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Template:Spell Cross-References

Creation spells give mages the ability to cure and defend their allies, and also allows them to damage their enemies.

Healing Spells

Heal Heal

The caster causes flesh to knit miraculously, instantly healing an ally by a moderate amount.


Rejuvenate Rejuvenate

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


Regeneration Regeneration

The caster infuses an ally with beneficial energy, greatly accelerating health regeneration for a short time.

Mass Rejuvenation Mass Rejuvenation

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

Heroic Offense Heroic Offense

The caster enhances an ally's aptitude in battle, granting a bonus to attack.


Heroic Aura Heroic Aura

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


Heroic Defense Heroic Defense

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.

Haste Haste

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.

Haste, however, does not stack with the Dual Weapon Talent, Momentum. Instead, the two will cancel out resulting in normal attack speed if both buffs are active on the character.

Glyph Spells

Glyph of Paralysis Glyph 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.

Note: The effect limit of 5 is totally obsolete. A single Glyph of Paralysis lasts for 60 seconds and is on a 40 second cooldown, which clearly means you can never have more than two (the first will dissipate 20 seconds after you cast the second and 20 seconds before you can cast the third). Casting one about 10 seconds before initiating combat, however, will let you unleash a second Paralysis Explosion spell combination sooner during the fight, if it is needed.

Glyph of Warding Glyph 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.

Glyph of Repulsion Glyph of Repulsion

The caster inscribes a strange glyph on the ground that knocks back enemies unless they pass a physical resistance check.

Glyph of Neutralization Glyph 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

Spell Wisp Spell Wisp

The caster summons a wisp that grants a small bonus to spellpower for as long as this mode is active.

Grease Grease

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.

Spellbloom Spellbloom

The caster creates an energizing bloom of magic that grants anyone nearby, friend or foe, a bonus to mana regeneration.


Stinging Swarm Stinging 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.

● The swarm will make a maximum of spellpower / 10.0 jumps within its duration.
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