User:Hollowness/Sandbox

=IN PROGRESS=

Things I am working on.


 * Skill/Talent/Spell/Specializations Tables Preview
 * Merchant Item Lists if not already pre-exsisting
 * Zone Item Lists if not pre-exsisting
 * Soon: New Location/Character/Creature/Quest boxes to match My Item/Weapon/Armor boxes.

=THE BOX=

=Talents / Spells / Specializations=

Arcane Warrior
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 * Spell-CombatMagic_Icon.pngCombat Magic
 * Sustained
 * Range: Personal
 * Upkeep: 50 (not listed in-game)
 * Fatigue: 50%
 * Cooldown: 10s
 * While this mode is active, the arcane warrior channels magic inward, trading increased fatigue for an attack bonus and the ability to use Magic to determine combat damage. Aura of Might and Fade Shroud improve the effects. Additionally, regardless of whether the mode is active, an arcane warrior who has learned this spell may use the magic attribute to satisfy the strength requirement to equip higher-level weapons or armor.
 * While this mode is active, the arcane warrior channels magic inward, trading increased fatigue for an attack bonus and the ability to use Magic to determine combat damage. Aura of Might and Fade Shroud improve the effects. Additionally, regardless of whether the mode is active, an arcane warrior who has learned this spell may use the magic attribute to satisfy the strength requirement to equip higher-level weapons or armor.


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 * Spell-AuraofMight_Icon.pngAura of Might


 * Passive
 * Requires: Level 12
 * Requires: Level 12


 * The arcane warrior’s prowess with Combat Magic grows, granting additional bonuses to attack, defense, and damage while in that mode.
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 * Spell-ShimmeringShield_Icon.pngShimmering Shield
 * Sustained
 * Range: Personal
 * Upkeep: 40
 * Fatigue: 5%
 * Cooldown: 30s
 * Requires: Level 14
 * The arcane warrior is surrounded by a shimmering shield of energy that blocks most damage and grants large bonuses to armor and all resistances. When active, however, the Shimmering Shield consumes mana rapidly.
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 * Spell-FadeShroud_Icon.pngFade Shroud
 * Spell-FadeShroud_Icon.pngFade Shroud


 * Passive
 * Requires: Level 16
 * Requires: Level 16


 * The arcane warrior now only partly exists in the physical realm while Combat Magic is active. Spanning the gap between the real world and the Fade grants a bonus to mana regeneration and a chance to avoid attacks.
 * }

Blood Mage
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 * Spell-BloodMagic Icon.pngBlood Magic
 * Sustained
 * Range: Personal
 * Fatigue: 5%
 * Cooldown: 10s
 * For as long as this mode is active, the caster sacrifices health to power spells instead of expending mana, but effects that heal the blood mage are much less effective than normal (healing effect is reduced to 10%).
 * For as long as this mode is active, the caster sacrifices health to power spells instead of expending mana, but effects that heal the blood mage are much less effective than normal (healing effect is reduced to 10%).


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 * Spell-BloodSacrifice Icon.pngBlood Sacrifice


 * Activated
 * Range: Medium
 * Activation: 0
 * Cooldown: 15s
 * Requires: Level 12
 * Requires: Level 12


 * The blood mage sucks the life-force from an ally, healing the caster but potentially killing the ally. This healing is not affected by the healing penalty of Blood Magic.
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 * Spell-BloodWound Icon.pngBlood Wound
 * Activated
 * Range: Medium
 * Activation: 65
 * Cooldown: 20s
 * Requires: Level 14
 * The blood of all hostile targets in the area boils within their veins, inflicting severe damage. Targets stand twitching, unable to move unless they pass a physical resistance check. Creatures without blood are immune.
 * The blood of all hostile targets in the area boils within their veins, inflicting severe damage. Targets stand twitching, unable to move unless they pass a physical resistance check. Creatures without blood are immune.


