Level-by-level SP allocation for Magician. Every
advancement below has one or more named builds - each
with a per-level table, cumulative skill totals in every
column, and a paragraph explaining why the build is
shaped the way it is. Formatted in the long-standing
per-level MapleStory skill-planner table convention.
4 advancements
documented so far. Full ladder (2nd, 3rd jobs) landing in
follow-up sprints. Skill max levels and IDs are CoT 2
verified; per-level plans reflect widely-accepted traditional MapleStory
meta.
Magician (1st Job)
Lv. 8–30
· 23 SP total
· Advancement at Grendel the Really Old, Ellinia
Magicians advance at Lv 8 (not 10 like other classes), giving 22 free levels + 1 SP at advancement = 23 SP. Advance early = more SP. Magic Guard MUST be maxed - it's the only reason mages don't die in 3 hits. The debate is just whether the last 3 SP go into Magic Claw (damage) or MP utility (safety).
Magic Guard Priority (Standard)
Recommended
MAX Magic Guard first, splash Magic Claw with the last 2 SP. The universally-recommended classic-Maple build.
Magic Guard at max converts 85% of incoming damage to MP loss. At Magic Guard 1, that number is only 39% - you take 61% of hits to your HP pool of maybe 200. You WILL die at MG 1-9 without careful positioning. Rush Magic Guard to 20 as fast as possible; take 1 Energy Bolt at advancement to have an attack, then splash 2 leftover SP into Magic Claw for its double-hit. Total: 1 EB + 20 MG + 2 MC = 23 SP.
Lv.
SP
Improve MaxMP/ 10
Improve MP Recovery/ 16
Magic Guard/ 20
Magic Armor/ 20
Energy Bolt/ 20
Magic Claw/ 20
Note
8
+1
1
Advance at Lv 8 - need an attack skill
9
+1
1
1
Start Magic Guard - literal survival
10
+1
2
1
11
+1
3
1
12
+1
4
1
13
+1
5
1
14
+1
6
1
15
+1
7
1
16
+1
8
1
17
+1
9
1
18
+1
10
1
19
+1
11
1
20
+1
12
1
21
+1
13
1
22
+1
14
1
23
+1
15
1
24
+1
16
1
25
+1
17
1
26
+1
18
1
27
+1
19
1
28
+1
20
1
Magic Guard MAXED - now 85% damage-to-MP
29
+1
20
1
1
Splash Magic Claw for the double-hit
30
+1
20
1
2
MC at 2. Advance to Cleric / F.P. Wizard / I.L. Wizard
End state (23 SP spent)
Magic Guard: 20 / 20
Energy Bolt: 1 / 20
Magic Claw: 2 / 20
Magic Claw Hybrid (Aggressive)
Split Magic Guard 10 / Magic Claw 12. More damage, more risk. For confident kiters only.
Magic Guard at 10 already gives ~57% damage-to-MP conversion - enough to survive if you kite properly with Teleport (which you don't have yet - so DON'T do this build if you're new to mage). This build front-loads MG to a survivable 10 then pivots to Magic Claw for actual damage output. You'll clear mobs 30-40% faster than the standard build but you WILL die more. Blue potions get more expensive because your MP pool takes more of the damage load.
Lv.
SP
Improve MaxMP/ 10
Improve MP Recovery/ 16
Magic Guard/ 20
Magic Armor/ 20
Energy Bolt/ 20
Magic Claw/ 20
Note
8
+1
1
Advance at Lv 8
9
+1
1
1
Magic Guard priority still, just less of it
10
+1
2
1
11
+1
3
1
12
+1
4
1
13
+1
5
1
14
+1
6
1
15
+1
7
1
16
+1
8
1
17
+1
9
1
18
+1
10
1
MG at 10 (~57% conversion) - now pivot to damage
19
+1
10
1
1
20
+1
10
1
2
21
+1
10
1
3
22
+1
10
1
4
23
+1
10
1
5
24
+1
10
1
6
25
+1
10
1
7
26
+1
10
1
8
27
+1
10
1
9
28
+1
10
1
10
29
+1
10
1
11
30
+1
10
1
12
Magic Claw at 12. Advance!
