Spells - Charms - detailed descriptions


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    • CHARMS
      Spells are sorted alphabetically from A to Z.

    Use Ctrl + F for easier navigation ;)

    Note that if spell has “1 turn duration” it is in effect the same cycle you cast it AND the cycle after that. Those which have no listed duration are instant or last until end of cycle.

    Once official Wiki is up, we will copy the info there.


    Spell tooltips include below listed information, in following order:

    Name of the spell ( + class restriction, if it has any)

    Spell's tier

    Spell's type (eg. Buff / Attack / Infliction...)

    Required skill level for learning the spell

    Spell slots used when cast

    Heat caused when cast

    Spell's target

    Spell's power (if it has any numerical value)

    Duration of the spell (if it has any)

    Spell's ingame description

    Spell's precise effect




    Astral Force (PALADIN ONLY)
    tier 8
    buff
    req. skill lvl – 35
    slots 1
    heat 3
    target self


    Buffs your Empower 100% if you're at less than 25% of your Maximum HP, using your astral energy in a time of crisis.


    EMPOWER +100%. Fails if the player has any other Empower buffs in effect or if player has more than 25% Maximum HP. If the player regains health they do not lose the buff. Empower is raised for the remainder of the present cycle.



    Chant (DRUID ONLY)
    tier 6
    charm
    req. skill lvl – 25
    slots 1
    heat 3
    target self


    A melodic chant that gives your spells a 1 in 3 chance of being resolved twice.


    When this BUFF is in effect, there is a 1/3 chance that at the resolution phase, any other spell will be cast twice. If a spell is cast again, you do not get heat from that second casting. It has no effect on spells that are cast before it during the cycle.



    Cool Breeze
    tier 5
    heal
    req. skill lvl – 20
    slots 3
    heat 2
    target self
    duration 4 turns


    Cools off 2 additional heat points per cycle with a fresh breeze from the North.


    Cool off 2 additional heat points each cycle



    Cool-off
    Tier 3
    heal
    req. skill lvl – 10
    slots 3
    heat 0
    target self


    Cools off 4 heat points allowing you to just chill out. ______________________________________________________________________________________________________________
    Reduces heat by and extra 4 points



    Extract Lifeforce
    *tier 7
    debuff
    req. skill lvl – 30
    slots 3
    heat 3
    targets enemy


    Targets your opponent's Maximum HP, lowering it by 40.


    Decrease opponent's Maximum HP by 40. Not affected by Empower or Defense. ______________________________________________________________________________________________________________


    ** Grace (DRUID ONLY)**
    tier 10
    charm
    req. skill lvl – 45
    slots 3
    heat 3
    target self
    duration 3 turns


    Reduces the heat cost of all your spells by 1.


    Spend 1 less heat on all spells to a minimum of 0. ______________________________________________________________________________________________________________


    Heal Light Wounds
    tier 1
    heal
    req. skill lvl 1
    slots 1
    heat 2
    target self
    power 10


    Instantly heals you a small amount.


    Heals player instantly for a small amount


    Heal Serious Wounds
    tier 4
    heal
    req. skill lvl – 15
    slots 2
    heat 3
    target self
    power 20


    Instantly heals you a moderate amount by drawing on natural energy.


    Heals player instantly for a moderate amount.



    ** Memorize**
    *tier 8
    charm
    req. skill lvl – 35
    slots 5
    heat 8
    targets both players


    Mimics all the spells your opponent casted during this cycle.


    Memorize resolves at the end of the cycle after all spells by both combatants have been resolved. When resolved, this spell will mimic all the spells that the opponent cast during the cycle and in the same order. Heat is not paid for copied spells. Can copy spells that the player has not learned.



    Morph
    tier 10
    charm
    req. skill lvl – 45
    slots 5
    heat 6
    target self
    duration 2 turns


    Transforms 20% of the damage you deal to your opponent back to you as healing.


    20% of all DMG you cause to the enemy transforms back as healing for you.



    Pine Needles
    tier 2
    buff
    req. skill lvl - 5
    slots 2
    heat 3
    target self
    duration 2 turns


    Raises your Empower 30% by adding a special sting to your spells.


    Raise Empower by 30%. Not stackable. Fails if the player has any other Empower buffs from spells in effect. If the player has the same spell already in effect it will just refresh the duration.



    Poison Cure
    tier 1
    heal
    req. skill lvl – 1
    slots 1
    heat 2
    target self


    A cure to reduce all inflictions that are on you by 1 cycle.


    Reduce all Inflictions on caster by 1 cycle.


    Power Slave
    tier 9
    charm
    req. skill lvl – 40
    slots 2
    heat 0
    target self
    duration 3 turns


    Raises your overheat limit by 10, while sacrificing 25% of your Maximum HP.


    Player's Overheat limit is raised by 10, but they take damage equal to 25% Maximum HP when casting the spell. This spell cannot be stacked. When it ends, if they have more than 15 Heat, then their heat is reduced to 15. This happens BEFORE the -4 heat they get at the start of each cycle, so they should start the next cycle with 11 Heat if they were over the 15 limit.



    Regrowth
    tier 9
    heal
    req. skill lvl – 40
    slots 3
    heat 6
    target self
    power 40


    Instantly heals you for a large amount by drawing on energy from the Earth.


    Heals player instantly for a large amount.



    Safe Space (DRUID ONLY)
    tier 2
    charm
    req. skill lvl – 5
    slots 1
    heat 2
    target self
    duration 2 turns


    A buff that will prevent inflictions being casted upon you.


    Any Infliction spells cast by the opponent while this buff is in effect will fail. Existing Inflictions still stand but no new ones can be inflicted. No damage is done from cast inflictions


    ** Sense Danger**
    tier 6
    buff
    req. skill lvl – 25
    slots 1
    heat 6
    target self
    duration 1 turn


    Buffs your Defense 60%, protecting you from serious harm.


    Defense is raised by 60%. Not stackable, lasts until the end of the next cycle. Fails if the player has any other Defense buffs in effect.



    Spirit Sense (WARDEN ONLY)
    tier 4
    heal
    req. skill lvl – 15
    slots 5
    heat 3
    target self
    power 20


    Instantly heals you. The power of this spell is multiplied by the number of spells your opponent cast during the same cycle.


    Healing Spell. It's Power is multiplied by the number of spells your opponent casts this cycle.



    True Sight
    tier 5
    buff
    req. skill lvl – 20
    slots 2
    heat 4
    target self
    duration 1 turn


    Doubles your Concentration by focusing your mind's eye.


    Doubles player’s Concentration. Lasts until the end of the next cycle. If the player has any other Concentration Buffs from spells already, this spell will fail



    Unlock
    tier 7
    buff
    req. skill lvl – 30
    slots 1
    heat 6
    target self


    Buffs your Critical Chance and Critical Empower, doubling them both to allow you to release your full potential.


    For this cycle, the player's Critical Chance and Critical Power are both doubled.



    Vision
    tier 3
    curse
    req. skill lvl – 10
    slots 1
    heat 3
    target self
    duration 3 turns


    Reveals the first spell your opponent casts by peering through the mist.


    A Buff. While in effect the first spell the enemy casts is shown to the player during the casting phase.




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