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 * Spell-BloodControl Icon.pngBlood Control


 * Activated
 * Range: Medium
 * Activation: 65
 * Cooldown: 40s
 * Requires: Level 16
 * Requires: Level 16


 * The blood mage forcibly controls the target’s blood, making the target an ally of the caster unless it passes a mental resistance check. If the target resists, it still takes 10x damage from the manipulation of its blood. Creatures without blood are immune.


 * }

Shapeshifter
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 * Spell-SpiderShape icon.pngSpider Shape
 * Sustained
 * Range: Personal
 * Upkeep: 50
 * Fatigue: 5%
 * Cooldown: 90s
 * The shapeshifter can transform into a giant spider, gaining a large bonus to nature resistance as well as the spider’s Web and Poison Spit abilities. The caster’s spellpower determines how powerful the form is. With Master Shapeshifter, the mage becomes a corrupted spider, growing still stronger and gaining the Overwhelm ability.
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 * Spell-BearShape icon.pngBear Shape
 * Spell-BearShape icon.pngBear Shape


 * Sustained
 * Range: Personal
 * Upkeep: 60
 * Fatigue: 5%
 * Cooldown: 90s
 * Requires: Level 8
 * Requires: Level 8


 * The shapeshifter can transform into a bear, gaining large bonuses to nature resistance and armor as well as the bear’s Slam and Rage abilities. The caster’s spellpower further enhances this bear’s statistics and abilities. With Master Shapeshifter, this form transforms the caster into a powerful bereskarn and gains the Overwhelm ability.
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 * Spell-FlyingSwarm icon.pngFlying Swarm
 * Sustained
 * Range: Personal
 * Upkeep: 30
 * Fatigue: 5%
 * Cooldown: 60s
 * Requires: Level 10
 * The shapeshifter’s body explodes into a swarm of stinging insects that inflict nature damage on nearby foes, with the damage increasing based on the caster’s spellpower and proximity. While in this form, the caster gains Divide the Swarm, and any damage the shapeshifter suffers is drawn from mana instead of health, but the caster regenerates no mana. The swirling cloud of insects is immune to normal missiles and has a very good chance of evading physical attacks but is extremely vulnerable to fire. With Master Shapeshifter, the character gains health whenever the swarm inflicts damage.
 * The shapeshifter’s body explodes into a swarm of stinging insects that inflict nature damage on nearby foes, with the damage increasing based on the caster’s spellpower and proximity. While in this form, the caster gains Divide the Swarm, and any damage the shapeshifter suffers is drawn from mana instead of health, but the caster regenerates no mana. The swirling cloud of insects is immune to normal missiles and has a very good chance of evading physical attacks but is extremely vulnerable to fire. With Master Shapeshifter, the character gains health whenever the swarm inflicts damage.


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 * Spell-MasterShapeshifter icon.pngMaster Shapeshifter


 * Passive
 * Requires: Level 14
 * Requires: Level 14


 * Mastery of the shifter’s ways alters the forms of Bear Shape and Spider Shape, allowing the caster to become a bereskarn and a corrupted spider, both considerably more powerful than their base forms. In those forms, the shapeshifter also gains Overwhelm. Additionally, the Flying Swarm shape drains health from foes whenever the main swarm inflicts damage.
 * }

Spirit Healer
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 * Spell-GroupHeal_Icon.pngGroup Heal
 * Activated
 * Range: Allies
 * Activation: 48
 * Cooldown: 20s
 * The caster bathes allies in benevolent energy, instantly healing them by a moderate amount.
 * The caster bathes allies in benevolent energy, instantly healing them by a moderate amount.


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 * Spell-Revival Icon.pngRevival


 * Activated
 * Range: Medium
 * Activation: 72
 * Cooldown: 120s
 * Requires: Level 8
 * Requires: Level 8


 * The caster revives a fallen party member, raising them from unconsciousness and restoring some health.


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 * Spell-Lifeward_Icon.pngLifeward
 * Activated
 * Range: Medium
 * Activation: 66
 * Cooldown: 30s
 * Requires: Level 12
 * The caster places a protective ward on an ally that automatically restores health when the ally falls close to death.
 * The caster places a protective ward on an ally that automatically restores health when the ally falls close to death.


