Spell
Level
-1
Effects
1 Crit, 1 Drain, 1 Pierce, 2 Crit, 2 Drain, 2 Hits, 2 Pierce, 3 Crit, 3 Drain, 3 Hits, 3 Pierce, 4 Hits, Bleed, Blink 10, Blink 20, Charge, Cure, Dazzle, Decay, Disarm, Earth Meld, Fatigue, Fear, Feign, Frenzy, Haste, Heal 1, Heal 2, Heal 3, Heal 4, Hide, Imbue Element, Imbue Fire, Imbue Ice, Imbue Prime, Imbue Shock, Imbue Tox, Maim, Mute, Phase, Pin, Pin 2, Pin 3, Pin 4, Preserve, Pull, Push 10, Push 20, Push 30, Push 40, Rage, Recover, Release, Renew Body, Renew Limb, Repair, Revive, Rouse, Ruin, Share, Sleep, Slow, Snare, Sneak, Soothe, Stop, Stun, Taunt, Unphase, Vanish, Weakness, Wood Meld Upgrades
Magic You trigger a Spell ability by speaking an incantation. Incantations must be at least nine syllables in length, distinguishable from normal speech, and related to the nature of the effect. If you are hit while speaking the incantation, the ability is interrupted but not expended. If you are Muted, you cannot use the ability. Once the ability is triggered, you deliver the effect by throwing a packet at the intended target. If the effect is beneficial, you may also deliver the effect through touch or have it affect yourself.