sec.
24 Asaya's Insight I Increases spell accuracy by 1% and alteration, conjuration and evocation by 15 for 1 hour.
26 Mimic III Copies and magnifies the arcane evocation spell cast previously to it. Can only be cast after a critical hit with arcane.
26 Flame Spear II Sends a fiery spear towards your target dealing 742 to 785 damage and 250 to 267 damage over 4 seconds. Deals an extra 1078 to 1138 damage on a critical strike.
26 Frostbite IV A chilling burst that inflicts 269 to 286 damage to an opponent and reduces movement by 70% for 10 sec.
26 Arcane Mantle II Increases arcane resistance by 150 for your defensive target's party.
26 Nulling Ward Places a magical ward that disperses one incoming spell on your defensive target's group. Lasts 1 hour or 1 dispersion.
26 Conjure Diamond Focus Conjures a diamond focus that, when used, increases intelligence and wisdom, and grants levitation.
28 Incinerate II Calls up flames to combust on an opponent, dealing 1548 to 1632 damage and burning for 362 to 386 damage.
28 Fireball III Lets loose a ball of fire that explodes, dealing 523 to 555 damage in a 10m area and burning for 179 tp 192 additional damage.
28 Chaos Volley II Releases a torrent of energy at an opponent, dealing 523 to 555 damage and 58 to 64 damage to you. This torrent of energy will also increase the spell damage of all allies in your group by 2% for 20 seconds. With each burst, the torrent will grow to a maximum of 3 times. This spell generates feedback, restoring 16 to 32 energy over 10 seconds.
28 Shocking Grasp IV Shocks an opponent for 567 to 601 damage at short range. This spell generates feedback restoring 16 to 38 energy over 10 seconds.
28 Forget II Makes your opponent forget 30% of its anger toward you.
30 Reflect Reflects a spell being cast back at the caster, countering it.
30 Cold Wave I Annihilates all opponents in a 15m cone with a violent burst of ice. The wave's blast deals 733 to 776 damage with additional 578 to 612 damage inside 10m and 224 to 239 more in the front.
30 Icequake II Causes the ground to freeze and fracture around your target, dealing 611 to 647 damage to all opponents within 10m and reducing movement by 70% for 12 sec.
30 Char IV Flames engulf your opponent that deal 634 to 670 damage and burn for an additional 388 to 412 damage over 4 sec.
30 Taqmir's Barrage I Lets loose a barrage of bolts that deal 956 to 1009 damage to an opponent. This spell generates feedback, restoring 0 energy over 10 seconds.
30 Elemental Mantle II Increases fire and ice resistances by 68 for your defensive target's party.
32 Energy Rift IV Creates a rift to unleash raw energy that deals 832 to 879 damage to all opponents within 10m. This spell generates feedback restoring 0 energy over 10 seconds.
32 Fire Barrier II Generates 15% spell haste, increases energy regeneration and a 15% chance to heal 225 energy when you cast a spell.
32 Force Barrier V Creates a barrier around you for 60 min. The barrier increases armor class by 612. Absorbs 1 attack and stuns the attacker for 3 seconds every 30 seconds.
32 Sleep II Puts an opponent to sleep for 40 sec. The slumber will only last until hit, and you may only have 1 target asleep at a time. After 4 sec, a sleeping target will begin to regenerate life.
32 Freeze II Encases the target with ice, dealing 576 to 610 damage and making them immobile for 6 sec.
32 Disenchant III Strips an enchantment from your opponent.
34 Mimic IV Copies and magnifies the arcane evocation spell cast previously to it. Can only be cast after a critical hit with arcane.
34 Frostbite V A chilling burst that inflicts 356 to 379 damage to an opponent and reduces movement by 70% for 12 sec.
34 Arcane Mantle III Increases arcane resistance by 190 for your defensive target's party.
34 Conjure Energy Shard Conjure's an energy shard that, when used, restores 90%-120% mana over 8 seconds.
34 Seradon's Vision I Increases spell identification by 10 for your defensive target's party.
34 Asaya's Insight II Increases spell accuracy by 2% and alteration, conjuration and evocation by 25 for 1 hour.
34 Inidria's Inferno I Ignites your opponent, dealing 1896 to 1997 damage and burning for 1334 to 1406 damage.
36 Incinerate III Calls up flames to combust on an opponent, dealing 2018 to 2125 and burning for 472 to 500 damage.
36 Fireball IV Lets loose a ball of fire that explodes, dealing 684 to 723 damage in a 10m area and burning for 235 to 252 additional damage.
