File:Dq3-wizard.jpg Wizards from Dragon Quest III
The Mage is the class which specializes in offensive magic
--Description in Dragon Quest VII
The Mage or Wizard a class in the Dragon Quest series .
As a class, the Wizard (or Mage) specializes in casting destructive spells, but performs poorly at close combat. They can also use certain field spells to help the party in its adventures. The Wizard is given powerful magical abilities when leveled fully, including BeDragon and Explodet . The Wizard also has the Chance spell introduced in Dragon Quest II , which has a large menu of possible random effects: some very good, some very bad. Though Wizards have high Intelligence, they are physically frail and cannot equip heavy weapons such as swords, axes, spears, or heavy armor.
Dragon Quest III
Blaze
1
Upper
4
Icebolt
5
Fireball
7
Outside
9
Increase
9
Bang
11
Return
12
Slowall
12
Firebane
14
RobMagic
15
Blazemore
17
X-ray
18
Stepguard
19
Snowstorm
20
TwinHits
21
Boom
23
Bounce
24
PassTime
25
Blizmost
26
PanicAll
27
Firebolt
29
Curseoff
30
Blizzard
32
Invisible
33
BeDragon
34
Open
35
Blazemost
36
Transform
37
Explodet
38
Chance
40
Dragon Quest VI
Stat Changes
Statistics
Change
Battles to Master
179
Strength
-40%
Agility
-5%
Defence
-40%
Wisdom
+20%
Max HP
-40%
Max MP
+10%
Abilities
Level
Title
Learns
Battles Needed
Target
Info
MP
1
Apprentice
Frizzle
One enemy
Burns an enemy
4
Snooze
One group
Puts a group of enemies to sleep
3
2
Book User
Sizz
One group
Burns a group of enemies
4
Dazzle
One group
Dazzles a group of enemies to sleep
5
3
Memorizer
Sizzle
One group
Burns a group of enemies
6
Zoom
Self
Teleports to a previously visited town
1
4
First Order
Fuddle
One group
Confuses a group of enemies
5
Kasap
Self
Lowers defense of enemies
4
5
Second Order
Boom
All enemies
Explosion damages all enemies
8
Evac
Self
Escapes to world map
8
6
Magician
Crackle
One group
Freezes a group of enemies
5
Drain Magic
One enemy
Draws MP from target
0
7
Mage
Kasnooze
All? enemies
Puts enemies to sleep
5
8
High Mage
Kasizzle
One group
Really burns a group of enemies
10
Bounce
Self
Reflects magic
4
Dragon Quest VII
Stat Changes
Statistics
Change
Battles to Master
170
Strength
-40 Percent
Agility
-5 Percent
Guard
-40 Percent
Intelligence
+20 Percent
Appearance
+10 Percent
Max HP
-40 Percent
Max MP
+10 Percent
Abilities
Level
Title
Learns
Battles Needed
Target
Info
MP
1
Beginner
Fireball
1
One Group
Does ~20HP in flame damage
4
2
Novice
Sleep
13
One Group
May cause sleep in one group of enemies
3
3
Dabbler
Return
28
Field
Returns the party to the last town visited
1
4
Magician
Outside
43
Field
Allows the party to escape dungeons and caves
8
4
Magician
Sap
43
One Enemy
Cuts one enemy's defense in half
3
5
Sorcerer
Blazemore
70
One Enemy
Causes ~80HP in fire damage
4
6
Wizard
Boom
105
All Enemies
Causes ~60HP in explosion damage
8
6
Wizard
Surround
105
One Group
May cause fog in one group of enemies
3
7
Warlock
Firebane
135
One Group
Causes ~40HP in flame damage
6
8
Archmage
Snowstorm
170
One Group
Causes ~50HP in ice damage
5
Hybrid Abilities
Hybrid
Learns
Target
Info
MP
Bard
Curse Song
One Group
Lowers the defense of one group of enemies
0
Dancer
Take Magic
Self
Absorbs the MP from one magic spell
0
Fighter
Fire Air
All Enemies
Does ~10HP in fire damage
0
Jester
Panic All
One Group
May cause confusion in one group of enemies
5
Mariner
Lightning
All Enemies
Causes ~40 HP in Electric Damage
0
Shepherd
Sleep All
One Group
Has a better chance of causing sleep in one group of enemies
5
Thief
Rob Magic
One Enemy
Steals ~25MP from one enemy
0
Usefulness
The Mage's spells are useful after the events in Dharma but when combined with the mastered Cleric class, the character can become a Sage and learn much more devastating spells and a Summoner afterwards.
Dragon Quest IX
The mage class is available at the start of the game and has the unique skillset "Spellcraft". Mages can also use skill points to learn Knife , Wand , Whip , and Shield skills. Their Coup-de-Grace is "0 Zone," which reduces their MP cost to zero for a few turns.
Spellcraft
Required points
Name
Effects
8
Wizard Ward
Creates a barrier that protects the caster from magic
18
Natural Magical Might +20
Permanently adds 20 to magical might
26
Spooky Aura
Reduces an enemy's resistance to magic
38
Natural Max MP +10
Permanently adds 10 to Max MP
46
Focus Pocus
Restores some MP on next turn
54
Critical Spell Rate Up
Spells are more likely to go haywire or get a serious boost (the magic equivalent of a critical hit)
68
Channel Anger
Temporarily improves magical might
78
Natural Magical Might +60
Permanently adds 60 to magical might
88
Natural Max MP +20
Permanently adds 20 to Max MP
100
Natural Magical Might +100
Permanently adds 100 to magical might
Spells
Name
Level
MP
Description
Frizz
1
2
Singes a single enemy with a small fireball.
Acceleratle
4
4
Raises the agility of all party members.
Crack
6
3
Pierces a single enemy with razor-sharp icicles.
Sap
7
4
Reduces the defence of a single enemy.
Evac
8
3
Exit instantly from dungeons, caves, and towers.
Bang
11
5
Damages all enemies with a small explosion.
Safe Passage
13
2
Travel with impunity across harmful terrain.
Crackle
16
8
Rips into a group of enemies with sharp icicles.
Fuddle
19
5
Sends a group of enemies into confusion.
Bounce
21
4
Forms a protective barrier that reflects all enemy spells.
Kasap
25
8
Reduces the defence of a group of enemies.
Boom
28
10
Engulfs all enemies in a large explosion.
Frizzle
30
6
Burns a single enemy with a large fireball.
Oomph
33
8
Increases the attack of a single party member.
Kacrack
40
24
Lacerates all enemies with a raw volley of rasping ice.
Blunt
42
8
Decreases the attack of a single enemy.
Kaboom
47
28
Blasts all enemies with a violent explosion.
Kafrizz
53
18
Incinerates a single enemy with an enormous fireball.
Kafrizzle
64
45
Cremates a single enemy with an enormous fireball.
Kacrackle
68
50
Tears into all enemies with giant shards of ice.
Notable Wizards
Intermediate Human Vocations
Beginner Monster Vocations
Intermediate Monster Vocations
Advanced Monster Vocations