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The Magus has a total of 24 career Tactics, 36 Actions and 12 Morale abilities.

Starting Abilities Edit

These are the abilities that a magus starts with at level 1.

Icon Ability Name Ability Type Path Description
Flee Flee Action Buff Core Ability You run away from the battle in a mad panic, increasing your run speed by 30 for 10 seconds. You immediately lose all of your action points, any career mechanic points, and your Morale will begin to drop, and you will not begin to regain action points until 10 seconds have passed.
DaemonicMaw Daemonic Maw Action Hex Core Ability Deals X damage. If target is Hexed will also reduce movement speed by 40% for 10 seconds.
Flickering Red Fire Flickering Red Fire Action Damaging Path of Havoc Summons a chaotic bundle of red flame that flies toward your opponent to inflict X Elemental damage.

Abilities gained from trainers Edit

These abilities can be bought from a Career Trainer at the required rank or above.

Icon Ability Name Ability Required Rank Type Path Description
Rend Winds Rend Winds Action 2 Damaging Path of Changing Tears at your foe with fierce winds, hitting them three times for a total of X Spirit damage.
Summon Pink Horror Summon Pink Horror Action 3 Buff Path of Havoc Summons a daemonic minion who specializes in long range Elemental based attacks. This minion is confined to its summoning circle and cannot move.
Resummon Resummon Action 3 Buff Core Ability You shift your active summoning circle to your current location, bringing your minion with it.
None Demonic Fire Action 3 Damaging Core Ability Your Pink Horror flings daemonic fire at it's target, burning them for X Elemental damage.
Infernal Blast Infernal Blast Action 4 Damaging Path of Daemonology A daemonic wave that warps the air in front of you dealing X Elemental damage over 9 seconds to all targets 30 feet in front of you.
Glean Magic Glean Magic Action 5 Hex Path of Changing You strip away the Spiritual protections of everyone 20 feet from your target, reducing their Spirit resistance by X and dealing Y Spirit damage over 20 seconds.
Summon Blue Horror Summon Blue Horror Action 6 Buff Path of Daemonology Summons a daemonic minion who specializes in short range Spiritual and Elemental area of effect attacks. This minion is confined to its summoning circle and cannot move.
None Daemonic Fire Action 6 Damaging Core Ability Your Blue Horror spews out a cone of daemonic energy that inflicts X Spirit damage to targets up to 40 feet in front of Horror.
Daemonic Lash Daemonic Lash Action 6 Damaging Path of Daemonology An ethereal tentacle swipes the target in front of you for X Spirit damage.
Horrifying Visions Horrifying Visions Action 7 Damaging Core Ability Horrifying images distract your opponent, causing them to deal 50% less damage against you for 15 seconds. You will stop attacking when you use this ability, and the effect will fade if you attack someone that you have detaunted.
None Flame Of Tzeentch Action 8 Damaging Core Ability Your Flamer lobs a ball of corrosive flame that deals X Spirit damage over 3 seconds.
Summon Flamer Summon Flamer Action 8 Damaging Path of Changing Summons a daemonic minion who specializes in powerful moderate range Spiritual attacks. This minion is confined to its summoning circle and cannot move.
Baleful Transmogrification Baleful Transmogrification Action 9 Hex Path of Havoc Bends and twists your target from within to deal X Elemental damage over 15 seconds.
Tzeentch's Grasp Tzeentch's Grasp Action 12 Hex Core Ability A summoning wave passes over those within 30 feet of you, calling forth tentacles to bind their movement for 10 seconds. There is a 50% chance of the root breaking with every hit.
Daemonic Armor Daemonic Armor Action 11 Enchantment Core Ability You surround yourself with daemonic protection, increasing your Armor by X for up to 1 hour. If your armor is struck 20 times, you will lose this effect early. The binding of such energies is difficult and you will be easily interrupted while casting this spell.
Warped Flesh Warped Flesh Tactic 11 Buff Core Ability Any time you are attacked, there is 25% change that you will absorb up to X damage. This effect will not trigger more than once every 3 seconds.
Siphon Power (HD) Siphon Power Morale (2) 12 Buff Core Ability Steals up to 200 action points from your target and gives it to you, and reduces your target's Intelligence by X for 30 seconds.
Surging Violet Fire Surging Violet Fire Action 12 Damaging Path of Havoc Tendrils of writhing violet flame coil around your target, burning them for X Elemental damage.
Devour Energy Devour Energy Tactic 13 Buff Core Ability Whenever one of your spells hits an enemy, you have 25% chance to regain 30 Action Points. This effect cannot occur more than once every 2 seconds.
None Flames of Change Action 13 Damaging Core Ability Your Flamer hurls a gout of daemonic fire that will strike it's target and those within 20 feet of them, dealing X Spirit damage over 6 seconds.
