Magic is a feature new to Wynn Mafia 2, as an additional/alternative way to do various tasks with the game's more RPG elements.

In order to cast spells, players must have learned a spell and have the mana required to cast it. Spells can be learned through spell scrolls, which are widely available items. Mana can be obtained by consuming mana potions, another common item. Players will normally have a maximum mana of 3, although that can be increased through some items. Some roles possess the "magic user" trait, which raises their maximum mana to 9.

There are multiple classifications of spells based on their effects. Spells can be labeled positive, neutral, or negative as well as infliction, modification, or offensive. Some items or roles may impact specific types of spells, but not others.

Spells can be affected by spell power, a metric which determines the strength of a spell. Having a spell power above 0 will amplify the spell's effects, whereas a spell power below 0 will weaken the spell. Casting spells without a magic-type weapon equipped will cause spells to be cast at -2 power.

Spell power modifiers are listed below, followed by the list of spells.

-3

-2

-1

0

1

2

3

-75%

-50%

-25%

+0%

+25%

+50%

+100%

Positive Spells


Heal (1 mana) | Modification

Restores 60 health.


Remedy (2 mana) | Modification

Restores 90 health, plus 9 health for every 10% of the target's maximum health that is missing.


Dagger Aura (1 mana) | Infliction

The target's retaliations deal 100% more damage for 2 phases.


Shadow Clone (1 mana) | Infliction

Damage from retaliations is decreased by 100% for 3 phases.


Visions (2 mana) | Infliction

The target is 50% more likely to find items from location visits/searches and has a raw 10% bonus to spotting attackers for 3 phases.


Escape (1 mana) | Modification

Lowers crossfire chance by 25% for 3 phases.


War Scream (1 mana) | Infliction

Weapon damage and damage resistance increased by 50% for 1 phase.


Cry of the Gods (6 mana) | Infliction

All players deal 100% more weapon damage for 2 phases.


Magic Shield (4 mana) | Infliction

Creates a magic shield that can absorb up to 250 damage. Lasts up to 6 phases.


Arrow Shield (4 mana) | Infliction

Reflects up to 6 nonlethal attacks for 6 phases.


Crystal Reptile (3 mana) | Infliction

Decreases the power of all incoming spells on the target by 3 except those cast by the target and caster for 2 phases.


Neutral Spells


Cure (2 mana) | Modification

Removes all status effects from the target.


Mass Cure (8 mana) | Modification

Removes all status effects from all players.


Dispel (1 mana) | Modification

Removes all active spells from the target, including incoming spells that phase.


Mass Dispel (6 mana) | Modification

Removes all active spells from all players, including incoming spells that phase.


Teleport (2 mana) | Modification

Transports the caster to the location of their choice without counting as a visit action, allowing another location visit that phase.


Blink (2 mana) | Modification

Transports the caster to a random location without counting as a visit action, allowing another location visit that phase.


Courage (2 mana) | Infliction

Inflicts the berserk effect on the caster and target for 2 phases.

Negative Spells


Smoke Bomb (1 mana) | Infliction

The target cannot identify any attackers for 3 phases.


Blinding Cloud (2 mana) | Infliction

The target cannot identify attackers or other actions used on them, nor find, send, receive, or use items for 2 phases.


Quake (3 mana) | Modification

Renders a location inaccessible for 8 phases. Any players at the location at that time receive 48 damage. Likely to fail if used on protected locations.


Meteor (7 mana) | Modification

Destroys a location permanently. Any players at the location at that time receive 200 damage. Likely to fail if used on protected locations, though some mana will be refunded if the spell fails due to this.


Dead Star (2 mana) | Modification

Can only be obtained through specific means. Destroys a location permanently. Any players at or visiting the location at that time receive 80 damage. Harms the caster for 60 damage and burns them for 2 phases. Will never work when used on protected locations.


Ice Snake (3 mana) | Infliction

The target is frozen for 1 phase, and stunned for 2 phases.


Wind Prison (3 mana) | Infliction

The target is stunned and cannot visit or search any locations for 3 phases.


Multihits (1 mana) | Offensive

Functions as a weapon attack equal to 120% of the player's weapon damage plus an additional 5.


Holy Blast (2 mana) | Offensive

Damages the target for 30% of their current health, up to 60 damage.


Heaven Jolt (3 mana) | Offensive

Damages the target for 60% of their missing health, up to 70 damage.


Bolt Blizzard (5 mana) | Offensive

Damages the target for 120 damage. If the target had 100 health or more, the spell cannot bring them below 1 health.


Curse (4 mana) | Infliction

Curses the target to take 40% more damage from all sources for 6 phases.


Weakness (2 mana) | Infliction

Inflicts the weakness effect for 4 phases, lowering the target's weapon damage.


Chain Lightning (4 mana) | Offensive

Deals damage to up to 3 targets based on the caster's weapon damage. The first player listed receives 250% damage, the second player receives 175% damage, and the third player receives 100% damage.