Spells (Origins)

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Spells give mages the ability to devastate their foes and to protect and heal their allies. Spells are used by mages instead of talents. Mage spells include the class-based Arcane, Arcane Warrior, Blood Mage, Shapeshifter, Spirit Healer schools in addition to the four main schools of magic: Primal, Creation, Spirit, and Entropy. The downloadable content Warden's Keep also adds the Power of Blood school.

Mage and Specializations
Class spells made accessible to mages and their specializations.

Primal
Primal spells involve dealing elemental damage to foes.

Creation
Creation spells allow mages to heal and boost their allies, as well as render certain foes harmless.

Spirit
Spells from the Spirit school allow one to enhance weapons, protect allies, and damage the very spirit of an enemy.

Entropy
Entropy spells are all about crippling and damaging foes.

Power of Blood
Power of Blood spells are only available through the downloadable content Warden's Keep, by drinking the Alchemical Concoction. They focus on using the power of the mage's own blood to generate effects.

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 * Spell-DarkSustenance icon.pngDark Sustenance
 * Activated
 * Range: Personal
 * Activation:
 * A self-inflicted wound lets the mage draw from the power of tainted blood, rapidly regenerating a significant amount of mana but taking a small hit to health.
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 * Spell-BloodyGrasp icon.pngBloody Grasp
 * Spell-BloodyGrasp icon.pngBloody Grasp


 * Activated
 * Range: Medium
 * Activation: 24
 * Activation: 24


 * The mage's own tainted blood becomes a weapon, sapping the caster's health slightly but inflicting spirit damage on the target. Darkspawn targets suffer additional damage for a short period.
 * }