36 Chaos Volley III Releases a torrent of energy at an opponent, dealing 715 to 756 damage and 80 to 89 damage to you. This torrent of energy will also increase the spell damage of all allies in your group by 2% for 20 seconds. With each burst, the torrent will grow to a maximum of 3 times. This spell generates feedback, restoring 21 to 48 energy over 10 seconds.
36 Flame Spear III Sends a fiery spear towards your target dealing 1071 to 1131 damage and 349 to 371 damage over 4 seconds. Deals an extra 1540 to 1623 damage on a critical strike.
36 Shocking Grasp V Shocks an opponent for 741 to 784 damage at short range. This spell generates feedback restoring 21 to 48 energy over 10 seconds.
36 Taqmir's Barrage II Lets loose a barrage of bolts that deal 1214 to 1280 damage to an opponent. This spell generates feedback restoring 0 energy over 10 seconds.
36 Chromatic Barrier I Increases all resistances by 80 and reflects an incoming spell back at its caster every 60 sec.
36 Mirror Ward A magical ward that reflects one incoming spell.
38 Cold Wave II Annihilates all opponents in a 15m cone with a violent burst of ice. The wave's blast deals 946 to 999 damage with additional 744 to 787 damage inside 10m and 288 to 308 more in the front.
38 Icequake III Causes the ground to freeze and fracture around your target, dealing 787 to 832 damage to all opponents within 10m and reducing movement by 70% for 12 sec.
38 Char V Flames engulf your opponent that deal 816 to 863 damage and burn for an additional 502 to 532 damage over 4 sec.
38 Conjure Quicksilver Focus Conjures a quicksilver focus that, when used, increases intelligence and wisdom, and grants 25% refresh haste and movement.
38 Elemental Mantle III Increases fire and ice resistances by 84 for your defensive target's party.
38 Seradon's Falling Star I Calls down an icy comet from the sky, dealing 3451 to 3633 damage. Has a 25% chance to root your opponent in place for 6 seconds.
40 Energy Rift V Creates a rift to unleash raw energy that deals 1060 to 1118 damage to all opponents within 10m. This spell generates feedback restoring 0 energy over 10 seconds.
40 Ethereal Sanctuary Forms a magical sanctuary around your defensive target, granting arcane spell immunity to all allies within 10m of your defensive target for 15 seconds.
40 Force Barrier VI Creates a barrier around you for 60 min. The barrier increases armor class by 756. Absorbs 1 attack and stuns the attacker for 3 seconds every 30 seconds.
40 Freeze III Encases the target with ice, dealing 733 to 776 damage and making them immobile for 6 sec.
42 Mimic V Copies and magnifies the arcane evocation spell cast previously to it. Can only be cast after a critical hit with arcane.
42 Frostbite VI A chilling burst that inflicts 448 to 476 damage to an opponent and reduces movement by 70% for 12 sec.
42 Taqmir's Barrage III Lets loose a barrage of bolts that deal 1542 to 1625 damage to an opponent. This spell generates feedback restoring 0 energy over 10 seconds.
42 Arcane Mantle IV Increases arcane resistance by 230 for your defensive target's party.
42 Searing Sanctuary Forms a magical sanctuary around your defensive target, granting fire spell immunity to all allies within 10m of your defensive target for 15 seconds.
42 Forget III Makes your opponent forget 40% of its anger toward you.
42 Disenchant IV Strips a greater enchantment from your opponent.
42 Blinding Fire I Quickly ignites your opponent in a blinding flash of flames, dealing 605 to 641 damage and 278 to 297 damage over 4 seconds. Stuns for a fraction of a second, interrupting spell casting.
42 Seradon's Vision II Increases spell identification by 20 for your defensive target's party.
42 Inidria's Inferno II Ignites your opponent, dealing 2392 to 2518 damage and burning for 1681 to 1771 damage.
44 Incinerate IV Calls up flames to combust on an opponent, dealing 3150 to 3315 damage and burning for 754 to 796 damage.
44 Fireball V Lets loose a ball of fire that explodes, dealing 853 to 900 damage in a 10m area and burning for 293 to 312 additional damage.
44 Chaos Volley IV Releases a torrent of energy at an opponent, dealing 935 to 986 damage and 105 to 116 damage to you. This torrent of energy will also increase the spell damage of all allies in your group by 2% for 20 seconds. With each burst, the torrent will grow to a maximum of 3 times. This spell generates feedback, restoring 32 to 59 energy over 10 seconds.
44 Shocking Grasp VI Shocks an opponent for 925 to 977 damage at short range. This spell generates feedback restoring 32 to 59 energy over 10 seconds.