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 * Spell-CleansingAura Icon.pngCleansing Aura


 * Sustained
 * Range: Personal
 * Upkeep: 60
 * Fatigue: 5%
 * Cooldown: 30s
 * Requires: 14
 * Requires: 14


 * While this mode is active, waves of healing and cleansing energy emanate from the caster, restoring health to all nearby allies every few seconds and curing the injuries of allies very close to the caster.


 * }

=Primal Spells=

Fire Spells
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 * Spell-FlameBlast_icon.pngFlame Blast
 * Activated
 * Range: Short
 * Activation: 20
 * Cooldown: 10s
 * The caster's hands erupt with a cone of flame, inflicting fire damage on all targets in the area for a short time. Friendly fire possible.
 * The caster's hands erupt with a cone of flame, inflicting fire damage on all targets in the area for a short time. Friendly fire possible.


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 * Spell-FlamingWeapons_icon.pngFlaming Weapons


 * Sustained
 * Range: Allies
 * Upkeep: 50
 * Fatigue: 5%
 * Cooldown: 0.5s
 * Requires: 18 Magic
 * Requires: 18 Magic


 * While this spell is active, the caster enchants the party's melee weapons with flame so that they deal additional fire damage with each successful attack.
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 * Spell-Fireball_icon.pngFireball
 * Activated
 * Range: Medium
 * Activation: 40
 * Cooldown: 10s
 * Requires: 27 Magic
 * The caster's hands erupt, sending forth an explosive ball of flame, inflicting lingering fire damage on all targets in the area as well as knocking them off their feet unless they pass a physical resistance check. Friendly fire possible.
 * The caster's hands erupt, sending forth an explosive ball of flame, inflicting lingering fire damage on all targets in the area as well as knocking them off their feet unless they pass a physical resistance check. Friendly fire possible.


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 * Spell-Inferno_icon.pngInferno


 * Activated
 * Range: Medium
 * Activation: 70
 * Cooldown: 60s
 * Requires: 34 Magic
 * Requires: 34 Magic


 * The caster summons a huge column of swirling flame. All targets in the area take constant fire damage as they burn. Friendly fire possible.


 * }

Earth Spells
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 * Spell-RockArmor_icon.pngRock Armor
 * Sustained
 * Range: Personal
 * Upkeep: 40
 * Fatigue: 5%
 * Cooldown: 0.5s
 * The caster's skin becomes as hard as stone, granting a bonus to armor for as long as this mode is active.
 * The caster's skin becomes as hard as stone, granting a bonus to armor for as long as this mode is active.


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 * Spell-Stonefist_icon.pngStonefist


 * Activated
 * Range: Medium
 * Activation: 36
 * Cooldown: 15s
 * Requires: 18 Magic
 * Requires: 18 Magic


 * The caster hurls a stone projectile that knocks down the target and inflicts nature damage, possibly shattering those that have been petrified or frozen solid. Friendly fire is possible.


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 * Spell-Earthquake_icon.pngEarthquake
 * Activated
 * Range: Medium
 * Activation: 48
 * Cooldown: 40s
 * Requires: 25 Magic
 * The caster disrupts the earth, causing a violent quake that knocks everyone in the targeted area to the ground every few seconds, unless they pass a physical resistance check. Friendly fire possible.
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 * Spell-Petrify_icon.pngPetrify
 * Spell-Petrify_icon.pngPetrify


 * Activated
 * Range: Medium
 * Activation: 48
 * Cooldown: 40s
 * Requires: 30 Magic
 * Requires: 30 Magic


 * The caster draws from knowledge of the elements to turn the target into stone unless it passes a physical resistance check. While petrified, the target is immobile and vulnerable to shattering from a critical hit. Creatures already made of stone are immune.


 * }

Cold Spells
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 * Spell-Winter'sGrasp_icon.pngWinter's Grasp
 * Activated
 * Range: Medium
 * Activation: 24
 * Cooldown: 8s
 * The caster envelops the target in frost, freezing lower-level targets solid. Those that resist suffer a penalty to movement speed.
 * The caster envelops the target in frost, freezing lower-level targets solid. Those that resist suffer a penalty to movement speed.


