We have listed all the Wizardry spells you can cast in Wo Long: Fallen Dynasty to decimate enemies in style.
Wo Long: Fallen Dynasty puts you in Ancient China during the War of the Three Kingdoms era. As a nameless swordsman, you fight against various monsters, demons, and soldiers who are hellbent on taking you down.
With powerful companions to fight alongside you, you can choose from various weapons as your closest friend. This includes swords, spears, glaives, and much more. Takedown anyone coming at you with awesome combos using elemental powers and martial arts. But no fantasy game is complete without magic, spells, and hexes. Likewise, in Wo Long: Fallen Dynasty, you can cast powerful magic called Wizardry Spells to take your powers to the next level.
Derived from the Chinese Philosophy of the five Elemental Phases, your magical abilities are also tied to these five phases. The Elemental Phases have strengths and weaknesses with each other allowing you to use them strategically to strengthen or weaken your opponent’s magic. This is one of the aspects of Wo Long: Fallen Dynasty’s highly in-depth and immersive combat system. You’ll know more about it below.
Wizardry Spells and Elemental Phase in Wo Long: Fallen Dynasty
Wizardry Spells belong to the five Elemental Phases: Wood, Fire, Earth, Metal, and Water. Each Elemental Phase has specific characteristics that grant various abilities, also reflected in their spells. For example, Fire Phase spells revolve around attacking head-on. Meanwhile, Earth Phase spells revolve around defending. Furthermore, they have their counters with each other. This counter and weakness cycle can cancel incoming attacks and even status effects.
The cycle of the Elemental Virtues with each other is given below.
- Wood is strong against Earth
- Earth is strong against Water
- Water is strong against Fire
- Fire is strong against Metal
- Metal is strong against Wood
Level up your character, level up each of the Elemental Virtues, and spend points on the Phases to gain access to new spells. Some spells require you to unlock previous spells as prerequisites.
Equip your unlocked WizardrySpells from Battle Flags.
But using spells consumes Spirit. So you have to make sure you can maintain a suitable Spirit Gauge. Do this by attacking enemies. Furthermore, Divine Beasts can help you reduce Spirit consumption during Wizardry Spells. Finally, you’d also need a specific Morale Rank to cast spells.
Morale Rank is raised by defeating enemies and using specific attacks; similarly, getting hit decreases your Morale. Increasing Morale also increases your attack power allowing you to deal more damage. Therefore, maintaining a steady Morale is essential in casting powerful Wizardry Spells in Wo Long: Fallen Dynasty. Resist Morale decreases by increasing another stat called Fortitude through interacting with Battle Flags and Marking Flags.
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All Wizardry Spells in Wo Long: Fallen Dynasty
Wood Phase Wizardy Spells
Spell Name | Spell Effect | Required Virtue Rank | Required Morale Rank | Spirit Cost | Prerequisite |
---|---|---|---|---|---|
Lightning Bolt | Calls down a bolt of Lightning on a locked-on target or a point at a certain distance in front of you. | 1 | 3 | 320 | None |
Lightning Weapon | For a certain period, enchants your current melee weapon with Lightning. | 1 | 10 | 640 | Absorb Vitality |
Absorb Vitality | You and your nearby allies can restore HP upon dealing damage to enemies. | 3 | 0 | 600 | Lightning Bolt |
Heaven’s Rage | Calls Lightning to strike in an area around a locked-on target or in front of you. | 25 | 7 | 611 | Guard Formation, Lightning Rush |
Spirit Fervor | Grants you and your allies a positive effect that increases Spirit gain when attacking. | 6 | 3 | 779 | Unstoppable Force |
Barbed Conductor | Grows branches on the ground at your feet. Activating it again while the branches remain will call down a bolt of Lightning on them. | 8 | 0 | 420 | Lightning Bolt |
Barbed Nightmare | Summons thorns from the ground, which absorb a portion of damage dealt to enemies and restore the HP of you and your allies. | 40 | 12 | 1050 | Barbed Conductor, Lightning Weapon |
Lightning Rush | Hurls a lightning bolt that rushes forward. | 15 | 7 | 570 | Absorb Vitality |
Guard Formation | Creates an area that reduces the damage allies inside it takes from enemies. | 10 | 3 | 680 | Spirit Fervor |