End state (23 SP spent)
Magic Guard: 10 / 20
Energy Bolt: 1 / 20
Magic Claw: 12 / 20
Cleric (2nd Job - Holy support)
Lv. 30–70
· 121 SP total
· Advancement at Grendel the Really Old, Ellinia
121 SP over Lv 30-70. Cleric is the ONLY Magician branch that doesn't get a new attack skill in 2nd job - Heal does double duty (party heal + undead damage) so Cleric grinds undead maps (zombie mushrooms, jr wraiths, later Fire Boars) while relying on Magic Claw for non-undead. Every SP maxes something meaningful: Heal, Teleport, Bless, MP Eater, Invincible. 1 leftover Magic Claw finish.
Rush Heal first because it defines your entire training pattern - every level from 30 onward, Heal on Zombies is your bread-and-butter EXP grind. Teleport second for mobility (Clerics without Teleport are sitting ducks). Bless third to become the most-invited party member on your channel. MP Eater fourth for MP economy. Invincible last because it's situational (bosses > mobs). 1 SP filler into Magic Claw for non-undead moments.
Lv.
SP
Heal/ 30
Teleport/ 20
Bless/ 20
MP Eater/ 20
Invincible/ 30
Magic Claw/ 20
Note
30
+1
1
Advancement - start Heal (your entire training career begins here)
31
+3
4
32
+3
7
33
+3
10
34
+3
13
35
+3
16
36
+3
19
37
+3
22
38
+3
25
39
+3
28
40
+3
30
1
Heal MAXED - your primary attack + party heal all in one
41
+3
30
4
42
+3
30
7
43
+3
30
10
44
+3
30
13
45
+3
30
16
46
+3
30
19
47
+3
30
20
2
Teleport MAXED - Cleric mobility unlocked
48
+3
30
20
5
49
+3
30
20
8
50
+3
30
20
11
51
+3
30
20
14
52
+3
30
20
17
53
+3
30
20
20
Bless MAXED - now every party wants you
54
+3
30
20
20
3
55
+3
30
20
20
6
56
+3
30
20
20
9
57
+3
30
20
20
12
58
+3
30
20
20
15
59
+3
30
20
20
18
60
+3
30
20
20
20
1
MP Eater MAXED
61
+3
30
20
20
20
4
62
+3
30
20
20
20
7
63
+3
30
20
20
20
10
64
+3
30
20
20
20
13
65
+3
30
20
20
20
16
66
+3
30
20
20
20
19
67
+3
30
20
20
20
22
68
+3
30
20
20
20
25
69
+3
30
20
20
20
28
70
+3
30
20
20
20
30
1
Invincible MAXED
End state (121 SP spent)
Magic Claw: 1 / 20
MP Eater: 20 / 20
Teleport: 20 / 20
Heal: 30 / 30
Invincible: 30 / 30
Bless: 20 / 20
Solo Undead Grinder
Same skills as canonical, but Invincible rushed BEFORE Bless. Solo survivability over party value.
Same endstate as Canonical Cleric (all skills maxed identically) - different level curve for readers who plan to solo-grind zombies through Lv 40-60 before finding a party. Invincible at Lv 57 (vs Lv 70 in canonical) means major damage reduction during the risky solo-grind window. Bless gets deprioritized to Lv 68-70 (vs Lv 47-53 in canonical). Trade-off: you skip party value for 20 levels but survive your own bad positioning through the middle of 2nd job.
Lv.
