Wizard Alchemy Wiki
Complete spell reference

Wizard Alchemy Spells — Full List & How to Unlock

In Wizard Alchemy, spells are unlocked by brewing and consuming potions at the Alchemy Table. There is no separate spell shop — every spell in the game comes from a specific potion recipe. This page lists every spell, the Magic value required to brew its potion, its element, and which race or shard combination makes it strongest.

14spells in the game
5elements (Dark, Fire, Ice, Earth, Neutral)
6Magic required for first spell
99Magic required for top-tier spells

How Spells Work in Wizard Alchemy

Understanding the spell system before grinding materials will save you time and Robux.

Core mechanic

Potions unlock spells

Every spell in Wizard Alchemy is tied to a potion. To unlock a spell, you first brew its corresponding potion at the Alchemy Table using materials that reach the required Magic value sum. Once brewed, you consume the potion and the spell becomes available in your spell slots, accessible via the E or R key in combat.

You can hold multiple spells at once depending on your progression. Higher-rarity spells deal more damage and often have elemental bonuses that interact with your race's passive effects. A Thestrals player using a Dark-element spell gets a 20% damage bonus that a neutral-race player does not have.

Brewing for spells

Magic value and RNG

Reaching a spell's Magic value threshold does not guarantee you will brew that spell — it gives you a chance. The higher your total material Magic value relative to the spell's requirement, the better your odds. Overshooting too far means you qualify for higher-tier spells as well, which can actually reduce your chance of landing the specific spell you want.

The optimal brewing strategy is to reach a spell's Magic value as closely as possible without crossing into the next tier's range. For endgame spells like Night Wraith or Dragon Breath at 99 Magic, use the highest-Magic materials available and add a matching Elemental Shard (Dark or Fire) to significantly boost your chances of landing the right spell.

All Wizard Alchemy Spells

Listed by Magic requirement from lowest to highest. Use the element and race columns to find the best spell for your build.

Spell (Potion) Magic Required Element Best Race Synergy Notes
Wind Blade 6 Neutral Any First accessible spell. Good starter damage before element-specific options open up.
Rock Blast 8 Earth Any Early Earth-element option. Solid upgrade over Wind Blade for the early game.
Ice Spike 10 Ice Ice Crystal First Ice-element spell. Ice Crystal race gets an elemental bonus here immediately.
Lithe 40 Neutral Any (movement) Movement speed boost. Use on any race as a mobility option during farming or boss dodges.
Fire Arrow 45 Fire Fiendish Demon First strong Fire-element spell. Fiendish Demon gets a significant bonus here, making this the point where the fire build becomes noticeably stronger than neutral alternatives.
Ice Turtle 52 Ice Ice Crystal Major mid-game spike for Ice Crystal players. Strong damage and decent area coverage. One of the best mid-game options regardless of race.
Earth Shield 55 Earth Any (defensive) Defensive Earth-element option. Useful during boss fights when survivability is more important than raw damage.
Tornado 70 Neutral Any Solid neutral-element late-game option. Use this if your race does not have a strong elemental bonus and you want consistent high damage.
Meteorite 74 Earth Any Late-game Earth option with high base damage. Good for players without a dedicated element build.
Frost Thorns 80 Ice Ice Crystal Endgame Ice-element spell. The final target for Ice Crystal builds. Strong consistent damage with Ice Crystal's elemental bonus.
Dark Wraith 90 Dark Thestrals Pre-endgame Dark spell. The stepping stone before Night Wraith. Use Dark Shards when brewing at 90 Magic to maximise Night Wraith chances instead.
Night Wraith 99 Dark Thestrals ★ Currently the strongest spell in the game. Thestrals' 20% Dark Elemental bonus makes Night Wraith the top endgame option. Add 3 Dark Shards at 99 Magic for the best brew chance. The SPELL code gives you 2 free Dark Shards to start.
Dragon Breath 99 Fire Fiendish Demon ★ Top Fire-element endgame spell. Best-in-slot for Fiendish Demon builds. Use Fire Shards at 99 Magic to improve brew chances for Dragon Breath specifically.
Light Burst 99 Light Stellar Ambassador Top Light-element endgame spell. Use Light Shards (SPELL code gives 2 free Light Shards) when brewing at 99 Magic to target Light Burst. Best with Stellar Ambassador race.