Inner Breath | Increases the accumulation of the Divine Beast Gauge for a certain period of time. | 4 | 0 | 677 | Unstoppable Force |
Focus Zone | Generates an area in which allies inside it deal additional damage to enemies. | 20 | 7 | 890 | Inner Breath |
Cleanse | 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. | 20 | 0 | 360 | Inner Breath |
Perfect Restoral | Grants you and your nearby allies a positive effect that completely negates an enemy attack once. | 30 | 15 | 1050 | Cleanse, Focus Zone |
Fire Phase Wizardy Spells
Spell Name | Spell Effect | Required Virtue Rank | Required Morale Rank | Spirit Cost | Prerequisite |
---|---|---|---|---|---|
Flame Weapon | For a certain period of time, enchants your current melee weapon with Flame. | 1 | 10 | 800 | Amplify Damage |
Blasting Flare | Emits an eruption of flames to the front. | 1 | 0 | 250 | None |
Surging Blaze | Releases a spreading blaze to the front. It deals more damage closer to the point of release | 1 | 3 | 450 | Fire Bolt |
Bursting Fireball | Hurls a terrifying fireball that will split into multiple fireballs and explode after reaching a certain distance or hitting an enemy or terrain. | 1 | 18 | 700 | Scorch Comet |
Burning Flamewave | Summons continuous eddies of Flame in front of you. This deals damage over time to any enemies that come in contact with it. | 1 | 10 | 600 | Amplify Damage |
Overpower Burst | Greatly increases the damage dealt by the Wizardry Spell or Martial Arts next used. | 30 | 0 | 500 | Flame Weapon |
Amplify Damage | Greatly increases the damage dealt by the Wizardry Spell or Martial Arts next used. | 8 | 3 | 720 | Blasting Flare |
Engulfing Inferno | Summons and attacks with multiple pillars of Flame. | 25 | 7 | 420 | Burning Flamewave |
Fire Bolt | Hurls a mote of Fire in front of you. | 2 | 0 | 260 | None |
Fireblast | Discharges a ball of Fire that flies on a gravitational arc and explodes upon hitting an enemy or terrain. | 4 | 0 | 470 | Fire Bolt |
Scorch Comet | Discharges ahead a large ball of Fire. | 6 | 7 | 840 | Fireblast |
Scorch Stream | Emits a stream of Fire to the front. Continue firing by holding down the input for Wizardry Spells. | 20 | 7 | 630 | Surging Blaze |
Scorch Sweep | Emits a stream of Fire to sweep within a cone-shaped area of effect. | 20 | 7 | 630 | Surging Blaze |
Scorch Spinner | Shoots a stream of Fire from both hands, engulfing nearby enemies in flames. | 20 | 7 | 520 | Scorch Stream, Scorch Sweep |
Water Phase Wizardy Spells
Spell Name | Spell Effect | Required Virtue Rank | Required Morale Rank | Spirit Cost | Prerequisite |
---|---|---|---|---|---|
Ice Weapon | For a certain period of time, enchants your current melee weapon with Ice. | 1 | 10 | 800 | Unseeable Form |
Frost Lance | Summons a sharply pointed icicle to the front. The icicle will accelerate forward or toward the target locked on when it was summoned. | 1 | 0 | 300 | None |
Frozen Malice | Generates a large icicle to the front. The icicle will accelerate forward or toward the target locked on to when it was released. | 1 | 10 | 750 | Frost Lance |
Ominous Chill | Summons small icicles to continuously fall on the locked-on target or on a point at a certain distance forward. | 1 | 18 | 500 | Unrelenting Frost |
Unseeable Form | For a certain period of time, turns your body invisible and cannot be detected by enemies. | 1 | 3 | 500 | Frost Lance |
Aqua Blink | Instantly teleport to the front. | 1 | 3 | 250 | Alacrity Haste |
Phantom Icicle | 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. | 30 | 12 | 630 | Frozen Malice, Obscuring Frost |
Obscuring Frost | Generates fog in the area that affects enemies in proximity with reduced targeting ability for a certain period of time. | 20 | 7 | 470 | Unseeable Form |
Malignant Icefall | Summon a large icicle to fall on the locked-on target or on a point at a certain distance to the front. | 25 | 7 | 420 | Unrelenting Frost, Frozen Arrow |
Cloud Stance | For a certain period of time, reduces consumption of Spirit when deflecting. | 2 | 0 | 520 | None |
Alacrity Haste | Increases movement speed for a certain period of time. | 4 | 7 | 420 | Cloud Stance |
Frozen Spear Trap | Sets an icy trap by your feet. Enemies that step on the trap will be impaled by sharp icicles and take damage. | 3 | 3 | 730 | Cloud Stance |
Unrelenting Frost | Hurls a blast of ice shards. Continue shooting by holding down the input for Wizardry Spells. | 15 | 3 | 470 | Frozen Spear Trap |
