By Jay / / Games

This guide breaks down every spell available in Mage Arena, starting from the basic spell book abilities to the six advanced spells you can find around the map. If you’re new to the game or trying to understand how each spell works, this rundown will help you play better, deal more damage, and move around the map more efficiently.

Before jumping into each spell, you need to know how spell levels work. Every team in Mage Arena has its own spell level. You increase this level by gaining XP, and the XP comes from capturing zones around the map (not including the two main bases). Higher spell levels usually mean shorter cooldowns, stronger effects, and better overall performance. The maximum spell level is 12. Below is a complete breakdown of all 10 spells in the game.


Default Spell Book Spells

1. Fireball

Fireball is the first offensive spell most players use. It has a 5-second cooldown and deals around 70 damage if it lands directly. The damage drops the farther players are from the explosion. On top of that, fireballs also apply a burn effect, which lasts longer the closer you are to the impact.

Fireballs have drop-off, so you’ll want to aim above your target at long range. You can even use fireballs as “mortars” by firing them over walls to hit the enemy flag from outside their base. Higher spell levels mean:

  • More knockback
  • Longer burn time
  • Larger explosion radius

2. Freeze

Freeze comes with an 8-second cooldown, does 20 damage, and freezes players for 2 seconds. Against AI, the behavior is different. Skeletons barely react, and the Skeleton Mage ignores it completely, but Red Wizards get frozen for up to 6 seconds.

This spell needs to hit directly to work. One key thing: frozen players cannot take damage. If you freeze someone and then hit them with another spell, you’re actually breaking them out early.

Higher spell levels increase freeze duration and damage.

3. Wormhole

Wormhole allows teleportation by placing two portals. Say “worm” for the first and “hole” for the second. Each portal stays for 25 seconds, and the cooldown is 45 seconds.

As spell levels rise, your portals last longer, and eventually, they can stay open forever. You can jump through your own portals and enemy portals, and even shoot fireballs through them. Fireballs keep the same direction when exiting the second portal.

Important notes:

  • Freeze can close portals
  • You can’t place portals inside bases or inside the Mausoleum

4. Magic Missile

Magic Missile fires three homing projectiles with a 5-second cooldown. Each missile deals 10 damage and disappears after 5 seconds if it can’t reach a target. To track someone, the player must be visible on your screen when you cast it. If you fire them into empty space, they won’t move. You can dodge them by strafing in circles. Higher spell levels increase the damage.


Advanced Spells Around the Map

You can find extra spells in three locations:

  • Gnomes in the Gnome Forest
  • Inside vases in the Mausoleum
  • Magma Castle chests (best and most consistent location)

All advanced spells get shorter cooldowns with higher spell levels.

5. Rock (New Spell)

The newest spell creates a rock from the ground on a 24-second cooldown. The rock stays for 24 seconds and can be placed on the floor, walls, or ceilings. You can also cast it under yourself or an enemy to launch targets into the air, dealing around 20 damage plus fall damage. Higher spell levels make the rock larger and stronger. This spell pairs very well with the frog balloon for fast map movement.

6. Thunderbolt

Thunderbolt calls lightning at the point you’re looking at. It has a 14-second cooldown and deals about 70 damage within a small radius. The closer a player is to the strike, the longer the burn duration. At spell level 2, it starts striking two bolts instead of one. The second bolt lands slightly behind your aim point. Thunderbolt doesn’t work under roofs. Higher levels increase burn time and may increase area size.

7. Dark Blast

Dark Blast fires a long damaging ray with a 24-second cooldown. It pierces targets and deals heavy damage as long as the target stays inside the beam. If a player escapes the ray quickly, they survive with a small burn tick. But if they’re caught fully, this spell can kill faster than any other ability. Higher spell levels only reduce cooldown.

8. Divine Light

Divine Light is the only reliable way to heal anywhere outside your base. It has a long 39-second cooldown and heals all nearby players—friends and enemies—by 50 HP. The healing radius is massive, stretching across large areas of the map. Higher levels reduce cooldown.

9. Blink

Blink teleports you a short distance forward with a 9-second cooldown. Its best features are:

  • You can teleport through walls
  • You can cancel fall damage by blinking before landing

Higher levels reduce cooldown, allowing almost continuous teleportation.

10. Wisp

Wisp sends a small light that tracks the nearest player. It deals a bit of damage but is mainly used to find hidden enemies.

Notes:

  • Wisps can track across the entire map
  • They do not target AI
  • If the wisp disappears immediately, that means no enemy players are alive
  • Wisp Can Slow enemies

Great for end-game situations where players hide.

11. Bubble (NEW)

Bubble is a versatile mobility and defense spell that traps you inside a transparent orb. Once inside, you bounce around the map, move freely, and can reach higher ground or escape danger.

How Bubble Works

  • Encases your character in a bouncing orb

  • Allows you to move and jump while inside

  • Lets you scale walls or large structures easily

  • Blocks most incoming damage

  • Removes fall damage while active

  • You cannot cast spells inside Bubble, based on testing

  • Not immune to every spell (Thunderbolt can still kill you)

The bouncing effect is strong enough to launch you over castle walls or send you across the map if combined with spells like Fireball.

Practical Usage

  • Use Bubble to escape fights or reset your position

  • Bounce over enemy walls for infiltration

  • Avoid fall damage when dropping from high ground

  • Block common spells like Fireball and Magic Missiles

  • Travel quickly by bouncing and using momentum

Bubble is especially strong for players who like mobility-based playstyles. It’s also useful for rushing objectives or escaping ambushes.

12. Doom (NEW)

Doom functions like a mini black hole. When cast, it creates a dark vortex that drags anything nearby into the center of its pull. This makes it a strong control tool, especially when you want to interrupt movement or stop someone from escaping.

How Doom Works

  • Creates a gravity pull that drags players and mobs inward

  • Prevents clean movement, making dodging harder

  • Takes a long time to regenerate after use

  • Can be used to interrupt jumps or stop players climbing or escaping

  • Does not consistently kill on its own based on current testing

During tests, Doom didn’t appear to instantly kill the caster or enemies. Instead, its strength comes from movement denial. This makes it a great setup tool when pairing with other spells like Fireball or Thunderbolt.

Practical Usage

  • Cast Doom near castle walls to stop players trying to climb

  • Use it on targets attempting to run or jump away

  • Trap mobs or gnomes for quick cleanup

  • Combine with teammates’ spells for guaranteed hits

The pull radius is wide, and once a target is caught inside, jumping or escaping becomes noticeably harder.


Mage Arena keeps getting small updates, so spell stats and balance may shift over time. But with the basics above, you should have no trouble understanding how each spell works and how to use them to your advantage. As you level up your spells and learn their strengths, you’ll see big improvements in both defense and offense during matches. If new spells or changes roll out, updating your strategy will be key to staying ahead of other players.

GuideMage Arena
About Jay
A Content writer for Roonby.com Contact me on [email protected], we can't reply to gmail for some reason.