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 * Spell-FrostWeapons_icon.pngFrost Weapons


 * Sustained
 * Range: Allies
 * Upkeep: 50
 * Fatigue: 5%
 * Cooldown: 0.5s
 * Requires: 18 Magic
 * Requires: 18 Magic


 * While this mode is active, the caster enchants the party's weapons with frost so that they deal additional cold damage with each melee attack.
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 * Spell-ConeOfCold_icon.pngCone of Cold
 * Activated
 * Range: Short
 * Activation: 48
 * Cooldown: 15s
 * Requires: 25 Magic
 * The caster's hands erupt with a cone of frost, freezing targets solid unless they pass a physical resistance check, and slowing their movement otherwise. Targets frozen solid by Cone of Cold can be shattered with a critical hit. Friendly fire possible.
 * The caster's hands erupt with a cone of frost, freezing targets solid unless they pass a physical resistance check, and slowing their movement otherwise. Targets frozen solid by Cone of Cold can be shattered with a critical hit. Friendly fire possible.


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 * Spell-Blizzard_icon.pngBlizzard


 * Activated
 * Range: Medium
 * Activation: 70
 * Cooldown: 60s
 * Requires: 34 Magic
 * Requires: 34 Magic


 * An ice storm deals continuous cold damage to everyone in the targeted area and slows their movement speed while granting bonuses to defense and fire resistance. Targets can fall or be frozen solid unless they pass a physical resistance check. Friendly fire possible.


 * }

Electrical Spells
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 * Lightning.JPGLightning
 * Activated
 * Range: Medium
 * Activation: 24
 * Cooldown: 10s
 * Requires: 18 Magic
 * The caster fires a bolt of lightning at a target, dealing electricity damage. Friendly fire possible.
 * The caster fires a bolt of lightning at a target, dealing electricity damage. Friendly fire possible.


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 * shock icon.pngShock


 * Activated
 * Range: Short
 * Activation: 48
 * Cooldown: 15s
 * Cooldown: 15s


 * The caster's hands erupt, emitting a cone of lightning, damaging all targets in the area. Friendly fire possible.


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 * Spell-Tempest_icon.pngTempest
 * Activated
 * Range: Medium
 * Activation: 60
 * Cooldown: 40s
 * Requires: 28 Magic
 * The caster unleashes a fierce lightning storm that deals constant electricity damage to anyone in the targeted area. Friendly fire possible.
 * The caster unleashes a fierce lightning storm that deals constant electricity damage to anyone in the targeted area. Friendly fire possible.


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 * Spell-ChainLightning_icon.pngChain Lightning


 * Activated
 * Range: Medium
 * Activation: 72
 * Cooldown: 60s
 * Requires: 33 Magic
 * Requires: 33 Magic


 * The caster's hands erupt, emitting a bolt of lightning that inflicts electricity damage on a target, then forks, sending smaller bolts jumping to those nearby, which fork again. Each fork does less damage than the previous. Friendly fire possible.


 * }

=Creation Spells=

Healing Spells
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 * Spell-Heal_icon.pngHeal
 * Activated
 * Range: Medium
 * Activation: 24
 * Cooldown: 5s
 * The caster causes flesh to knit miraculously, instantly healing an ally by a moderate amount.
 * The caster causes flesh to knit miraculously, instantly healing an ally by a moderate amount.


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 * Spell-Rejuvenate_icon.pngRejuvenate


 * Activated
 * Range: Medium
 * Activation: 30
 * Cooldown: 45s
 * Requires: 18 Magic
 * Requires: 18 Magic


 * The caster channels regenerative energy to the selected ally, granting them a short term boost to mana or stamina regeneration.


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 * Spell-Cure_icon.pngRegeneration
 * Activated
 * Range: Medium
 * Activation: 30
 * Upkeep: 0
 * Cooldown: 5s
 * Requires: 23 Magic
 * The caster infuses an ally with beneficial energy, greatly accelerating health regeneration for a short time.
 * The caster infuses an ally with beneficial energy, greatly accelerating health regeneration for a short time.