Frozen Arrow | 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. | 10 | 3 | 420 | Frozen Spear Trap |
Metal Phase Wizardy Spells
Spell Name | Spell Effect | Required Virtue Rank | Required Morale Rank | Spirit Cost | Prerequisite |
---|---|---|---|---|---|
Toxin Weapon | For a certain period of time, enchants your current melee weapon with Toxin. | 1 | 10 | 800 | Poison Corrosion |
Poison Bubbles | 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. | 1 | 0 | 250 | None |
Toxin Bubbles | 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 damage over time to enemies touching it. | 1 | 18 | 600 | Venomous Discharge |
Elemental Plague | Increases the accumulation of all status effects dealt to enemies for a certain period of time. | 1 | 10 | 500 | Calamity Bolts |
Poison Corrosion | Emits a poison fog to the front. The fog will cause damage over time to enemies touching it. | 1 | 3 | 250 | Poision Bubbles |
Repression Crush | Releases a curse bolt to the front. Enemies hit will recover from Spirit Disruption slower for a certain period of time. | 1 | 3 | 400 | None |
Venomous Discharge | Releases bubbles of poison that burst and generate poison bogs. These bogs will cause damage over time to enemies touching them. | 5 | 3 | 780 | Poison Bubbles |
Devouring Sweep | Emits a poisonous fog to sweep within a cone-shaped area of effect. | 13 | 3 | 420 | Toxin Weapon |
Venom Snare | 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. | 40 | 12 | 840 | Toxin Bubbles, Devouring Sweep |
Thorny Ground | Summons thorns from the ground. Enemies that step on the thorns will have reduced movement speed for a set period of time. | 20 | 12 | 420 | 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 damage over time to enemies touching it. |
Life Wither | Releases a curse bolt to the front. Enemies hit will receive more damage for a certain period of time. | 7 | 15 | 630 | Repression Crush |
Calamity Bolts | Releases curse bolts to the front. Enemies hit will deal less damage for a certain period of time. | 4 | 3 | 570 | Repression Crush |
Molten Calamity Thorn | Releases a metal-imbued 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. | 30 | 3 | 840 | Calamity Bolts, Life Wither |
Thorn Shot | 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. | 25 | 0 | 360 | Elemental Plague, Thorny Ground |
Earth Phase Wizardy Spells
Spell Name | Spell Effect | Required Virtue Rank | Required Morale Rank | Spirit Cost | Prerequisite |
---|---|---|---|---|---|
Stone Weapon | For a certain period of time, enchants your current melee weapon with Stone. | 1 | 10 | 800 | Enhanced Defense |
Rock Spike | Summons rock pillars in front of you. they will explode and knock enemies away upon contact. | 1 | 0 | 500 | None |
Enhanced Defense | For a certain period of time, you receive less damage from enemies and will not flinch except from some powerful attacks. | 1 | 3 | 600 | None |
Mighty Shockwave | Unleashes a shockwave around you that will blow away nearby enemies. | 1 | 10 | 600 | Rock Spike |
Deathly Bog | Creates a bog in a nearby area. This bog will cause damage over time to enemies touching it. | 1 | 18 | 600 | Mighty Shockwave |
Lion’s Roar | 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. | 1 | 3 | 800 | Force Blow |
Sandsink | Generates a whirlpool of sand that draws enemies into its center. | 15 | 3 | 360 | Mighty Shockwave |
Boulder Knuckles | Imbues you with stone and allows you to perform a frontal jab. This attack deals more damage in inverse proportion to your current HP percentage. | 25 | 7 | 630 | Sandsink, Deadly Bog |
Imposing Slab | Generates rock pillars in front of you that linger temporarily and explode when enemies touch them. | 8 | 7 | 730 | Rock Spike |
Fiend Vanquisher | 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. | 30 | 12 | 520 | Lion’s Roar, Imposing Slab |
Rock Toughness | 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. | 6 | 7 | 840 | Enhanced Defense |
Illusionary Shell | For a certain period of time, creates an invisible shield around you that absorbs a certain amount of damage. | 40 | 15 | 1050 | Stone Weapon, Rock Toughness |
Quakebound | For a certain period of time, grants an ability to increase enemies’ Stone ailment accumulation by deflecting. | 4 | 0 | 470 | Enhanced Defense |
Force Blow | Unleashes an attack using the power of Earth Phase. | 10 | 0 | 310 | Quakebound |
More Guides on Wo Long: Fallen Dynasty to look up: Elemental Virtue Explained, Divine Beasts Guide, All Weapons Location.