Wizardry High School Exam

Play Wizardry High School Exam


Dear students,

This is the big day! The final exam of the School of Wizards awaits you.

You have trained hard all these years.

The exam dungeons have been cleaned, and our legions of golems are on the move.

Everything is ready for your evaluation.

We wholeheartedly wish this class to become the best of all time!

Warm regards,
The School of Wizards Administration

Students have access to 6 types of magic: fire, ice, lightning, necromancy, telekinesis, and technomancy.

Each student can learn up to 4 minor spells that automatically target enemies.

Each student can learn a major spell that is cast manually.

The dungeons are scattered with very powerful one-time-use spells:

Trances allow each student to push their limits.

Calamities are summons of devastating natural powers.
Speed rounds: The exam lasts less than 15 minutes per student.

The exam requires surviving twelve dungeons, randomly chosen from a pool of around twenty.

Collect money and gems to purchase artifacts that will "aid" in the exam. It's a bit like cheating, well, kind of...

Collect experience orbs to enhance your abilities and learn new spells.

When an exit portal activates, stay a little longer. Even though the enemies become enraged and more numerous, it's also an opportunity to gain more experience and wealth.

Do not follow the previous advice, it's far too dangerous! We have only one piece of advice once the portal is open: "Fly, you fools!"

Jars are scattered throughout the dungeons. Some of them contain skill-enhancing potions. It would be a shame to pass them up.

If you manage to master a major spell, you can delay its casting by remaining in the summoning circle. Depending on the situation, this can be useful to maximize the spell's impact on the golems.

Calamities are incredibly powerful summoning spells, but they are a double-edged sword: they make no distinction between you and your enemies.
Play Tutorial
Available on devices:
  • Windows

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