Unofficial Classic World Guide Classic World is live - see what changed in the latest patch notes
Skill build planner

Magician skill builds

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 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.

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.

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.

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!
End state (121 SP spent)
  • Magic Claw: 11 / 20
  • MP Eater: 20 / 20
  • Meditation: 20 / 20
  • Teleport: 20 / 20
  • Slow: 20 / 20
  • Cold Beam: 30 / 30
← Back to Magician main guide
↑↓ navigate ↵ open Esc close powered by Pagefind