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== [[Primal Spells|Primal]] == |
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== [[Primal Spells|Primal]] == |
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Primal spells involve dealing elemental damage to foes. |
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Primal spells involve dealing elemental damage to foes. |
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|width="20%"|[[Primal Spells#Fire Spells|<font size="3">'''Fire'''</font>]] |
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|width="20%"|{{:Flame Blast|style=iconmed}} '''[[Flame Blast]]''' |
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|width="20%"|{{:Flaming Weapons|style=iconmed}} '''[[Flaming Weapons]]''' |
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|width="20%"|{{:Fireball|style=iconmed}} '''[[Fireball]]''' |
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[[Primal Spells#Fire Spells|<font size="3">'''Fire'''</font>]] |
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|width="20%"|{{:Inferno|style=iconmed}} '''[[Inferno]]''' |
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[[File:Spell-FlameBlast_icon.png|Flame Blast]] '''[[Flame Blast]]''' |
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[[File:Spell-FlamingWeapons_icon.png|Flaming Weapons|left]] '''[[Flaming Weapons]]''' |
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[[File:Spell-Fireball_icon.png|Fireball]] '''[[Fireball]]''' |
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[[File:Spell-Inferno_icon.png|Inferno]] '''[[Inferno]]''' |
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|[[Primal Spells#Earth Spells|<font size="3">'''Earth'''</font>]] |
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|{{:Rock Armor|style=iconmed}} '''[[Rock Armor]]''' |
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[[Primal Spells#Earth Spells|<font size="3">'''Earth'''</font>]] |
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|{{:Stonefist|style=iconmed}} '''[[Stonefist]]''' |
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|{{:Earthquake|style=iconmed}} '''[[Earthquake]]''' |
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[[File:Spell-RockArmor_icon.png|Rock Armor]] '''[[Rock Armor]]''' |
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|{{:Petrify|style=iconmed}} '''[[Petrify]]''' |
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[[File:Spell-Stonefist_icon.png|Stonefist]] '''[[Stonefist]]''' |
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[[File:Spell-Earthquake_icon.png|Earthquake]] '''[[Earthquake]]''' |
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[[File:Spell-Petrify_icon.png|Petrify]] '''[[Petrify]]''' |
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|[[Primal Spells#Cold Spells|<font size="3">'''Cold'''</font>]] |
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|{{:Winter's Grasp |style=iconmed}}'''[[Winter's Grasp]]''' |
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[[Primal Spells#Cold Spells|<font size="3">'''Cold'''</font>]] |
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| {{:Frost Weapons |style=iconmed}}'''[[Frost Weapons]]''' |
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| {{:Cone of Cold |style=iconmed}}'''[[Cone of Cold]]''' |
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[[File: Spell-Winter'sGrasp_icon.png|Winter's Grasp ]] '''[[Winter's Grasp]]''' |
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|{{:Blizzard|style=iconmed}}'''[[Blizzard]]''' |
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[[File:Spell-FrostWeapons_icon.png|Frost Weapons ]] '''[[Frost Weapons]]''' |
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[[File:Spell-ConeOfCold_icon.png|Cone of Cold ]] '''[[Cone of Cold]]''' |
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[[File:Spell-Blizzard_icon.png|Blizzard]] '''[[Blizzard]]''' |
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|[[Primal Spells#Electrical Spells|<font size="3">'''Electrical'''</font>]] |
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|{{:Lightning|style=iconmed}}'''[[Lightning]]''' |
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[[Primal Spells#Electrical Spells|<font size="3">'''Electrical'''</font>]] |
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|{{:Shock|style=iconmed}}'''[[Shock]]''' |
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[[File:Lightning.JPG|Lightning]] '''[[Lightning]]'''
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|{{:Tempest|style=iconmed}}'''[[Tempest]]''' |
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|{{:Chain Lightning| style=iconmed}}'''[[Chain Lightning]]''' |
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[[File:shock icon.png|Shock|42px]] '''[[Shock]]''' |
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[[File:Spell-Tempest_icon.png|Tempest]] '''[[Tempest]]''' |
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[[File: Spell-ChainLightning_icon.png|Chain Lightning| 42px]] '''[[Chain Lightning]]''' |
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Template:Spell Cross-References
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
- See Also Threat.
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).
Class spells made accessible to all mages and their specializations.