Surge of Insanity Surge of Insanity Action 14 Damaging Path of Changing A surge of chaotic bliss overcomes your target, dealing X Spirit damage. The victim and any other enemies within 20 feet of them are also interrupted, cancelling any abilities that they are building up.
Infernal Flesh Infernal Flesh Tactic 15 Buff Core Ability Daemons will be summoned with X more Wounds.
None Coruscating Energy Action 15 Damaging Core Ability Your Blue Horror releases a field of energy dealing X Elemental damage every second to all targets within 30 feet for 3 seconds.
Pandemonium Pandemonium Action 16 Damaging Path of Changing Chaotic swirls of power inflict X Spirit damage over 15 seconds to your target and those within 20 feet of them.
Misdirection (HD) Misdirection Morale (1) 16 Buff Core Ability A strong counter aura will reduce by half any incoming Magic damage and redirect half of any direct damage back to the caster.
None Daemonic Consumption Action 17 Damaging Core Ability Your Pink Horror forces daemonic power into it's target, dealing X Elemental damage over 10 seconds while lowering the target's chance to critically hit by 5%.
Tzeentch's Warding Tzeentch's Warding Tactic 17 Buff Core Ability Increases your Elemental resistance by X.
Daemonic Infestation Daemonic Infestation Action 18 Damaging Path of Daemonology You summon a small daemon which will persist in an area for 1 minute. The daemon will explode when an enemy gets too close dealing X damage to all enemies within 30 feet and knocking them down for 2 seconds.
Endless Knowledge Endless Knowledge Tactic 19 Buff Core Ability Increases your Intelligence by X.
Focused Mind (HD) Focused Mind Morale (2) 20 Buff Core Ability For the next 10 seconds, you will remove and ignore any silencing, disarming, rooting or snaring effects and your abilities will build 50% faster and may not be set back.
Warping Blast Warping Blast Action 20 Damaging Path of Changing Energy spirals towards your foe, dealing X Spirit damage and knocking them back a short distance. Monsters will be knocked down.
Unearthly Shriek Unearthly Shriek Tactic 21 Buff Core Ability Pink Horrors, Blue Horrors and Flamers of Tzeentch now have a 15% chance to taunt their targets with every attack. This enrages the target, interrupting any building actions and forces monsters to target your pet for 5 seconds. Taunted targets receive 20% more damage from your daemon. If you daemon is struck 3 times by their taunted target, taunt will be broken.
Tzeentch's Warding Backlash Tactic 23 Buff Core Ability Any time you are attacked, there is a 25% chance that you will lash out for X damage over 5 seconds to anyone who hits you.
Scintillating Energy (HD) Scintillating Energy Morale (3) 24 Debuff Core Ability Deals X damage to your target, and stuns them for 7 seconds.
Sleight of Hand Sleight of Hand Tactic 25 Buff Core Ability Enemy monsters will hate you 50% less than normal.
Instability Instability Action 25 Damaging Core Ability You force so much power into your daemon that it explodes from within, dealing X Spirit damage to all targets within 30 feet. The lingering taint will drain 30 AP a second from any targets standing in the blast area for 10 seconds.
Devour Energy Flame's Kiss Tactic 27 Damaging Core Ability Rend Winds and Flickering Red Fire are now un-defendable.
Daemonic Resistance Daemonic Resistance Action 28 Enchantment Path of Daemonology Increases your groupmember's Corporeal resistance by X.
Grasping Darkness Grasping Darkness Morale (1) 28 Damaging Core Ability Deals X damage over 6 seconds and Snares by 60% for 6 seconds.
Close Quarters Close Quarters Tactic 29 Buff Core Ability Your magical attacks will deal 25% more damage if the target is within 45 feet, but 20% less damage if they are further away.
Withered Soul Withered Soul Action 30 Hex Path of Havoc Your malice is forced directly into your target's soul, inflicting X Elemental damage over 20 seconds while reducing their Disrupt chance by 20%.
Roiling Winds Roiling Winds Morale (2) 32 Damaging Core Ability Winds tear out from your target, dealing X damage to them and everyone within 20 feet every second for 4 seconds.
Unearthly Shriek Surging Power Tactic 35 Damaging Core Ability Increases critical damage from Infernal Blast, Surging Violet Fire, and Surge of Insanity by 50%.
Mutating Blue Fire Mutating Blue Fire Action 35 Hex Path of Havoc A column of blue flame washes over your target, dealing X Elemental damage and then dealing an additional Y Elemental damage every 9 seconds.
Conduit of Chaos Conduit of Chaos Morale (3) 36 Buff Core Ability Focusing the great powers of Chaos for 10 seconds, you may tirelessly use all your abilities for no AP cost.
Swift Flames Swift Flames Tactic 37 Buff Core Ability Reduces Surging Violet Fire's cooldown by 7 seconds.
Unleash the Winds Unleash The Winds Morale (4) 40 Debuff Core Ability Deals X damage to all enemies within 30 feet, and knocks them away from you.
Warpfire Warpfire Action 40 Damaging Path of Daemonology You channel warping flame through your disk, dealing X Elemental damage to all targets within 30 feet of you every second for 3 seconds.