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 * Spell-MassRejuvenation_icon.pngMass Rejuvenation


 * Activated
 * Range: Medium
 * Activation: 54
 * Cooldown: 90s
 * Requires: 28 Magic
 * Requires: 28 Magic


 * The caster channels a stream of rejuvenating energy to all members of the party, significantly increasing mana and stamina regeneration for a short duration. This spell includes the character who casts it and it also stacks with Rejuvenate.


 * }

Enhancement Spells
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 * Spell-HeroicOffense_icon.pngHeroic Offense
 * Activated
 * Range: Medium
 * Activation: 24
 * Cooldown: 5s
 * The caster enhances an ally's aptitude in battle, granting a bonus to attack.
 * The caster enhances an ally's aptitude in battle, granting a bonus to attack.


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 * Spell-HeroicAura_icon.pngHeroic Aura


 * Activated
 * Range: Medium
 * Activation: 36
 * Cooldown: 5s
 * Requires: 15 Magic
 * Requires: 15 Magic


 * The caster sheathes an ally in an aura that completely shrugs off most missile attacks for a moderate duration.


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 * Spell-HeroicDefense_icon.pngHeroic Defense
 * Activated
 * Range: Medium
 * Activation: 48
 * Cooldown: 10s
 * Requires: 20 Magic
 * The caster shields an ally with magic, granting bonuses to defense and elemental resistances including cold resistance, electricity resistance, fire resistance, nature resistance, and spirit resistance, although at a penalty to fatigue, meaning that the ally's talents or spells will cost more to activate.
 * The caster shields an ally with magic, granting bonuses to defense and elemental resistances including cold resistance, electricity resistance, fire resistance, nature resistance, and spirit resistance, although at a penalty to fatigue, meaning that the ally's talents or spells will cost more to activate.


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 * Spell-Haste_icon.pngHaste


 * Sustained
 * Range: Allies
 * Upkeep: 60
 * Fatigue: 10%
 * Cooldown: 30s
 * Requires: 30 Magic
 * Requires: 30 Magic


 * While this mode is active, the caster imbues the party with speed, allowing them to move and attack significantly faster, although the spell also imposes a small penalty to attack and drains mana rapidly while in combat.


 * }

Glyph Spells
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 * Spell-GlyphOfParalysis_icon.pngGlyph of Paralysis
 * The caster inscribes a glyph on the ground that paralyzes the first enemy who crosses its bounds, unless the opponent passes a physical resistance check. A single caster can maintain a limited number of Glyphs of Paralysis at once.
 * The caster inscribes a glyph on the ground that paralyzes the first enemy who crosses its bounds, unless the opponent passes a physical resistance check. A single caster can maintain a limited number of Glyphs of Paralysis at once.
 * The caster inscribes a glyph on the ground that paralyzes the first enemy who crosses its bounds, unless the opponent passes a physical resistance check. A single caster can maintain a limited number of Glyphs of Paralysis at once.
 * The caster inscribes a glyph on the ground that paralyzes the first enemy who crosses its bounds, unless the opponent passes a physical resistance check. A single caster can maintain a limited number of Glyphs of Paralysis at once.


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 * Spell-GlyphOfWarding_icon.pngGlyph of Warding




 * The caster inscribes a glyph on the ground that bestows nearby allies with bonuses to defense and mental resistance as well as a bonus against missile attacks.


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 * Spell-GlyphOfRepulsion_icon.pngGlyph of Repulsion
 * The caster inscribes a strange glyph on the ground that knocks back enemies unless they pass a physical resistance check.
 * The caster inscribes a strange glyph on the ground that knocks back enemies unless they pass a physical resistance check.
 * The caster inscribes a strange glyph on the ground that knocks back enemies unless they pass a physical resistance check.
 * The caster inscribes a strange glyph on the ground that knocks back enemies unless they pass a physical resistance check.


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 * Spell-GlyphOfNeutralization_icon.pngGlyph of Neutralization




 * The caster inscribes a glyph on the ground that neutralizes all magic, dispels all effects, drains all mana, and prevents spellcasting or mana regeneration within its bounds.


