Spells (Origins)

__NOWYSIWYG__ 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.

Additional Threat Generated Info
Many spells generate threat on hit/activation. In addition to the threat number found in spell mechanics description, any damage dealt by the spell will generate additional threat. This additional threat is based on the damage amount in relation to an enemy's maximum health. E.g., dealing 50 damage to an enemy with 100 hit points will generate 50 points of threat -- 100 * (damage/enemy health at fully healed hitpoints).

Arcane
Class spells made accessible to all mages and their specializations.

The second and third branches are only available in Awakening

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.

Specializations
Class spells accessible to specializations.

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.