Wizard Alchemy Spell Elements Guide

Matching your spell's element to your race's bonus is the most important damage optimisation in the game.

Dark element

Dark — strongest element

Dark spells currently deal the highest damage in the game and are boosted by Thestrals' 20% Dark Elemental bonus. Night Wraith (99 Magic) is the endgame target. Use Dark Shards when brewing high-Magic potions to increase the chance of rolling Night Wraith over Dark Wraith. The SPELL code gives you 2 free Dark Shards to get started.

Best race: Thestrals (S-tier, 1% rarity)

Fire element

Fire — best for Fiendish Demon

Fire spells are strongest with the Fiendish Demon race, which has a fire damage bonus that scales with Fire-element potion damage. Dragon Breath (99 Magic) is the endgame target. Progress through Fire Arrow (45) → Dragon Breath (99). Use Fire Shards at 99 Magic to target Dragon Breath specifically.

Best race: Fiendish Demon (A-tier)

Ice element

Ice — best for Ice Crystal

Ice spells scale with Ice Crystal's elemental bonus. The progression is Ice Spike (10) → Ice Turtle (52) → Frost Thorns (80). Ice Turtle is one of the best mid-game spells regardless of race. Use Ice Shards at 80 Magic to improve Frost Thorns brew chances. Ice Crystal also has strong HP which helps survivability at all stages.

Best race: Ice Crystal (A-tier)

Light element

Light — Stellar Ambassador path

Light Burst (99 Magic) is the endgame Light spell. Stellar Ambassador synergises best with Light-element spells due to its movement and damage passives. Use Light Shards at 99 Magic to target Light Burst. The SPELL code gives 2 free Light Shards — save them for your endgame brew.

Best race: Stellar Ambassador (A-tier)

Earth element

Earth — general utility

Earth spells (Rock Blast, Earth Shield, Meteorite) do not have a dedicated race bonus but offer strong general utility — especially Earth Shield for its defensive value during boss fights. Meteorite at 74 Magic is a solid late-game option for players who did not land a strong elemental race and want reliable damage without committing to a specific element path.

Best race: Any (no dedicated Earth race)

Neutral element

Neutral — flexible picks

Neutral spells (Wind Blade, Lithe, Tornado) have no elemental bonus from any race but are always reliable options. Lithe is unique — it gives movement speed rather than damage, making it valuable during boss fights for any race. Tornado (70 Magic) is the best neutral damage option in the late game for players building around flexibility rather than one element.

Best race: Any race benefits equally

Wizard Alchemy Spell Progression by Build

Follow the path that matches your race. Each path shows the key spells to target in order.

Thestrals / Dark path

Thestrals — Dark Build Progression

  1. Wind Blade (6) — Starter, use until Rock Blast or Ice Spike is accessible.
  2. Tornado (70) — Bridge spell while farming materials for 90+ Magic brewing.
  3. Dark Wraith (90) — First Dark spell, significant jump in output for Thestrals.
  4. Night Wraith (99 + Dark Shards) — Final target. Use 3 Dark Shards at 99 Magic. SPELL code gives you a head start with 2 free Dark Shards.
Fiendish Demon / Fire path

Fiendish Demon — Fire Build Progression

  1. Rock Blast (8) — Neutral early option while building Magic materials.
  2. Fire Arrow (45) — First strong Fire spell, Fiendish Demon bonus kicks in here.
  3. Tornado (70) — Optional bridge for non-Fire brew sessions.
  4. Dragon Breath (99 + Fire Shards) — Endgame target. Use Fire Shards at 99 Magic to maximise Dragon Breath chances.
Ice Crystal / Ice path

