In addition to the large amount of weapons available to slash and strike your foes with, Wo Long: Fallen Dynasty offers a variety of Wizardry spells that correspond with the Five Virtues that guide your character. Based around the Five Elemental Theory in Chinese philosophy, the five phases of spellcasting each revolve around specific elements that help shape your playstyle. If you’re interested in learning about all the Wizardry spells in Wo Long: Fallen Dynasty, continue reading on.
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All Wizardry Spells in Wo Long: Fallen Dynasty – Listed
Wizardry spells can only be cast when certain conditions are met, specifically; your respective Virtue level and your current Morale Rank are high enough. The spells have offensive, defensive, and supportive qualities, and up to four can be equipped on your character at any given time. Like most special actions in the game, Wizardry spells cost Spirit to use.
We’ll go over each Wizardry spell based on their Phases below:
Wood Phase Spells
Wood Phase spells are centered around Lightning as their main element and are able to afflict enemies with Shock. Additionally, they have healing and buffing properties, and can be used to counter Earth Phase spells.
Name | Virtue Required | Morale Rank Required | Description |
Lightning Bolt | 1 | 3 | Calls down a bolt of lightning on a locked-on target or on a point at a certain distance in front of you. |
Unstoppable Force | 2 | 7 | Increases automatic recovery during Low Spirit and decreases automatic depletion during High Spirit. |
Absorb Vitality | 3 | 0 | You and your nearby allies can restore HP upon dealing damage to enemies. |
Inner Breath | 4 | 0 | Increases the accumulation of the Divine Beast Gauge for a certain period of time. |
Spirit Fervor | 6 | 3 | Grants you and your allies a positive effect that increases Spirit gain when attacking. |
Barbed Conductor | 8 | 0 | Grows branches on the ground at your feet. Activating again while the branches remain will call down a lightning bolt on them. |
Guard Formation | 10 | 3 | Creates an area that reduces the damage allies inside it take from enemies. |
Lightning Weapon | 12 | 7 | For a certain period of time, enchants your current melee weapon with Lightning. |
Lightning Rush | 15 | 7 | Hurls a bolt of lightning that rushes forward. |
Focus Zone | 20 | 7 | Generates an area in which allies inside it deal additional damage to enemies. |
Cleanse | 20 | 0 | Resets all current negative effect accumulation to zero for you and your nearby allies, while granting a positive effect that reduces the amount of negative effect accumulation for all Phases except for Metal. |
Heaven’s Rage | 25 | 7 | Calls down many bolts of lightning to strike in front of you. |
Perfect Restoral | 30 | 15 | Grants you and your nearby allies a positive effect that completely negates an enemy attack once. |
Barbed Nightmare | 40 | 12 | Summons thorns from the ground to attack enemies. Deals damage to enemies and restores the HP of you and nearby allies for a portion of the damage dealt. |
Fire Phase Spells
Fire Phase spells are centered around the Flame element, able to afflict enemies with the Burn status effect. The spells are primarily offensive and are able to buff the player’s attack power, as well as counter Metal Phase spells.
Name | Virtue Required | Morale Rank Required | Description |
Blasting Flare | 1 | 3 | Emits an eruption of flames to the front. |
Fire Bolt | 2 | 0 | Hurls a mote of fire in front of you. |
Surging Blaze | 3 | 7 | Hurls multiple fireballs in a cone-shaped area of effect. |
Fireblast | 4 | 0 | Discharges a ball of fire that flies on a gravitational arc, and explodes upon hitting an enemy or terrain. |
Scorch Comet | 6 | 7 | Discharges a large ball of fire to the front. |
Amplify Damage | 8 | 3 | For a certain period of time, increases both the damage you deal to enemies and receive from them. |
Burning Flamewave | 10 | 3 | Summons continuous eddies of flame in front of you. This deals damage over time to any enemies that come in contact with it. |
Flame Weapon | 12 | 7 | For a certain period of time, enchants your current melee weapon with Flame. |
Bursting Fireball | 15 | 12 | Hurls a large fireball that will split into multiple small fireballs and explode after a certain period of time or upon hitting an enemy or terrain. |
Scorch Stream | 20 | 7 | Emits a stream of fire to the front. Continue firing by holding down the input for Wizardry Spells. |
Scorch Sweep | 20 | 7 | Emits a stream of fire to sweep within a cone-shaped area of effect. |
Engulfing Inferno | 25 | 7 | Summons and attacks with multiple pillars of flame. |
Overpower Burst | 30 | 0 | Greatly increases the damage dealt by the next Wizardry Spell or Martial Arts attack used. |
Scorch Spinner | 40 | 15 | Shoots a spinning stream of fire from both hands, engulfing nearby enemies in flames. |
Earth Phase Spells
Earth Phase spells utilize Stone as their main element, and are able to afflict enemies with the Faint status effect. These spells are primarily defensive, but also offer offensive and crowd-controlling abilities. Earth Phase spells are able to counter Water Phase spells.
