Mage Arena is a surprise hit multiplayer game, wearing itssilliness on its sleeve, that might seem simple but actually contains a surprising amount of depth. One interesting element of the game is the ability to find Torn Pages, giving you access to spells not in your book.

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This guide discusses these pages, including how to find them and the different spells these pages can add to your arsenal.

Mage Selected on Menu

Obtaining Torn Spell Pages

It’s possible to obtainextra spellsin Mage Arena by finding Torn Pages. While every page reads “Torn Page” when grasping them, the actual item models are distinct, with the page showing a visual of its spell and the spell’s name, much like the spells you have in your book by default. When obtained, these spells can be cast like those in your spellbook by holding the page and reading the spell’s name. If you die, the pages drop like any other item.

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There are currently three ways to obtain a Torn Page in Mage Arena:

A gnome in the Gnome Village, ready to trade.

Trading with Gnomes

In the Magical Forest, there is always agnomevillage. The gnomes there will freely trade with you, taking any item you can hold in your hands and giving you a random item from a large loot table in return (be careful not to trade away your spellbook).

While the item a gnome will give is random and can’t be seen before trading, they also have no concept of value; any traded item has a chance to give you a valuable Torn Page and you can trade rocks and wood to get them. You can even trade an item a gnome has previously traded you; the only real limit is that there is a slight delay after trading before that particular gnome will trade again.

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In testing, it seemed like all Torn Pages had at least roughly equal chance to be given in trade.

Chests in the Lava Castle

The Lava Castle has several chests at the top of its towers. The chests in the castle can be opened and will spawn random valuable loot, including having a chance to spawn Torn Pages.

Watch out for the NPC spellcasters that guard this castle; they aren’t especially tough, but they will attack you with spells and will chase you, including a short distance away from the castle. Magic Missile is a good default spell to fight these NPC enemies, as the corridors of the castle are tight, and it can be tough to get off a Fireball without hurting yourself.

The Blink spell, obtained via gnome trading.

Vases in the Mausoleum

The Mausoleum is an area full of valuables, including pieces of the legendary Excalibur. By breaking the vases found in the Mausoleum, you can get random loot, including Torn Pages.

Like the Lava Castle, the Mausoleum contains NPC threats. The most abundant are Skeletons, but there is also a dangerous Lich that roams the area. If you intend to explore the area for long, it’s a good idea to generally defeat any NPC you see, with Magic Missile also a good default unless you find an area that allows for Fireball’s spacing.

A player holding Dark Blast, looking at the mushroom biome.

All Torn Page Spells

At the time of writing, Mage Arena contains six Torn Page spells, most of which are genuinely valuable additions to a mage’s arsenal:

This spell is a short-range teleport, blinking the caster forward in the direction they’re looking. It’s a decent mobility spell that is probably most useful for skipping past a castle’s gate; you can teleport straight through walls, without even needing a visual of your destination.

It’s an excellent spell for pushing into an enemy base or trying to recapture your own, as it dramatically increases the angles from which you can approach.

Dark Blast

This spell creates a long, relatively wide beam of dark energy that fires from where you cast and briefly lingers at that spot. It deals heavy damage to anything in the area and pierces through terrain.

Because of the inherent delay of casting and the beam activating, it can be difficult to hit with, but can help control an area and definitely has its use cases. Its ability to pierce means it can be a major surprise if an opponent is hiding behind cover and doesn’t hear your cast.

Divine Light

This very powerful spell heals a significant amount of damage in an AoE around the caster, bathing the area in an (extremely bright) divine light.

While itcanheal enemies, it’s one of very few consistent healing options in Mage Arena and is extremely useful, greatly increasing the longevity of a mage. There’s a strong argument that this is the best spell in the game for its utility.

This spell summons a large rock from the ground, springing forthquicklyfrom the spot the caster is looking at. This does a few things at once, creating a large obstacle but also knocking anyone below where the rock is summoned high in the air, often causing them to take lethal fall damage unless they have a tool to slow their fall.

This spell can be tricky to use, but can be a great tool for both attacking and defense. There’s also a likely unintended use for the spell, as you can cast it over a Wormhole portal. Then, upon entering the opposite portal, you’ll teleport into the rock and be able to see outside the summoned rock while being completely hidden from those around it. It would be unsurprising if this last use of this spell is eventually patched out.

Thunderbolt

Thunderbolt is a very high damage spell that strikes down wherever the caster is looking, creating a small AoE of damage. The lightning it summons strikes quick, making it very difficult to predict and dodge.

This spell is simple and can be a bit hard to hit with, but there’s an argument that it’s the best attacking spell in the game due to its high damage and ability to be cast from very far away. In testing, a powerful strategy was for a mage to acquire multiple of these scrolls so that they could spam two or three back-to-back at a target, which can easily kill and was difficult for an enemy to counter.

The Wisp spell creates a small wisp of light that floats towards the nearest enemy in a fairly direct path, going through obstacles to reach them. On a hit, it slows the target. It will eventually disappear if it cannot reach a target in time.

This spell’s value is a bit circumstantial, but there are definitely times in Mage Arena where it is so dark or things are so obscured by smoke that having an object clearly showing the direction your enemy is moving can allow you to then estimate their location (or outright clock them in the haze) such that you can then cast an actually dangerous spell that you otherwise would have only blindly fired.

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