44 Chromatic Barrier II Increases all resistances by 96 and reflect an incoming spell back at its caster every 30 sec.
44 Glacial Sanctuary Forms a magical sanctuary around your defensive target, granting cold spell immunity to all allies within 10m of your defensive target for 15 seconds.
44 Color Spray III A blast of color that mesmerizes opponents in a 10m cone for 8 sec.
44 Seradon's Falling Star II Calls down a icy comet from the sky, dealing 4272 to 4495 damage. Has a 25% chance to root your opponent in place for 6 seconds.
44 Asaya's Insight III Increases spell accuracy by 3% and alteration, conjuration and evocation by 35 for 1 hour.
46 Cold Wave III Annihilates all opponents in a 15m cone with a violent burst of ice. The wave's blast deals 1172 to 1236 damage with additional 924 to 976 damage inside 10m and 356 to 379 more in the front.
46 Icequake IV Causes the ground to freeze and fracture around your target, dealing 976 to 1029 damage to all opponents within 10m and reducing movement by 70% for 12 sec.
46 Char VI Flames engulf your opponent that deal 2287 to 2409 damage and burn for an additional 793 to 838 damage over 4 sec.
46 Flame Spear IV Sends a fiery spear towards your target dealing 1451 to 1530 damage and 459 to 486 damage over 4 seconds. Deals an extra 2063 to 2172 damage on a critical strike.
46 Natural Sanctuary Forms a magical sanctuary around your defensive target, granting physical spell immunity to all allies within 10m of your defensive target for 15 seconds.
46 Sleep III Puts an opponent to sleep for 50 sec. The slumber will only last until hit, and you may only have 1 target asleep at a time. After 4 sec, a sleeping target will begin to regenerate life.
46 Elemental Mantle IV Increases fire and ice resistances by 100 for your defensive target's party.
46 Asaya's Scorn Deals 0 damage when your opponent casts a sleep. Lasts 2 minutes.
48 Energy Rift VI Creates a rift to unleash raw energy that deals 1301 to 1372 damage to all opponents within 10m. This spell generates feedback restoring 0 energy over 10 seconds.
48 Taqmir's Barrage IV Lets loose a barrage of bolts that deal 1817 to 1916 damage to an opponent. This spell generates feedback restoring 0 energy over 10 seconds.
48 Fire Barrier III Generates 20% spell haste, increases energy regeneration and a 20% chance to heal 260 energy when you cast a spell.
48 Force Barrier VII Creates a barrier around your for 60 min. The barrier increases armor class by 864. Absorbs 1 attack and stuns the attacker for 3 seconds every 30 seconds.
48 Inner Sanctuary Forms a magical sanctuary around your defensive target, granting mental spell immunity to all allies within 10m of your defensive target for 15 seconds.
48 Freeze IV Encases the target with ice, dealing 903 to 954 damage and making them immobile for 6 sec.
50 Mimic VI Copies and magnifies the arcane evocation spell cast previously to it. can only be cast after a critical hit with arcane.
50 Meteor Storm Calls meteors from the heavens to rain on opponents, dealing 2199 to 2317 damage in a 15m radius. Targets are stunned for 4 sec while burning for 873 to 922 damage.
50 Frostbite VII A chilling burst that inflicts 548 to 580 damage to an opponent and reduces movement by 70% for 14 sec.
50 Arcane Mantle V Increases arcane resistance by 270 for your defensive target's party.
50 Ghostly Sanctuary Forms a magical sanctuary around your defensive target, granting spiritual spell immunity to all allies within 10m of your defensive target for 15 seconds.
50 Conjure Major Energy Shard Conjures an energy shard that, when used, restores 120% - 150% mana over 8 seconds.
50 Conjure Opal Focus Conjures an opal focus that, when used, increases intelligence and wisdom, and grants immunity to movement debuffs.
50 Blinding Fire II Quickly ignites your opponent in a blinding flash of flames, dealing 740 to 783 damage and 340 to 361 damage over 4 seconds. Stuns for a fraction of a second, interrupting spell casting.
50 Seradon's Falling Star III Calls down an icy comet from the sky, dealing 5206 to 5478 damage. Has a 25% chance to root your opponent in place for 6 seconds.
50 Seradon's Vision III Increases spell identification by 30 for your defensive target's party.
50 Inidria's Frigid Blast Blasts all opponents in front of you with frigid air, dealing 2392 to 2518 damage and rooting them in place for 7 seconds.
50 Inidria's Inferno III Ignites your opponent, dealing 3647 to 3838 damage and burning for 2623 to 2763 damage.