Name | Virtue Required | Morale Rank Required | Description |
Rock Spike | 1 | 0 | Summons rock pillars in front of you, exploding and knocking the enemies away upon contact. |
Enhanced Defense | 2 | 3 | For a certain period of time, you receive less damage from enemies and will not flinch except from some powerful attacks. |
Mighty Shockwave | 3 | 7 | Unleashes a shockwave around you that will blow away nearby enemies. |
Quakebound | 4 | 0 | For a certain period of time, grants an ability to increase enemies’ Stone ailment accumulation by deflecting. |
Rock Toughness | 6 | 7 | Reduces Spirit damage received from enemy attacks, and grants a single-use effect that prevents your Morale Rank from decreasing when you are dealt a Critical Blow by an enemy. |
Imposing Slab | 8 | 7 | Generates rock pillars in front of you that linger temporarily and explode when enemies touch them. |
Force Blow | 10 | 0 | Unleashes an attack using the power of Earth Phase. |
Stone Weapon | 12 | 7 | For a certain period of time, enchants your current melee weapon with Stone. |
Deathly Bog | 15 | 7 | Creates a bog in the nearby area. This bog will cause damage over time to enemies touching it, as well as decrease their movement speed. |
Sandsink | 15 | 3 | Generates a whirlpool of sand that draws enemies into its center. |
Lion’s Roar | 20 | 7 | Lets out a shout that generates a shockwave. Enemies hit will be forced to lock on to you. Also decreases damage taken from enemy attacks for a certain period of time. |
Boulder Knuckles | 25 | 7 | Imbues you with the power of Earth Phase and allows you to perform a frontal jab. This attack deals more damage in inverse proportion to your current HP percentage. |
Fiend Vanquisher | 30 | 12 | Allows you to charge forward using the power of Earth Phase. You will not falter while charging unless an enemy’s attack is sufficiently powerful. Move farther by holding down the input for Wizardry Spells. |
Illusionary Shell | 40 | 15 | For a certain period of time, creates an invisible shell around you that absorbs a certain amount of damage. |
Metal Phase Spells
Metal Phase spells are focused around the Toxin element, and are able to afflict enemies with Poison. Naturally, these spells center around damage-over-time effects and debuffs, and counter Wood Phase spells.
Name | Virtue Required | Morale Rank Required | Description |
Poison Bubbles | 1 | 0 | Releases bubbles of poison that will burst and generate a poison bog when they hit enemies or terrain. The bog will cause damage over time to enemies touching it. |
Repression Crush | 2 | 0 | Releases a curse bolt to the front. Enemies hit will recover from Spirit Disruption more slowly for a certain period of time. |
Poison Corrosion | 3 | 0 | Emits a poison fog. The fog will cause damage over time to enemies touching it. |
Calamity Bolts | 4 | 3 | Releases curse bolts to the front. Enemies hit will deal less damage for a certain period of time. |
Venomous Discharge | 5 | 3 | Releases bubbles of poison that burst and generate poison bogs. These bogs will cause damage over time to enemies touching them. |
Life Wither | 7 | 15 | Releases a curse bolt to the front. Enemies hit will receive more damage for a certain period of time. |
Elemental Plague | 9 | 3 | Increases the accumulation of all status effects dealt to enemies for a certain period of time. |
Toxin Weapon | 12 | 7 | For a certain period of time, enchants your current melee weapon with Toxin. |
Toxin Bubbles | 13 | 7 | Releases bubbles of poison to the front. Bubbles will burst and create a poison bog when they hit enemies or terrain. The bog will cause continuous damage to enemies touching it. |
Devouring Sweep | 13 | 3 | Emits a poisonous fog to sweep within a cone-shaped area of effect. |
Thorny Ground | 20 | 12 | Summons thorns from the ground. Enemies that step on the thorns will have reduced movement speed for a certain period of time. |
Thorn Shot | 25 | 0 | Releases curse bolts that create thorns on contact with enemies or terrain. Enemies that step on the thorns will be slowed for a certain period of time. |
Molten Calamity Thorn | 30 | 3 | Releases a Metal Phase attack that deals damage to enemies it touches. If those enemies are inflicted with any ailments, they will be fully cured, and they will take additional damage corresponding to the number of ailments cured. |
Venom Snare | 40 | 12 | Releases a curse bolt to the front that will form a poison fog around the enemy it hits. The fog will cause damage over time to enemies touching it. |
Water Phase Spells
Water Phase spells are focused around the Ice element, and afflict enemies with the Frostbite status effect. These spells are mainly quick and offensive, capable of hitting single or multiple targets, and also offer traversal options. Water Phase spells will counter Fire Phase spells.
Name | Virtue Required | Morale Rank Required | Description |
Frost Lance | 1 | 0 | Summons a sharply pointed icicle to the front, which will accelerate forward or toward the target you locked on to prior to casting the spell. |
Cloud Stance | 2 | 0 | For a certain period of time, reduces consumption of Spirit when deflecting. |
Frozen Spear Trap | 3 | 3 | Sets an icy trap by your feet. Enemies that step on the trap will be impaled by sharp icicles and take damage. |
Alacrity Haste | 4 | 7 | Increases movement speed for a certain period of time. |
Frozen Malice | 6 | 3 | Generates a large icicle to the front. The icicle will accelerate forward or toward the target you locked on to prior to casting the spell. |
Unseeable Form | 8 | 12 | For a certain period of time, turns your body invisible and undetectable by enemies. |
Frozen Arrow | 10 | 3 | Creates a frost that turns into icy pillars after a certain period of time. The icy pillars will accelerate forward or toward the target that was locked on to when they were summoned. |
Ice Weapon | 12 | 7 | For a certain period of time, enchants your current melee weapon with Ice. |
Unrelenting Frost | 15 | 3 | Hurls a blast of ice shards. Continue shooting by holding down the input for Wizardry Spells. |
Aqua Blink | 20 | 7 | Allows you to instantly teleport a certain distance. |
Obscuring Frost | 20 | 7 | Generates fog in the area that affects enemies in proximity with reduced targeting ability for a certain period of time. |
Malignant Icefall | 25 | 7 | Summon a large icicle to fall on the locked-on target or on a point at a certain distance to the front. |
Phantom Icicle | 30 | 12 | Releases curse bolts that create mysterious fog on contact with enemies or terrain. Enemies that touch the fog will have reduced targeting ability for a set period of time. |
Ominous Chill | 40 | 15 | Summons small icicles to continuously fall on the locked-on target or on a point at a certain distance to the front. |
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