 * }

Summoning Spells
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 * Spell-SpellWisp_icon.pngSpell Wisp
 * The caster summons a wisp that grants a small bonus to spellpower for as long as this mode is active.
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 * Spell-Grease_icon.pngGrease
 * The caster summons a wisp that grants a small bonus to spellpower for as long as this mode is active.
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 * Spell-Grease_icon.pngGrease




 * The caster summons a grease slick that slows anyone who walks on it, as well as causing them to slip unless they pass a physical resistance check. If the grease is set on fire, it burns intensely for a time. Friendly fire possible.
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 * Spell-Spellbloom_icon.pngSpellbloom
 * The caster creates an energizing bloom of magic that grants anyone nearby, friend or foe, a bonus to mana regeneration.
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 * Spell-StingingSwarm_icon.pngStinging Swarm
 * The caster creates an energizing bloom of magic that grants anyone nearby, friend or foe, a bonus to mana regeneration.
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 * Spell-StingingSwarm_icon.pngStinging Swarm




 * A swarm of biting insects descend on the target, dealing a large amount of damage over a short time. If the targeted creature dies before the swarm dissipates, the insects will jump to another nearby enemy.


 * }

=Spirit Spells=

Anti-Magic Spells
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 * Spell-SpellShield_icon.pngSpell Shield
 * While this ability is active, any hostile spell targeted at the caster has a 75% chance of being absorbed into the Fade, draining mana instead. Once all mana has been depleted, the shield collapses.
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 * Spell-DispelMagic_icon.pngDispel Magic
 * While this ability is active, any hostile spell targeted at the caster has a 75% chance of being absorbed into the Fade, draining mana instead. Once all mana has been depleted, the shield collapses.
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 * Spell-DispelMagic_icon.pngDispel Magic




 * The caster removes all dispellable effects from the target. Friendly fire possible.
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 * Spell-AntiMagicWard_icon.pngAnti-Magic Ward
 * The caster wards an ally against all spells and spell effects, beneficial or hostile, for a short time.
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 * Spell-AntiMagicBurst_icon.pngAnti-Magic Burst
 * The caster wards an ally against all spells and spell effects, beneficial or hostile, for a short time.
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 * Spell-AntiMagicBurst_icon.pngAnti-Magic Burst




 * This burst of energy eliminates all dispellable magic effects in the area. Friendly fire is possible.
 * }

Mana Alteration Spells
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 * Spell-ManaDrain_icon.pngMana Drain
 * The caster creates a parasitic bond with a spellcasting target, absorbing a small amount of mana from it.
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 * Spell-ManaCleanse_icon.pngMana Cleanse
 * The caster creates a parasitic bond with a spellcasting target, absorbing a small amount of mana from it.
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 * Spell-ManaCleanse_icon.pngMana Cleanse




 * The caster sacrifices personal mana to nullify the mana of enemies in the area.
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 * Spell-SpellMight_icon.pngSpell Might
 * While in this mode, the caster overflows with magical energy, making spells more powerful, but expending mana rapidly and suffering a penalty to mana regeneration.
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 * Spell-ManaClash_icon.pngMana Clash
 * While in this mode, the caster overflows with magical energy, making spells more powerful, but expending mana rapidly and suffering a penalty to mana regeneration.
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 * Spell-ManaClash_icon.pngMana Clash




 * The caster expels a large amount of mana in direct opposition to enemy spellcasters, who are completely drained of mana and suffer spirit damage proportional to the amount of mana they lost.
 * }