Abilities gained from mastery paths Edit

These abilities gan be gained by adding mastery points into different mastery paths.

Path of HavocEdit

The Path of Havoc is the Magus' mastery for direct damage spells, allowing the caster to focus more on damage against single targets. It increases the power of the larger spells in a Magus's armoury, spells that have longer cast times but more powerful results as opposed to his over-time and AoE abilities. This is the path for those who wish to heal or attack on a more direct basis, concentrating larger effects on single targets.

Icon Ability Name Ability Required points Type Description
None Fiery Winds Tactic 3 Buff Flickering Red Fire and Surging Violet Fire will hit one additional enemy up to 10 feet away from the target.
None Perils of The Warp Action 5 Hex Weakens the fabric of reality surrounding your target for 10 seconds. During this time, any offensive or healing magic cast will open a rift dealing X Elemental damage to them.
None Changer's Blessing Tactic 7 Healing Surging Violet Fire will now heal you for 50% of damage dealt.
None Bolt Of Change Action 9 Damaging An un-defendable bolt of far traveling force that inflicts X Elemental damage.
None Chaos Unleashed Tactic 11 Buff Increases critical chance for all Path Of Havoc spells by 15%.
None Tzeentch's Firestorm Action 13 Damaging Creates a great column of wind and flame that deals X Elemental damage every 2 seconds to all targets within 20 feet of the area for 6 seconds. This spell requires a high amount of concentration and you will be set back by .5 seconds whenever hit.
None Soul Leak Morale (4) 15 Damaging Deals X damage over 10 seconds and gradually removes opponents AP.

Path of ChangingEdit

The Path of Changing is the Magus' faster casting, shorter range area effect mastery, increasing the power and effects of spells with shorter ranges and those that affect multiple targets.

Icon Ability Name Ability Required points Type Description
None Infernal Pain Tactic 3 Damaging Surge of Insanity will now cause an additional X damage over 6 seconds.
None Seed of Chaos Action 5 Hex Grows a seed inside your target dealing X damage over 15 seconds. If left to grow for the entire duration, the seed will explode with the victim's life force dealing Y Spirit damage to all targets within 20 feet.
None Endless Pandemonium Tactic 7 Buff Pandemonium will now reapply its damage effect 50% of the time after it ends or is removed.
None Indigo Fire Of Change Action 9 Damaging A horrible torrent of energy that deals X Spirit damage every 2 seconds for 6 seconds. Victims killed while bathed in this flame will become an uncontrolled Horror, mindlessly attacking their former allies for 30 seconds.
None Wild Changing Tactic 11 Buff Increases critical chance for all Path of Changing spells by 15%.
None Dissolving Mist Action 13 Damaging Summons a 240 foot wide cloud of caustic mist that deals X Spirit damage every 2 seconds to targets in the cloud. After 10 seconds the cloud doubles in strength, dealing X*2 Spirit damage and 10 seconds later will double in strength again, dealing X*4 Spirit damage. If there are multiple Dissolving Mist in the same area only the highest level mist will deal damage.
None Daemonic Scream Morale (4) 15 Damaging Deals X damage to all targets up to 65 feet in front of you.

Path of DaemonologyEdit

The Path of Daemonology is the Magus' mastery for daemons and close combat. This mastery concentrates on increasing the effects of spells that have no range, and those that affect daemons.

Icon Ability Name Ability Required points Type Description
None Chaotic Attunement Tactic 3 Buff Daemons can now be summoned instantly.
None Agonizing Torrent Action 5 Buff Your disk emanates an aura of pain that inflicts X Spirit damage every 3 seconds for 9 seconds.
None Daemonic Pact Tactic 7 Buff Forms a pact with newly summoned daemons that increases both you and your daemon's Toughness by X while it remains in this realm.
None Aegis of Orange Fire Action 9 Enchantment You summon and absorb orange flames to increase your Wounds by X, increasing your total life for 20 seconds. During this time, any enemies striking you in Melee will receive Y Elemental damage from your flames.
None Daemonic Contract Tactic 11 Buff Your Daemon will deal 100% more damage as long as you are within 30 feet. While your pet is active you AP regeneration is reduced by 20%.
None Chaotic Rift Action 13 Debuff A rift in the warp is opened briefly, pulling up to six enemy players within 65 feet of the vortex towards its center and then snaring everyone within 20 feet a second later by 40% for 4 seconds. Monsters will be knocked down by the initial pull.
None Firewyrm Of Tzeentch Morale (4) 15 Damaging Summons a mighty Firewyrm that will rampage around attacking your enemies for 16 seconds.

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