Sacred Gold

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Battle Mage - Spell Guide
By The Senate
This guide describes Spells of Battle Mage, and rates them from 1 to 10.
   
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Fire Magic
Fire magic is pretty much focused on dealing damage. Powerfull, but without support from other magic schools your mage will be vulnerable to attacks.

  • Fireball - probably your bread and butter spell, at least at the beginning. It has good range, damage, and even spalsh damage in small area. If you are going to play as a fire mage, i recommend to keep it's cooldown between 0.5 and 1.5 seconds, because it can be used when last fireball is still in the air, which makes spam a valid tactic.
    9/10
  • Fire Spiral - AoE spell that might have been more usefull if it was not negated by terrain. You can cast it multiple times to deal more damage. With 25 second duration, it can be really usefull, if cast in good place.
    8/10
  • Purgatory - A small sphere of fire, that is dealing AoE damage in small radius, that slowly moves towards closest enemy. In my opinion, it's complete garbage, because it cannot keep up with enemies other than zombies. Not worth spending your precious runes.
    4/10
  • Flameskin - Defensive spell, that is not that usefull after all. It grants you fire resistance, that is not really important, because you don't want to get hit in the first place. Chance to block incoming arrows is quite low if you don't level up this spell pretty high, and damage done to attackers is - again - not worth it, because you don't really want to get hit.
    5/10
Earth Magic
Main goal of Earth Magic is to protect you from your foes, either by disrupting them, or just increasing your stats. I believe it to be the best school, just because of how Meteor Storm and Stoneskin are.
  • Circle of Fear - One-point-wonder, if you are playing in multiplayer, where you can protect yourself or your ally. In single-player, you will find that many enemies actually can pass through the Circle - which is a HUGE dissapointment, that puts your character in danger.
    3/10
  • Meteor Storm - AoE spell, that can deal great damage in quite large radius. Playing as an Earth Mage - your main spell. It has short delay, but it's totally worth it. Leveling it up not only amplifies damage done, but also number of meteors. Great spell, probably one of the best that Battle Mage can learn. You can either keep it's cooldown really low to just spam it on your opponents (1 second seems fine), or give it some more love, and level it up more above your character level. 10 seconds of cooldown may seem eternity, but if you can get rid of whole enemy group with one right-click, it doesn't matter that much.
    10/10
  • Petrification - Dissapointment, really. It can be quite good in 1v1 battle with enemies, but in the fervor of battle, there's no time for single-target spell, that won't kill enemy on it's own.
    3/10
  • Stoneskin - Probably most powerfull defensive spell in the game. Both reistance and defense bonus is great, and gives BM the ability to live long enough to get rid of enemies with his raw damage. It's definetely worth to use that spell, even if you are not keen on Earth Magic. Not a bad idea to keep it up constantly.
    9/10
Air Magic
Air Magic is more focused on utility and disrupting your opponents. it's spells are more powerfull the more enemies are around you, because all of them, except for Phase Shift are AoE. From my experience - Air magic is least usefull in your journey.
  • Gust of Wind - Weak damage, that can push your foes back. Not really usefull, since you can just use different spell to simply kill mobs. If you really want to use it as main dmg spell, which i REALLY do not recommend, keep it's CD low, so you can push enemies from you time after time.
    6/10
  • Lightning Strike - Much better damage than Gust of Wind, and i believe best spell from Air Magic. It can bounce to multiple targets. It's cooldown can be kept higher than your usual fireball, because it's animation is much slower.
    7/10
  • Whirlwind - Much worse version of Flameskin, that grants you only protection against arrows. Disarm is useless. Absolutely NOT WORTH IT.
    1/10
  • Phase Shift - Another one-point-wonder. It's usefull to cross rivers, not much else. It's enough to make it close to obligatory for every Battle Mage.
    10/10
Water Magic
Water magic spells are pretty good at getting your ass out of trouble. Either by increasing your speed, or making you intargetable and invisible, they usually do the trick. Ice Shards is great spell, that makes Water Magic pretty good choice if you want to use only one school. (which is still not recommended)
  • Cataract of Agility - Speed-buff, that also increases your hit chance and attack speed. Can be usefull in melee builds, but it's not really the best choice for Battle Mage.
    5/10
  • Ice Shards - Great spell, that proves usefull agains both single, and multiple enemies. Good damage makes it viable choice to play with. It's cast really fast, so you'd better keep it's cooldown really low - ice spam is quite effective.
    9/10
  • Water Form - Spell, that is usefull if you want to save your ass in sticky situation. Another one point wonder, i do not recommend to rely on it too much.
    6/10
  • Ring of Ice - okay-ish AOE spell, that will slow down your enemies. I wouldn't recommend to rely on that spell too much.
    5/10
Life Magic
"Life Magic" is the only group of spells that doesn't have ability to reduce it's cooldown. It's focused around increasing your Battle Mage abilities. It's crucial to use some of it's spells.
  • Ghost Meadow - one of the most important spells. Most importantly, it reduces all of our CD's, it's best to cast it before a fight, and then use that to crush your opponents. REALLY IMPORTANT SPELL.
    10/10
  • Reiki - This ability speeds up the regeneration of life energy for either the Battlemage or the targeted ally. Good in multiplayer, when playing with tanky ally, otherwise, not so much.
    3/10
  • Shield Wall - another defensive buff, that i think is not really that important. It's best of "barrier spells" though because it can block magic.
    4/10
  • Spiritual Healing - Simple, but powerfull heal ability. Most of the time you will not have to worry about it's cooldown. Keep it pretty high, so it heals about 80% of your total HP.
    9/10
13 Comments
Soiken 15 Sep, 2020 @ 8:17am 
@Vengrath if You've never had the chance to I recommend re-playing the game with ReBorn mod, it's fantastic and really gives the ol' sacred a new feel. I've started my playthrough just two days ago and I feel like they did a really good job changing the CA's and other aspects.
The Senate  [author] 15 Sep, 2020 @ 8:00am 
@Solken Of course. Fireball is really bad in PVP
Soiken 15 Sep, 2020 @ 7:46am 
You rated those spells based on your singleplayer experience right?
Extremeluck 5 Sep, 2020 @ 4:44am 
IMO after a long time, I rate Gust of Wind as 10/10 ,
Because once it reach at least lv 20, its range is very wide, lets say about 150 degree,
it can push out hordes, very very far till out of your monitor screen xD
If they're lucky, they'll die at first cast. otherwise, the enemies are poisoned and stunned for at least 1 - 2 seconds.
If your Gust of Wind is like 1.x second, you can spam it to them again...
by this point you're untouchable.