Death Spells
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 * Walking bomb.JPGWalking Bomb
 * The caster magically injects a target with corrosive poison that inflicts continual nature damage. If the target dies while the effect is still active, it explodes, damaging all targets nearby. Although this spell is related to Virulent Walking Bomb, the magic behind the two does not interact; a target cannot be inflicted with both. Friendly fire possible.
 * The caster magically injects a target with corrosive poison that inflicts continual nature damage. If the target dies while the effect is still active, it explodes, damaging all targets nearby. Although this spell is related to Virulent Walking Bomb, the magic behind the two does not interact; a target cannot be inflicted with both. Friendly fire possible.
 * The caster magically injects a target with corrosive poison that inflicts continual nature damage. If the target dies while the effect is still active, it explodes, damaging all targets nearby. Although this spell is related to Virulent Walking Bomb, the magic behind the two does not interact; a target cannot be inflicted with both. Friendly fire possible.
 * The caster magically injects a target with corrosive poison that inflicts continual nature damage. If the target dies while the effect is still active, it explodes, damaging all targets nearby. Although this spell is related to Virulent Walking Bomb, the magic behind the two does not interact; a target cannot be inflicted with both. Friendly fire possible.


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 * Death syphon.JPGDeath Syphon




 * While this mode is active, the caster draws in nearby entropic energy, draining residual power from any dead enemy nearby to restore the caster's mana.
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 * Virulent walking bomb.JPGVirulent Walking Bomb
 * The caster magically injects a target with corrosive poison that inflicts continual nature damage. If the target dies while the effect is still active, it explodes, damaging nearby targets and possibly infecting them in turn. Although this spell is related to Walking Bomb, the magic behind the two does not interact; a target cannot be infected with both. Friendly fire possible.
 * The caster magically injects a target with corrosive poison that inflicts continual nature damage. If the target dies while the effect is still active, it explodes, damaging nearby targets and possibly infecting them in turn. Although this spell is related to Walking Bomb, the magic behind the two does not interact; a target cannot be infected with both. Friendly fire possible.
 * The caster magically injects a target with corrosive poison that inflicts continual nature damage. If the target dies while the effect is still active, it explodes, damaging nearby targets and possibly infecting them in turn. Although this spell is related to Walking Bomb, the magic behind the two does not interact; a target cannot be infected with both. Friendly fire possible.
 * The caster magically injects a target with corrosive poison that inflicts continual nature damage. If the target dies while the effect is still active, it explodes, damaging nearby targets and possibly infecting them in turn. Although this spell is related to Walking Bomb, the magic behind the two does not interact; a target cannot be infected with both. Friendly fire possible.


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 * Animate dead.JPGAnimate Dead




 * The caster summons a skeleton minion from the corpse of a fallen enemy to fight alongside the party for a short time, although, as a puppet of the caster, it will not use any talents or spells without specific instruction.


 * }

Animate Dead exploit(Not tested with v1.02a): Similar to the ranger summoning exploit, it's possible to have two animated skeletons. If the first animated dead was a mage, the mage will assume the tactics of the dead npc and be able to use spells/talents which do not appear in it's hotbar when directly controlled. If that npc mage had the spell Animate Dead there is a chance it too will summon a second skeleton from a corpse whose talents will appear in your groups Spells and Talents section(however the mages will not).

This is the only explanation I could think of for this occurring, however if someone has more information please feel free to correct me. It's an interesting exploit and should be tested with ranger summoning tricks to try and give the party a small army of npc's in areas identified to possess mages with the spell. The screenshots were taken in the Ruined Temple during the quest for The Urn of Sacred Ashes, the mage in question was the mage in the group at the base of the stairs after acquiring the South East Chambers Key.

Telekinesis Spells
{| border="0" cellpadding="5" cellspacing="5" style="width: 100%; "
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 * Mind_blast_icon.JPGMind Blast
 * The caster projects a wave of telekinetic force that stuns enemies caught in the sphere.
 * The caster projects a wave of telekinetic force that stuns enemies caught in the sphere.
 * The caster projects a wave of telekinetic force that stuns enemies caught in the sphere.
 * The caster projects a wave of telekinetic force that stuns enemies caught in the sphere.


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 * Force_field_icon.JPGForce Field




 * The caster erects a telekinetic barrier around a target, who becomes completely immune to damage for the duration of the spell but cannot move. Friendly fire possible.


