Fire Clan
Mages of Dark Wood
General
- Cast from Hit Points: Dark Wood's primary gimmick, all but one of their Clan Special Magics cost life to cast.
Mages of Chaos Desert
General
- Cast from Hit Points: Their variant of Remove Effects costs health to purge themselves of debuffs.
- Magic Missile Storm: While all basic attacks by mages are built around firing volleys of small bolts, Chaos Desert specializes in doubling down on this aspect, having the ability to dump utterly devastating numbers of bolts on their opponents.
- Playing with Fire: Uses pure fire in their attacks.
Mages of Burning Hill
General
- Charged Attack: Burning Hill's specialty, overwhelming amounts of power piled into a single, combined attack that can flatten anything in it's way.
- Magma Man: Burning Hill mages implicitly throw around lava with their spells.
Water Clan
Mages of Great Sea
General
- Making a Splash: Great Sea mages fight with bolts of water.
Mages of Poison Water
General
- Poisonous Person: Natch, Poison Water mages throw around bolts of poison, which can deal damage over time and consume stacks on their opponent to mess with their ability to fight back.
Mages of Ice Land
General
- An Ice Person: Both the main element they use to attack and the theme of their abilities, freezing opponents until they can't fight back.