Rift Mage Callings… can you say Kaboom!

Rift Mage Callings, using the powers of the arcane to blast evil into oblivion.

I must admit, I am very biased when it comes to mages. I have played mage classes in every online game dating back to 1999 (Enchanter in EverQuest, wizard in DDO, even a magical controller in City of Heroes). With a name like Lord Rcane, that should be fairly obvious. So I have been watching Trion and how they have designed the mages for quite some time. Rcane likey!

As with all other classes, using the soul trees can create some phenomenal combinations that are a lot of fun. At the moment, Trion has announced five mage souls that will be in Rift when it launches (and more to be announced at a later point). These souls are Elementalist, Warlock, Pyromancer, Stormcaller, and Archon. As I have done with other classes, the benefits and disadvantages of each will be listed off of the riftgame.com website.



The will of an Elementalist is so powerful that it allows the mage to manifest the elements and bind them to physical form, ripping them from the planes and using them as allies in battle. Each elemental has its own strengths and weaknesses, making the Elementalist a flexible and potent force on the field of battle.


Their greatest strength is also their greatest weakness, for an Elementalist without their summoned minions is just a frail scholar with minor magic at their disposal.



Warlocks specialize in destructive curses that eat away at an opponent’s body and soul. A Warlock is capable of rapidly spreading their blight across the battlefield, or focusing all of their entropic power to eradicate a single target in mere moments.


Warlocks can cast their lethal curses with but a word, but like death itself, they are slow and inexorable. This gives enemies a small window of opportunity to overcome them with a rapid and brutal assault.



Pyromancers keep their enemies at bay with well-placed fire spells, until they can be immolated at the Pyromancer’s leisure.


Pyromancers excel at roasting their enemies from afar, and so must be wary of foes able to charge into melee quickly or defend themselves against searing flames.



Stormcallers weave Air and Water magic together, their spells reaching heights of devastation in concert they could not achieve individually.


Just as a storm cannot be wind or rain alone, the Stormcaller must combine spells to reach peak devastation. They thus take longer to warm up than other mages and are vulnerable to foes who know how to interrupt their rotation.



Archons draw upon an enemy’s strength to empower their friends and unleash potent spells, helping their allies face down seemingly insurmountable odds.


An Archon is weakest when caught between transfers. Having expended their own life force to gain access to their enemy’s, they must feed on the energy of others to regain strength. During this time a strategic assault can quickly overcome the Archon’s meager defenses.


With the classes currently announced, it appears we have a pet class, a DoT class, a burn class (pun intended), a class that controls massive storms, and a buff/debuff class. With the mixing and matching of possibilities, having up to 3 souls being used in various levels of power at any given time, a player can truly set up a unique spell/skill set that gives them what they want.

In Telara, Rift Mage Callings are extremely powerful offensively, and with other souls not yet announced, we must wait patiently to see their full potential.


  1. Trion announced the Necromancer Soul, the fifth soul for Rift Mage Callings. This soul appears to be another pet class, but with some distinct differences from the previously announced Elementalist. Here are the details of their description.


    Together with their undead servitors, a Necromancer can inflict serious sustained damage and survive adversity better than most Mages. Using different minions, the Necromancer can handle various combat situations, and is as comfortable ending one life as he is covering a whole area with necrotic energy.

    Since much of a Necromancer’s damage comes from their pet, they become vulnerable when caught on their own. These minions also require help from the Necromancer to reach peak performance, or they will do only a fraction of their potential damage.

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