SP
Heal/ 30
Teleport/ 20
Bless/ 20
MP Eater/ 20
Invincible/ 30
Magic Claw/ 20
Note
30
+1
1
Advancement - start Heal
31
+3
4
32
+3
7
33
+3
10
34
+3
13
35
+3
16
36
+3
19
37
+3
22
38
+3
25
39
+3
28
40
+3
30
1
Heal MAXED
41
+3
30
4
42
+3
30
7
43
+3
30
10
44
+3
30
13
45
+3
30
16
46
+3
30
19
47
+3
30
20
2
Teleport MAXED
48
+3
30
20
5
49
+3
30
20
8
50
+3
30
20
11
51
+3
30
20
14
52
+3
30
20
17
53
+3
30
20
20
54
+3
30
20
23
55
+3
30
20
26
56
+3
30
20
29
57
+3
30
20
2
30
Invincible MAXED at Lv 57 - the earliest possible
58
+3
30
20
5
30
59
+3
30
20
8
30
60
+3
30
20
11
30
61
+3
30
20
14
30
62
+3
30
20
17
30
63
+3
30
20
20
30
MP Eater MAXED
64
+3
30
20
3
20
30
65
+3
30
20
6
20
30
66
+3
30
20
9
20
30
67
+3
30
20
12
20
30
68
+3
30
20
15
20
30
69
+3
30
20
18
20
30
70
+3
30
20
20
20
30
1
Bless MAXED at Lv 70 - late but done
End state (121 SP spent)
Magic Claw: 1 / 20
MP Eater: 20 / 20
Teleport: 20 / 20
Heal: 30 / 30
Invincible: 30 / 30
Bless: 20 / 20
F.P. Wizard (2nd Job - Fire / Poison)
Lv. 30–70
· 121 SP total
· Advancement at Grendel the Really Old, Ellinia
121 SP over Lv 30-70. F.P. Wizard is a DUAL-ATTACK caster: Fire Arrow (single-target burst) + Poison Breath (DoT cloud). Maxing both gives maximum situational flexibility - single mobs get burned, mob packs get DoT'd. Meditation (party MATK buff) is F.P.'s signature party contribution. 1 SP leftover Slow.
Canonical F.P. (Dual-Attack Meta)
Recommended
Fire Arrow -> Poison Breath -> Meditation -> Teleport -> MP Eater. Both attacks maxed. 1 SP Slow leftover.
Rush Fire Arrow first because it's your reliable single-target burst - the skill you use for the entire Lv 30-40 grind while Poison Breath is still unranked. Poison Breath second for pack-clearing DoT (levels 40+ when mobs get denser). Meditation third for party value. Teleport fourth for mobility. MP Eater fifth for economy. Slow last with the leftover 1 SP - light utility, not a real priority.
Lv.
SP
Fire Arrow/ 30
Poison Breath/ 30
Meditation/ 20
Teleport/ 20
MP Eater/ 20
Slow/ 20
Note
30
+1
1
Advancement - start Fire Arrow
31
+3
4
32
+3
7
33
+3
10
34
+3
13
35
+3
16
36
+3
19
37
+3
22
38
+3
25
39
+3
28
40
+3
30
1
Fire Arrow MAXED - single-target burst locked in
41
+3
30
4
42
+3
30
7
43
+3
30
10
44
+3
30
13
45
+3
30
16
46
+3
30
19
47
+3
30
22
48
+3
30
25
49
+3
30
28
50
+3
30
30
1
Poison Breath MAXED - AoE DoT unlocked
51
+3
30
30
4
52
+3
30
30
7
53
+3
30
30
10
54
+3
30
30
13
55
+3
30
30
16
56
+3
30
30
19
57
+3
30
30
20
2
Meditation MAXED
58
+3
30
30
20
5
59
+3
30
30
20
8
60
+3
30
30
20
11
61
+3
30
30
20
14
62
+3
30
30
20
17
63
+3
30
30
20
20
Teleport MAXED
64
+3
30
30
20
20
3
65
+3
30
30
20
20
6
66
+3
30
30
20
20
9
67
+3
30
30
20
20
12
68
+3
30
30
20
20
15
69
+3
30
30
20
20
18
70
+3
30
30
20
20
20
1
MP Eater MAXED
End state (121 SP spent)
MP Eater: 20 / 20
Meditation: 20 / 20
Teleport: 20 / 20
Slow: 1 / 20
Fire Arrow: 30 / 30
Poison Breath: 30 / 30
Poison Primary (AoE Grinder)
Same endstate, but Poison Breath MAXED before Fire Arrow. For mob-dense training maps where DoT ticks compound.
