Wizard
Damage (magic).

- Role
- Damage (magic)
- Weapon
- Staff
- Where to learn it
- Any job mentor in a homeland town square, from level 10. In Brightwell: Apprentice Juno.
- Traits
- Clear Mind: MP comes back quickly.
Big spells draw a lot of enmity: let the tank hold first.
Signature moves
| Ability | Level | What it does |
|---|---|---|
| Ember | 1 | Ember damage. |
| Gale | 5 | Gale damage. May stun (and stop a big move winding up). |
| Sleep | 8 | |
| Ember Wave | 12 | Ember on every creature. |
| Gale Storm | 20 | Gale on every creature. May stun. |
| Twincast | 30 | Your next damaging spell casts twice: the second time for free, at 60% (it can't Echo twice). Any time, even mid-Link. Spellwright only. |
Weapon skills
| Weapon skill | Level | Element |
|---|---|---|
| Gust Rap | 1 | Gale |
| Rock Knock | 15 | Stone |
| Cinder Swing | 25 | Ember |
Combo tip
Watch for the Link to close, then cast its element into it: after Kindling, a quick Gale is a Echo. Save Starfall (Ember) for a Steamburst.