Mage

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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

Dragon Quest III (GBC) 
Spell Level Learned
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 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.

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

Notable Wizards