Curve variant of Canonical F.P. If your training plan is Lv 30-50 on Green/Zombie Mushroom Land or similar dense-mob maps, Poison Breath's cloud DoT applies to every mob in range and ticks for the entire duration - a single well-placed cloud can generate more total damage than five Fire Arrow casts. Rushing PB to MAX by Lv 40 (vs Lv 50 canonical) means you have that AoE clear active earlier. Trade-off: single-target damage during Lv 30-40 is lower because Fire Arrow starts unranked. Great for planned mob-map training; skip for boss-focus.
Lv.
SP
Fire Arrow/ 30
Poison Breath/ 30
Meditation/ 20
Teleport/ 20
MP Eater/ 20
Slow/ 20
Note
30
+1
1
Advancement - start Poison Breath (not Fire Arrow!)
31
+3
4
32
+3
7
33
+3
10
34
+3
13
35
+3
16
36
+3
19
37
+3
22
38
+3
25
39
+3
28
40
+3
1
30
Poison Breath MAXED at Lv 40 - AoE grinder unlocked early
41
+3
4
30
42
+3
7
30
43
+3
10
30
44
+3
13
30
45
+3
16
30
46
+3
19
30
47
+3
22
30
48
+3
25
30
49
+3
28
30
50
+3
30
30
1
Fire Arrow MAXED (later than canonical)
51
+3
30
30
4
52
+3
30
30
7
53
+3
30
30
10
54
+3
30
30
13
55
+3
30
30
16
56
+3
30
30
19
57
+3
30
30
20
2
Meditation MAXED
58
+3
30
30
20
5
59
+3
30
30
20
8
60
+3
30
30
20
11
61
+3
30
30
20
14
62
+3
30
30
20
17
63
+3
30
30
20
20
Teleport MAXED
64
+3
30
30
20
20
3
65
+3
30
30
20
20
6
66
+3
30
30
20
20
9
67
+3
30
30
20
20
12
68
+3
30
30
20
20
15
69
+3
30
30
20
20
18
70
+3
30
30
20
20
20
1
MP Eater MAXED
End state (121 SP spent)
MP Eater: 20 / 20
Meditation: 20 / 20
Teleport: 20 / 20
Slow: 1 / 20
Fire Arrow: 30 / 30
Poison Breath: 30 / 30
I.L. Wizard (2nd Job - Ice / Lightning)
Lv. 30–70
· 121 SP total
· Advancement at Grendel the Really Old, Ellinia
121 SP over Lv 30-70. I.L. Wizard is the OTHER dual-attack caster: Cold Beam (single-target ice, FREEZES mobs) + Thunderbolt (multi-target lightning AoE). Both maxed = full flexibility. Freeze utility from Cold Beam is I.L.'s unique identity - the only Magician who can CC bosses. Structurally identical to F.P. build with element substitution + 1 SP Slow leftover.
Cold Beam first for the freeze-lock training loop (freeze a mob, wail on it for free damage, freeze the next). Thunderbolt second for grouped-mob EXP grinding when Cold Beam's single-target rhythm feels slow. Meditation third for party value + your own MATK. Teleport fourth. MP Eater fifth. Slow last with 1 SP - Cold Beam already freezes, so Slow is basically redundant utility.
Lv.