Branch One
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Arcane Bolt Effect Type: Activated Range: Long Activation: 15 Cooldown: 6s Requires: Level 1 The caster fires a sphere of magical energy at an enemy, dealing moderate spirit damage. Arcane Bolt
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Arcane Shield may refer to:
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This disambiguation page lists articles associated with the same title. If an internal link led you here, you may wish to change the link to point directly to the intended article. |
Arcane Shield
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Staff Focus Effect Type: Passive Requires: Level 7 The character has specialized in direct attacks using a mage staff, gaining a permanent bonus to damage from basic attacks. Staff Focus
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Arcane Mastery Effect Type: Passive Requires: Level 10 The mage has gained keen familiarity with the arcane arts, granting a permanent bonus to spellpower. Arcane Mastery
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Branch Two
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Fade Shield may refer to:
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This disambiguation page lists articles associated with the same title. If an internal link led you here, you may wish to change the link to point directly to the intended article. |
Fade Shield
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Elemental Mastery may refer to:
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This disambiguation page lists articles associated with the same title. If an internal link led you here, you may wish to change the link to point directly to the intended article. |
Elemental Mastery
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Attunement Effect Type: Passive Range: Personal Requires: Level 25 52 magic The mage has become more attuned to surrounding magical energies, gaining bonuses to willpower, magic, and mana regeneration. Attunement
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Time Spiral Effect Type: Activated Range: Personal Activation: 120 Cooldown: 180s Requires: Level 28 61 magic The mage, through great concentration, is able to alter perception of time, resetting the cooldown on all spells. Time Spiral
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Branch Three
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Repulsion Field Effect Type: Sustained Range: Personal Upkeep: 80 Fatigue: 10% Cooldown: 10s Requires: Level 20 43 magic For as long as this spell is active, waves of repulsive energy emanate from the mage. With every wave, nearby enemies are knocked back unless they pass a physical resistance check. Mana is consumed each time a creature is knocked back. Repulsion Field
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Invigorate Effect Type: Sustained Range: Personal Upkeep: 100 Fatigue: 20% Cooldown: 30s Requires: Level 22 49 magic Waves of invigorating energy bolster nearby allies, substantially reducing their fatigue, meaning that their spells or talents will cost less to activate while this spell is active. However, the caster's mana drains continuously. Invigorate
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Arcane Field Effect Type: Sustained Range: Personal Upkeep: 80 Fatigue: 10% Cooldown: 10s Requires: Level 24 55 magic While this spell is active, the mage radiates arcane energy every few seconds, emitting waves of projectiles that deal spirit damage to enemies within the field. Each projectile consumes a small amount of mana. Arcane Field
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Mystical Negation Effect Type: Sustained Range: Personal Upkeep: 100 Fatigue: 10% Cooldown: 10s Requires: Level 26 58 magic An aura of beneficial magic surrounds the mage while this spell is active. Every few seconds, the spell banishes any magical effects within the field that were created by a hostile creature. Each dispelled effect consumes a small amount of mana. Mystical Negation
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The second and third branches are only available in Awakening
Primal spells involve dealing elemental damage to foes.
Fire
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Flame Blast Effect Type: 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. Flame Blast
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Flaming Weapons Effect Type: Sustained Range: Allies Upkeep: 50 Fatigue: 5% Cooldown: 0.5s 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. Flaming Weapons
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Fireball may refer to:
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This disambiguation page lists articles associated with the same title. If an internal link led you here, you may wish to change the link to point directly to the intended article. |
Fireball
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Inferno Effect Type: Activated Range: Medium Activation: 70 Cooldown: 60s 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. Inferno
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Earth
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Rock Armor may refer to:
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This disambiguation page lists articles associated with the same title. If an internal link led you here, you may wish to change the link to point directly to the intended article. |
Rock Armor
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Stonefist may refer to:
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This disambiguation page lists articles associated with the same title. If an internal link led you here, you may wish to change the link to point directly to the intended article. |
Stonefist
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Earthquake Effect Type: Activated Range: Medium Activation: 40 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. Earthquake
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Petrify may refer to:
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This disambiguation page lists articles associated with the same title. If an internal link led you here, you may wish to change the link to point directly to the intended article. |
Petrify
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Cold
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Winter's Grasp may refer to:
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This disambiguation page lists articles associated with the same title. If an internal link led you here, you may wish to change the link to point directly to the intended article. |
Winter's Grasp
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Frost Weapons Effect Type: Sustained Range: Allies Upkeep: 40 Fatigue: 5% Cooldown: 0.5s 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.Frost Weapons
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Cone of Cold may refer to:
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This disambiguation page lists articles associated with the same title. If an internal link led you here, you may wish to change the link to point directly to the intended article. |
Cone of Cold
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Blizzard may refer to:
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This disambiguation page lists articles associated with the same title. If an internal link led you here, you may wish to change the link to point directly to the intended article. |
Blizzard
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Electrical
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Lightning Effect Type: Activated Range: Medium Activation: 20 Cooldown: 8s The caster fires a bolt of lightning at a target, dealing electricity damage. Friendly fire possible.Lightning
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Shock Effect Type: Activated Range: Short Activation: 40 Cooldown: 15s The caster's hands erupt, emitting a cone of lightning, damaging all targets in the area. Friendly fire possible.Shock
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Tempest may refer to:
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This disambiguation page lists articles associated with the same title. If an internal link led you here, you may wish to change the link to point directly to the intended article. |
Tempest
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Chain Lightning may refer to:
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This disambiguation page lists articles associated with the same title. If an internal link led you here, you may wish to change the link to point directly to the intended article. |
Chain Lightning
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Creation spells allow mages to heal and boost their allies, as well as render certain foes harmless.
Note: For all Healing Spells total effect & efficiency click Here.
Spells from the Spirit school allow one to enhance weapons, protect allies, and damage the very spirit of an enemy.
Entropy spells are all about crippling and damaging foes.
Specializations
Class spells accessible to specializations.
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.
Dark Sustenance
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Activated Range: Personal Activation: 0 Cooldown: 60s
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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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Bloody Grasp
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Activated Range: Medium Activation: 15 Cooldown: 10s
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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.
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