Entropy spells (Origins)

Entropy spells are spells that enable mages to cripple their enemies by attacking their life force.

Spell-Weakness_icon.png Weakness

 * Activated
 * Range: Medium
 * Activation: 20.0
 * Cooldown (s): 10.0
 * Attack Penalty: 10.0
 * Defense Penalty: 10.0
 * Movement Speed Penalty (%): 20.0
 * Duration (s): (20.0 + (4.0 - (Party Size))) * (Target Rank Duration Modifier)

The caster drains a target of energy, inflicting penalties to attack and defense, as well as reducing its movement speed unless it passes a physical resistance check.
 * The duration of Weakness is increased by smaller party size and decreased by the target's rank-based effect duration modifier (if applicable).

Spell-Paralyze_icon.png Paralyze

 * Activated
 * Range: Medium
 * Activation: 35.0
 * Cooldown (s): 30.0
 * Requires: 18 Magic
 * Movement Speed Penalty (%): 20.0
 * Duration (s): (15.0 + (4.0 - (Party Size))) * (Target Rank Duration Modifier)

The caster saps a target's energy, paralyzing it for a time unless it passes a physical resistance check, in which case its movement speed is reduced instead.
 * The duration of Paralyze is increased by smaller party size and decreased by the target's rank-based effect duration modifier (if applicable).

Spell-Miasma_icon.png Miasma

 * Sustained
 * Range: Personal
 * Upkeep: 60.0
 * Fatigue (%): 5.0
 * Cooldown (s): 30.0
 * Requires: 25 Magic
 * Attack Penalty: 10.0
 * Defense Penalty: 10.0
 * Movement Speed Penalty (%): 40.0

While this mode is active, the caster radiates an aura of weakness, hindering nearby enemies with penalties to attack and defense. Unless the opponents pass a physical resistance check, they also suffer a penalty to movement speed.

Spell-MassParalysis_icon.png Mass Paralysis

 * Activated
 * Range: Medium
 * Activation: 70.0
 * Cooldown (s): 50.0
 * Requires: 35 Magic
 * Movement Speed Penalty (%): 20.0
 * Duration (s): (10.0 + (4.0 - (Party Size))) * (Target Rank Duration Modifier)

All hostile targets in the area are paralyzed for a short time unless they pass a physical resistance check, in which case their movement speed is reduced instead.
 * The duration of Mass Paralysis is increased by smaller party size and decreased by the target's rank-based effect duration modifier (if applicable).

Spell-VulnerabilityHex_icon.png Vulnerability Hex

 * Activated
 * Range: Medium
 * Activation: 20.0
 * Cooldown (s): 20.0
 * Resistance Penalties: (100.0 + Spellpower) * 0.3
 * Duration (s): 20.0

The target suffers a hex that inflicts penalties to cold resistance, electricity resistance, fire resistance, nature resistance, and spirit resistance.

Spell-AfflictionHex_icon.png Affliction Hex

 * Activated
 * Range: Medium
 * Activation: 40.0
 * Cooldown (s): 20.0
 * Requires: 20 Magic
 * Resistance Penalties: (100.0 + Spellpower) * 0.2
 * Duration (s): 20.0

A contagious hex inflicts penalties to cold resistance, electricity resistance, fire resistance, nature resistance, and spirit resistance on the target and all other enemies nearby.

Spell-MisdirectionHex_icon.png Misdirection Hex

 * Activated
 * Range: Medium
 * Activation: 45.0
 * Cooldown (s): 40.0
 * Requires: 28 Magic
 * Duration (s): 20.0

The target suffers a frustrating hex of inaccuracy. All hits become misses, while critical hits become normal hits.

Spell-DeathHex_icon.png Death Hex

 * Activated
 * Range: Medium
 * Activation: 60.0
 * Cooldown (s): 60.0
 * Requires: 36 Magic
 * Duration (s): 10.0

The target suffers a hex of lethal bad luck. Every normal hit it suffers becomes a critical hit.

Spell-Disorient_icon.png Disorient

 * Activated
 * Range: Medium
 * Activation: 20.0
 * Cooldown (s): 10.0
 * Attack Penalty: none (bugged)
 * Defense Penalty: none (bugged)
 * Duration (s): 10.0

The caster engages in subtle mental manipulation that disorients the target for a short time, making the target a less effective combatant by inflicting penalties to attack and defense.

Spell-Horror_icon.png Horror

 * Activated
 * Range: Short
 * Activation: 40.0
 * Cooldown (s): 20.0
 * Requires: 18 Magic
 * Duration (s): 10.0

The caster forces a target to cower in fear, unable to move, unless it passes a mental resistance check. Targets already asleep when the spell is cast cannot resist its effect and take massive spirit damage.

Spell-Sleep_icon.png Sleep

 * Activated
 * Range: Medium
 * Activation: 35.0
 * Cooldown (s): 50.0
 * Requires: 30 Magic
 * Duration (s): 12.0

All hostile targets in the targeted area fall asleep unless they pass a mental resistance check, although they wake when hit. Sleeping enemies cannot resist the Horror spell, which will inflict additional damage.

Spell-WakingNightmare_icon.png Waking Nightmare

 * Activated
 * Range: Medium
 * Activation: 40.0
 * Cooldown (s): 40.0
 * Requires: 32 Magic
 * Duration (s): 20.0

Hostile targets are trapped in a waking nightmare unless they pass a mental resistance check. They are randomly stunned, attack other enemies, or become the caster's ally for the duration of the effect. Enemies that are already asleep cannot resist.

Spell-DrainLife_icon.png Drain Life

 * Activated
 * Range: Medium
 * Activation: 20.0
 * Cooldown (s): 10.0
 * Health Drain/Absorption: (100.0 + Spellpower) * 0.2

The caster creates a sinister bond with the target, draining its life energy in order to heal the caster.


 * Drain Life is more effective on targets affected by Vulnerability Hex, boosting both damage and healing.

Spell-DeathMagic_icon.png Death Magic

 * Sustained
 * Range: Personal
 * Upkeep: 45.0
 * Fatigue (%): 5.0
 * Cooldown (s): 0.5
 * Requires: 20 Magic
 * Health Absorption (per corpse, once every interval if a corpse is within range): (100.0 + Spellpower) * 0.1
 * Interval (s): 2.0

While active, the caster draws in nearby entropic energy, draining residual life-force from any dead enemy nearby to heal the caster.

Spell-CurseOfMortality_icon.png Curse of Mortality

 * Activated
 * Range: Medium
 * Activation: 40.0
 * Cooldown (s): 60.0
 * Requires: 25 Magic
 * Health Regeneration Penalty (per s): 1000.0
 * Spirit Damage (over time): (100.0 + Spellpower) * 0.5
 * Duration (s): 20.0

The caster curses a target with the inevitability of true death. While cursed, it cannot heal or regenerate health and takes continuous spirit damage.

Spell-DeathCloud_icon.png Death Cloud

 * Activated
 * Range: Medium
 * Activation: 50.0
 * Cooldown (s): 60.0
 * Requires: 34 Magic
 * Spirit Damage (applied at every interval): (100.0 + Spellpower) * 0.1
 * Interval (s): 2.0
 * Duration (s): 30.0

The caster summons a cloud of leeching entropic energy that deals continuous spirit damage to all who enter. Friendly fire possible.