SP
Cold Beam/ 30
Thunderbolt/ 30
Meditation/ 20
Teleport/ 20
MP Eater/ 20
Slow/ 20
Magic Claw/ 20
Note
30
+1
1
Advancement - start Cold Beam
31
+3
4
32
+3
7
33
+3
10
34
+3
13
35
+3
16
36
+3
19
37
+3
22
38
+3
25
39
+3
28
40
+3
30
1
Cold Beam MAXED - freeze-lock training unlocked
41
+3
30
4
42
+3
30
7
43
+3
30
10
44
+3
30
13
45
+3
30
16
46
+3
30
19
47
+3
30
22
48
+3
30
25
49
+3
30
28
50
+3
30
30
1
Thunderbolt MAXED - AoE unlocked
51
+3
30
30
4
52
+3
30
30
7
53
+3
30
30
10
54
+3
30
30
13
55
+3
30
30
16
56
+3
30
30
19
57
+3
30
30
20
2
Meditation MAXED
58
+3
30
30
20
5
59
+3
30
30
20
8
60
+3
30
30
20
11
61
+3
30
30
20
14
62
+3
30
30
20
17
63
+3
30
30
20
20
Teleport MAXED
64
+3
30
30
20
20
3
65
+3
30
30
20
20
6
66
+3
30
30
20
20
9
67
+3
30
30
20
20
12
68
+3
30
30
20
20
15
69
+3
30
30
20
20
18
70
+3
30
30
20
20
20
1
MP Eater MAXED
End state (121 SP spent)
MP Eater: 20 / 20
Meditation: 20 / 20
Teleport: 20 / 20
Slow: 1 / 20
Cold Beam: 30 / 30
Thunderbolt: 30 / 30
Freeze Lock (Boss CC Specialist)
Skip Thunderbolt entirely. Max Cold Beam + Slow for permanent CC on any boss that can be frozen.
Niche boss-focused meta from classic Maple's mid-life. Cold Beam freezes mobs; Slow debuffs their movement. Between the two, you can literally lock a boss in place through the entire fight. Trade-off: you lose Thunderbolt's AoE (30 SP), which cripples your training speed on grouped mobs. Compensate with the 1st-job Magic Claw carryover (13 SP) for chip damage between freezes. Great for CC-loving parties and boss-focus players; terrible for solo grinders.
Lv.
SP
Cold Beam/ 30
Thunderbolt/ 30
Meditation/ 20
Teleport/ 20
MP Eater/ 20
Slow/ 20
Magic Claw/ 20
Note
30
+1
1
Advancement - start Cold Beam
31
+3
4
32
+3
7
33
+3
10
34
+3
13
35
+3
16
36
+3
19
37
+3
22
38
+3
25
39
+3
28
40
+3
30
1
Cold Beam MAXED - freeze-lock unlocked
41
+3
30
4
42
+3
30
7
43
+3
30
10
44
+3
30
13
45
+3
30
16
46
+3
30
19
47
+3
30
2
20
Slow MAXED - permanent movement debuff
48
+3
30
5
20
49
+3
30
8
20
50
+3
30
11
20
51
+3
30
14
20
52
+3
30
17
20
53
+3
30
20
20
Meditation MAXED
54
+3
30
20
3
20
55
+3
30
20
6
20
56
+3
30
20
9
20
57
+3
30
20
12
20
58
+3
30
20
15
20
59
+3
30
20
18
20
60
+3
30
20
20
1
20
Teleport MAXED
61
+3
30
20
20
4
20
62
+3
30
20
20
7
20
63
+3
30
20
20
10
20
64
+3
30
20
20
13
20
65
+3
30
20
20
16
20
66
+3
30
20
20
19
20
67
+3
30
20
20
20
20
2
MP Eater MAXED
68
+3
30
20
20
20
20
5
69
+3
30
20
20
20
20
8
70
+3
30
20
20
20
20
11
Magic Claw at 11 (assumes 1st-job MG Priority). Advance to I.L. Mage!