note that Gust of Wind is Poison Spell, so it can't deal high damage to undead .
You'll need Lightning Strike, since its damage are Physical and Magic... so you'll be able to kill them.

so far, I just take Air Magic skill for it,
my offensive spells are Gust of Wind and Lightning Strike (this one only for undeads),
my 4 other spell are, Cataract of Agility, Ghost Meadow, and Reiki. (and Phase Shift only for crossing the river)

btw Reiki is 10/10 too for me... only 10/10 if I take skill Constitution. The health regen become like a hell one.
Kalos Amigo 22 Apr, 2020 @ 6:11am 
Fire mage all the way
Kalos Amigo 22 Apr, 2020 @ 6:09am 
Thank you for this great guide.
I started playing it with my brother an it was a great reference to remind me of the spells.

This is the only great reference for BM i found. :wololo:
Roberto Musso 28 Nov, 2017 @ 5:04pm 
Oohh, so I must try to have a Main, Secondary & Auxiliary ability always and try to balance the CD of my abilities, sounds cool, thank you!
The Senate  [author] 28 Nov, 2017 @ 12:21pm 
If you are using 2 different skills, i would suggest you to level them up that much, so the cooldown won't get too high. Early in the game, it's cooldown will be pretty high - around 4-6 seconds even, but later in the game, let's say around character lvl 20 - you should be able to get enough Cooldown reduction that it will reach something around 1-1,5second. That i probably most comfortable. Also, you may level up another spell - let's say you are using Fireball as primary DMG spell, and Ice shard as secondary. You keep it's CD around 1-2seconds. But you can level up let's say Fire Spiral WAY beyond that. It will become SUPER POWERFULL but also on very high cooldown. It is your safety button.
Roberto Musso 28 Nov, 2017 @ 11:24am 
So I should not level up my skills that much? About what level would you suggest me to level up for example... Ice Shard/Fireball + Meteor Storm
The Senate  [author] 28 Nov, 2017 @ 11:14am 
I've learned about it in Polish Sacred forum. It is hidden, and nothing in-game suggest this, but it has been tested, and works that way. This is visible, enough that you can actually see it for yourself, if you want.