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 * Telekinetic_weapons_icon.JPGTelekinetic Weapons
 * While this mode is active, the caster enchants the party's melee weapons with telekinetic energy that increases armor penetration. The bonus to armor penetration is based on the caster's spellpower and provides greater damage against heavily armored foes.
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 * Crushing prison icon.jpgCrushing Prison
 * While this mode is active, the caster enchants the party's melee weapons with telekinetic energy that increases armor penetration. The bonus to armor penetration is based on the caster's spellpower and provides greater damage against heavily armored foes.
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 * Crushing prison icon.jpgCrushing Prison




 * The caster encloses a target in a collapsing cage of telekinetic force inflicting spirit damage for the duration.


 * }

=Entropy Spells=

Debilitation Spells
{| border="0" cellpadding="5" cellspacing="5" style="width: 100%; "
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 * Spell-Weakness_icon.pngWeakness
 * 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 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 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 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.
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 * Spell-Paralyze_icon.pngParalyze




 * 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.


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 * Spell-Miasma_icon.pngMiasma
 * 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.
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 * Spell-MassParalysis_icon.pngMass Paralysis
 * 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.
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 * Spell-MassParalysis_icon.pngMass Paralysis




 * 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.


 * }

Hex Spells
{| border="0" cellpadding="5" cellspacing="5" style="width: 100%; "
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 * Spell-VulnerabilityHex_icon.pngVulnerability Hex
 * The target suffers a hex that inflicts penalties to cold resistance, electricity resistance, fire resistance, nature resistance, and spirit resistance.
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 * Spell-AfflictionHex_icon.pngAffliction Hex
 * The target suffers a hex that inflicts penalties to cold resistance, electricity resistance, fire resistance, nature resistance, and spirit resistance.
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 * Spell-AfflictionHex_icon.pngAffliction Hex




 * 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.
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 * Spell-MisdirectionHex_icon.pngMisdirection Hex
 * The target suffers a frustrating hex of inaccuracy. All hits become misses, while critical hits become normal hits.
 * The target suffers a frustrating hex of inaccuracy. All hits become misses, while critical hits become normal hits.
 * The target suffers a frustrating hex of inaccuracy. All hits become misses, while critical hits become normal hits.
 * The target suffers a frustrating hex of inaccuracy. All hits become misses, while critical hits become normal hits.


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 * Spell-DeathHex_icon.pngDeath Hex




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

Sleep Spells
{| border="0" cellpadding="5" cellspacing="5" style="width: 100%; "
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 * Spell-Disorient_icon.pngDisorient
 * 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.
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 * Spell-Horror_icon.pngHorror
 * 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.
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 * Spell-Horror_icon.pngHorror




 * 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.
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 * Spell-Sleep_icon.pngSleep
 * 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.
 * 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.
 * 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.
 * 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.


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 * Spell-WakingNightmare_icon.pngWaking Nightmare




 * 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.
 * }

Draining Spells
{| border="0" cellpadding="5" cellspacing="5" style="width: 100%; "
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 * Spell-DrainLife_icon.pngDrain Life
 * The caster creates a sinister bond with the target, draining its life energy in order to heal the caster.
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 * Spell-DeathMagic_icon.pngDeath Magic
 * The caster creates a sinister bond with the target, draining its life energy in order to heal the caster.
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 * Spell-DeathMagic_icon.pngDeath Magic




 * While active, the caster draws in nearby entropic energy, draining residual life-force from any dead enemy nearby to heal the caster.
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 * Spell-CurseOfMortality_icon.pngCurse of Mortality
 * The caster curses a target with the inevitability of true death. While cursed, it cannot heal or regenerate health and takes continuous spirit damage.
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 * Spell-DeathCloud_icon.pngDeath Cloud
 * The caster curses a target with the inevitability of true death. While cursed, it cannot heal or regenerate health and takes continuous spirit damage.
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 * Spell-DeathCloud_icon.pngDeath Cloud




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

=Power of Blood=

Power of Blood Spells
{| border="0" cellpadding="5" cellspacing="5" style="width: 100%; "
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 * Spell-DarkSustenance icon.pngDark Sustenance
 * Activated
 * Range: Personal
 * Activation: 0
 * 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.
 * }