Learnable Abilities

  • Amplify Destruction in Graystone off Banshees & Valkyre Ghosts, Blessing Two area.

Droped Spells

Favor of the Elementalist

Book of the Elementalist.png
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  • Level: 50
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Superior Chaos Volley

Sorcerer 50 - Superior Chaos Volley.jpg
  • Cost: 347 Energy, 10 Endurance
  • Range: 25 meters
  • Type: Arcane Evocation
  • Target: Offensive Target
  • Cast time: Instant
  • Refresh: Global Recast
  • Level: 50
  • Effect: Releases a torrent of energy at an opponent, dealing 1366 to 1441 damage and 156 to 169 damage to you. This torrent of energy will also increase the spell damage of all allies in your group by 2% for 20 seconds. With each burst, the torrent will grow to a maximum of 3 times. This spell generates feedback, restoring 45 to 70 energy over 10 seconds.

This spell is an upgrade to the Chaos Volley line of spells. The spell is dropped in Ancient Port Warehouse.

Mantle of Ether

Scroll of Mantle of Ether.png
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  • Level: 50
  • Effect: Increase arcane resistance by 200 for your defensive target's party.


Level 51-55 Abilities

Elemental Wisdom Seradon's Falling Comet.png

Seradon's Falling Comet

  • Cost: 804 Energy
  • Range: 25
  • Type: Cold Conjuration
  • Cast time: 1.0 second
  • Refresh: 16.5 seconds
  • Level: 53
  • Effect: Calls down a icy comet from the sky, dealing 6620 to 6965 damage. Has a 25% chance to root your opponent in place for 6 seconds. This spell generates feedback, restoring 60 to 120 energy over 25 seconds. The damage magnifies if cast again before feedback wears off.

Please note that this spell is not affected by spell refresh haste. The feedback part of this spell overwrites the similar function of Chaos Volley.


Fire Pummel

  • Cost:
  • Range: 30 meters
  • Type: Fire based Evocation
  • Cast Time: From 0 to 8 seconds
  • Refresh: Global Recast
  • Level: 51
  • Effect:Charges and stores a large amount of energy and fire within your hands. Releasing the energy lets loose several balls of fire depending on the amount stored, dealing damage in a 10 meter area and burning for 1251 to 1320 additional damage. You cannot cast other spells while charging.

The spell was an upgrade to Fireball, but worked differently in that the sorcerer initiated a charging phase when first triggering the spell. Then over the next 8 seconds, it charged to full capacity and when released, it fired 5 salvos of fireballs on all targets within 10 meters of the target mob. This made it extremely easy to do mass kiting and was the prime instrument in sorcerers kiting 15-30 mobs at a time, in KDQ.

Although the description states that the caster cannot cast other spells while charging, this is not completely true. It is possible to use finishers while the spell charges. So, if you cast a critical spell before this and then start charging, you can use the charging time to cast the finishers.

SOE temporarily introduced a self-snare part on the spell, effectively rendering it useless for kiting purposes. The code was flawed though, and the spell has been returned to its original function.


Mimic VII

Elemental Wisdom Mimic VII.png
  • Cost: 310 Energy
  • Range: 25
  • Type: Arcane Finish
  • Cast Time: Instant
  • Refresh: Immediately
  • Level: 55
  • Effect: Copies and magnifies the arcane evocation spell cast previously to it. Can only be cast after a critical hit with arcane or a falling comet.

Please note that this spell allows you to "mimic" the level 51 Seradon's Falling Comet, highly increasing the damage output from a critical hit on that spell. This mimic effect however, is still Arcane and not the type of the spell it mimics.

Using Mimic after a critical, should be done with a little care. The thoughtful sorcerer will either hit small arcane spells to provoke a critical, or use Amplify Acuity, then cast Seradon's Falling Comet and then use mimic on that.


Seradon's Mantle of Perception

Elemental Wisdom Seradon's Mantle of Perception.png
  • Cost: 172 Energy
  • Range: 25 meters / Group
  • Type: Alteration
  • Cast time: Instant
  • Refresh: Global Recast
  • Level: 55
  • Effect: Increases spell identification by 35, arcane resistance by 280, fire resistances by 120, and grants the ability to see invisible opponents to your defensive target's party.

This is the sorcerers so-called All-In-One buff spell. In addition to the spells described effects, it also increases Shadow and Holy resistances by 125. The spell replaces the Ancient Port Warehouse or Pantheon of the Ancients quested so-called Lazy-Buff spell.