Ice Crystal — Ice Build Progression

  1. Ice Spike (10) — Early Ice spell, Ice Crystal bonus applies immediately.
  2. Ice Turtle (52) — Major mid-game power spike, one of the best general spells at its tier.
  3. Frost Thorns (80 + Ice Shards) — Endgame Ice target. Ice Crystal sustain keeps you farming longer per session.
Any race / Neutral path

Flexible / No-element progression

  1. Wind Blade (6)Rock Blast (8) — Early game.
  2. Lithe (40) — Add for movement speed, especially useful during boss fights.
  3. Tornado (70) — Best neutral late-game damage option.
  4. Meteorite (74) — Alternative to Tornado for Earth-element variety.

Wizard Alchemy Spells: Elemental Shards & SPELL Code

Shards do not add Magic value but dramatically improve your chances of landing a specific spell when brewing.

Free shards from SPELL code

Claim your free shards now

The code SPELL — released 18 May 2026 — gives 2 Dark Shards and 2 Light Shards for free. These are directly useful for endgame brewing: Dark Shards improve Night Wraith chances for Thestrals, and Light Shards improve Light Burst chances for Stellar Ambassador.

Redeem: Settings → Utilities → Type Here → type SPELL → Claim.

Save these shards until you reach 99 Magic for your first endgame brew. Using them too early at lower Magic values wastes them on lower-tier spells.

See all active codes →
How shards work

Shard strategy for brewing

Shards occupy one of your five Alchemy Table slots. Adding a Dark Shard when your material Magic total is already at 99+ gives roughly a 50% bonus chance of landing the Dark-element spell in the qualifying range. Adding 3 shards of the same element gives a very high chance — as high as ~85–90% in community tests — of landing the matching element spell.

The trade-off: each shard takes a slot, so using 3 shards means only 2 slots for Magic-value materials. Make sure your 2 remaining materials are high enough to hit 99 Magic. Furnace Core (Magic value ~30) and similar high-value materials help reach 99 with fewer slots used on materials.

Wizard Alchemy Spells FAQ

How do spells work in Wizard Alchemy?

Spells are unlocked by brewing potions at the Alchemy Table. Each potion gives a specific spell when consumed. Use materials that reach the spell's required Magic value, brew the potion, consume it, and the spell becomes active. Cast spells in combat using the E or R key. See the controls page for the full key layout.

What is the strongest spell in Wizard Alchemy right now?

Night Wraith (Dark element, 99 Magic) is considered the strongest spell currently, especially when paired with Thestrals' 20% Dark Elemental Damage bonus. Dragon Breath (Fire, 99 Magic) is the top option for Fiendish Demon builds. Both require 99 Magic materials plus matching Elemental Shards for optimal brew chances.

Can I have multiple spells at once?

Yes. You can hold and switch between multiple spells depending on your progression and available spell slots. Most players keep one high-damage element spell and Lithe for movement during farming routes and boss fights.

What do Dark Shards do in Wizard Alchemy?

Dark Shards are Elemental Shards that boost the chance of brewing a Dark-element spell when added to the Alchemy Table. They have no Magic value of their own. Add Dark Shards alongside high-Magic materials when brewing at 90–99 Magic to maximise Night Wraith chances. The code SPELL gives you 2 free Dark Shards.

What is the first spell I should get in Wizard Alchemy?

Wind Blade (6 Magic) is the first accessible spell and uses common early materials. Brew it as soon as you have 6 Magic worth of materials. Follow up with Rock Blast (8 Magic) or Ice Spike (10 Magic) depending on your race before pushing toward mid-game options like Fire Arrow or Ice Turtle.

Where can I find materials for brewing spells?

Materials drop from enemies and chests throughout the world. See the materials page for a full list of every ingredient, its Magic value, and which enemies or chests drop it. The farming guide covers the most efficient routes for each material by progression stage.

Play Codes Potions Tiers