
Wind Blade Potion
Early
Your first real spell target. Wind Blade is cheap to brew, easy to refine early, and mostly there to help you get moving before better farming spells open up.
Every Wizard Alchemy Potion and the combined material Magic value required to brew it, from starter spells to the New Mainland potion pool. Use this page to compare Magic thresholds, guide tiers and practical spell route notes before spending your strongest materials.
Potion gallery

Early
Your first real spell target. Wind Blade is cheap to brew, easy to refine early, and mostly there to help you get moving before better farming spells open up.

Early
A simple starter option when your materials are still weak. Rock Blast is fine for learning the Magic threshold system, then gets replaced once stronger damage spells are reachable.

Early
An easy early Ice spell. Ice Spike is useful while you are testing early recipes, but it is more of a stepping stone than a spell to invest in long term.

Mid
The first New Mainland Thunder spell target. Thunder Strike opens the New Mainland potion ladder at 30 Magic before the heavier orc and lava-route spells.

Mid
A movement pick for players who want easier kiting. Lithe can make fights feel smoother, but it will not carry farming once damage starts mattering more.

Mid
A Common New Mainland wood spell at 40 Magic. Wood Splinter sits at the same threshold as Lithe but belongs to the New Mainland potion pool.

Mid
A straightforward midgame Fire spell. Fire Arrow is worth using while you climb toward stronger Magic totals, then usually gives way to harder-hitting options.

Mid
A defensive Earth option that helps early, then feels limited by range. Keep it only while your material pool cannot support cleaner farming spells.

Mid
A survival-flavored Ice spell with an awkward tradeoff. Ice Turtle can help in a pinch, but most players move on once farming speed becomes the priority.

High
An Uncommon New Mainland spell at 60 Magic. Twisting bridges the lower New Mainland recipes and the stronger 80-plus Magic targets.

High
One of the first spells that really feels good for farming. Tornado earns its spot because the cooldown is short enough to keep fights moving.

High
A bigger hit than many midgame spells, with a cooldown that keeps it from feeling as smooth. Meteorite is good, but it can feel slower than Tornado in repeat farming.

High
A usable Earth spell when it is the best threshold you can reach. Earth Spike works as filler, though it is rarely the potion you chase first.

High
A top farming target and one of the cleanest spells to build around. Frost Thorns is worth chasing because the damage, cooldown, and range all line up well.

High
An Uncommon New Mainland water-themed spell at 80 Magic. Twin Currents sits beside Frost Thorns in threshold planning but belongs to the New Mainland set.

End
A late-game Fire spell with serious damage. Dragon Breath is worth the material grind if you can reach the threshold and are ready to refine one strong spell.

End
A high-Magic spell that looks tempting but plays less smoothly than the top picks. Lotus Bloom can work, but the animation and cooldown make it lower priority.

End
A strong late-game Light spell with good burst value. Radiant Sword is worth considering once you can reliably hit the 105 Magic breakpoint.

End
A Rare New Mainland spell at 105 Magic. Wood Thorn is one of the first New Mainland recipes that asks for a serious material route.

End
A Rare New Mainland Thunder spell at 112 Magic. Thunder Ball becomes relevant once New Mainland materials push your total beyond older endgame thresholds.

End
A Rare New Mainland Fire spell at 128 Magic. Bolide is listed with Fiendish Demon compatibility, making it a natural fire-build target.

End
The endgame chase spell. Night Wraith has the highest ceiling in the current data, but the Magic requirement and refinement grind make it a serious commitment.

End
An Epic New Mainland Thunder spell at 150 Magic. Thunder Revenge is one of the clearer late New Mainland chase spells.

End
An Epic New Mainland Fire spell at 160 Magic. Incendines is listed with Fiendish Demon compatibility and fits fire-focused New Mainland builds.

End
A Legendary New Mainland Fire spell at 180 Magic. Molten Core is one of the highest New Mainland potion thresholds and is listed with Fiendish Demon compatibility.

