Spells
Introduction
Your spell selection sequence holds the key to their Spell Memory Priority. Right-clicking on spells will make them magically disappear from memory, and you must use your arcane power to drag and drop a spell to commit it to memory. Beware, spell tiers carry with them a spell memory cost that must be carefully considered.
There are 6 Spell Types:
Light, Fire, Lightning, Arcane, Water, and Divine
Spells
Cleric
Tier 1
Bless
Target gains +3 to Strength, Agility, and Will attributes for 30 seconds. Casts to self if no target is found.
5 Casts
Protection
Creates a shield that blocks 20 physical damage for 20 seconds
5 Casts
Tier 2
Cleanse
Removes all harmful magic effects from the target.
5 Casts
Divine Strike
Increases weapon damage by 10 for 20 seconds.
5 Casts
Lesser Heal
Heals a target for 15 health. Casts to self if no target is found.
4 Casts
Tier 3
Bind
Binds the target for 0.75 seconds.
4 Casts
Tier 5
Holy Light
Heals an ally for 30 HP or does 100 base magical damage to an undead target.
4 Casts
Tier 6
Sanctuary
Concentrate on a specific area for a certain period of time, healing friendly beings within the area by 5 per second and dealing 14 spell damage to undead per second.
2 Casts
Tier 8
Resurrection
Target an ally to resurrect them from the dead. (The corpse must have a soul heart)
1 Casts
Wizard
Tier 1
Ignite
Set the target’s weapon on fire, dealing 5 additional magic damage and burning enemies for 1 second when hit.
5 Casts
Light Orb
Blows up spheres of floating light to brightly illuminate the surroundings.
6 Casts
Zap
If hit, deals 20 magic damage and burns the target for 1 second deals 1 magic damage.
5 Casts
Tier 2
Ice Bolt
On hit, deals magic damage and reduces the target’s movement speed by -15% for 1 second.
5 Casts
Slow
Slows the target’s movement speed by -40% for 2.5 seconds.
5 Casts
Tier 3
Haste
Target gains a 14% Action and Move Speed bonus for 8 seconds. Casts to self if no target is found.
4 Casts
Magic Missle
Fires up to 10 homing missile that each deal 12 damage. Stops firing when you move. Speed that the missiles fire at is determined by your Spell Casting Speed.
5 Casts
Tier 4
Fireball
Shoots a fireball that causes 30 direct damage to a target and 10 splash damage and a knock back effect to nearby targets. Applies a burn to damaged targets, deals 3 magic damage over 3 seconds.
5 Casts
Invisibility
Target becomes invisible and gains a 10% Move Speed bonus for 3 seconds. Casts to self if no target is found.
4 Casts
Lightning Strike
After 4 seconds, a bolt of lightning falls in the targeted area, dealing 35 magic damage.
5 Casts
Tier 6
Chain Lightning
Electrocutes the target, inflicts 35 magic damage, and fires lightning that is transferred to a being within 4 meters and shocks up to 3 times. It does not transfer to the target it was transferred to once, and it transfers to yourself if you are nearby. Lightning chains to corpses.
4 Casts