End
A Legendary New Mainland spell listed at 200 Magic with an additional potion quest requirement. Solar Flare should be treated as a late New Mainland unlock.
New Mainland
New Mainland adds 11 potion entries for players pushing past the early spell pool. Use the Magic thresholds to plan when Thunder Strike, Wood Thorn, Thunder Revenge, Molten Core and Solar Flare become realistic brewing targets.
80 Magic
105 Magic
112 Magic
128 Magic
150 Magic
160 Magic
180 Magic
200 Magic
| Effect / Ranking | |||
|---|---|---|---|
| D | 6 | Starter spell that is easy to refine for early farming. | |
| D | 8 | Starter spell that is easy to refine for early farming. | |
| D | 10 | Starter spell that is easy to refine for early farming. | |
| C | 30 | New Mainland starter spell for the New Mainland brewing pool. | |
| C | 40 | Movement support spell that helps kiting, but it is less valuable once damage builds improve. | |
| C | 40 | Early New Mainland spell threshold for players entering New Mainland brewing. | |
| C | 45 | Useful for early farming, then usually replaced by stronger damage spells. | |
| D | 48 | Decent early farming utility, limited by low range. | |
| D | 52 | Early farming utility that falls off because trading HP is inefficient. | |
| B | 60 | Mid New Mainland spell target before Twin Currents and Wood Thorn. | |
| A | 70 | Strong farming option because of its short cooldown, especially paired with Frost Thorns. | |
| B | 74 | Good midgame farming spell with damage above Tornado, limited by cooldown. | |
| C | 77 | Usable as a beginner or midgame secondary, held back by cooldown. | |
| S | 80 | Top farming spell in Destructoid's tier list, valued for damage, low cooldown and range. | |
| B | 80 | New Mainland 80-Magic spell for players farming early New Mainland drops. | |
| S | 99 | S-tier damage option with short cooldown, harder to grind and refine than Frost Thorns. | |
| B | 100 | High-end damage spell with awkward animation and cooldown compared with the top farming picks. | |
| A | 105 | High-damage late-game spell with strong burst value. | |
| A | 105 | High New Mainland threshold that overlaps the old Radiant Sword breakpoint. | |
| A | 112 | New Mainland Thunder target for higher Magic material routes. | |
| A | 128 | New Mainland Fire target with listed Fiendish Demon compatibility. | |
| S | 129 | Technically the highest-damage spell in Destructoid's current tier list, with heavy refinement grind. | |
| S | 150 | Late New Mainland Thunder spell for high-Magic material stacks. | |
| S | 160 | New Mainland Fire spell target for Fiendish Demon builds. | |
| S | 180 | Legendary New Mainland Fire spell and one of the strongest New Mainland thresholds. | |
| S | 200 | Highest listed New Mainland potion threshold and tied to a potion quest requirement. |
Wizard Alchemy potion brewing is driven by the total Magic value of the materials you put into the Alchemy Table. The current range starts at Wind Blade Potion with 6 Magic and reaches Solar Flare Potion with 200Magic.
Use the table as a threshold planner. If your materials cannot reach the next Magic breakpoint, farm stronger drops first. If you can already hit the breakpoint, use the guide tier and ranking note to decide whether the potion is worth refining.
Top farming spell in Destructoid's tier list, valued for damage, low cooldown and range.
S-tier damage option with short cooldown, harder to grind and refine than Frost Thorns.
Top S-tier late-game spell with a heavy material grind.
Late New Mainland Thunder spell for high-Magic material stacks.
New Mainland Fire spell target for Fiendish Demon builds.
Legendary New Mainland Fire spell and one of the strongest New Mainland thresholds.
Highest listed New Mainland potion threshold and tied to a potion quest requirement.
Start with the low Magic potions at 6, 8 and 10 Magic. They are easy to reach with basic materials and help you learn the brewing threshold system.
The 40 to 80 Magic range contains 11 current potions, including useful farming spells such as Tornado and Frost Thorns.
Dragon Breath, Lotus Bloom, Radiant Sword and Night Wraith require high Magic totals, so Furnace Core and other stronger materials matter more at this stage.
Three brewing rules decide most of your damage scaling, but the game does not surface them in any tooltip.
The refinement path is Normal to S, then four S-grade potions for one SS, then five SS-grade potions for one SSS. A fully guaranteed SSS brew takes 60 total copies of the same potion.
Bloxinsider advice: pick one solid potion to refine first rather than spreading yourself thin across multiple spells.
Ice Shard, Fire Shard and Earth Shard contribute zero Magic score but boost your chances of landing a spell of that element by 50%.
Only use one Elemental Shard per brew. Using more does nothing extra and wastes a material slot.
If your total Magic overshoots into the range of the next potion in line, your chances of getting the one you want actually drop. Aim at the exact threshold rather than padding the total.
Cooldown matters too: Tornado outperforms Lotus Bloom and Meteorite in most farming scenarios simply because of its cooldown.