Spells

 

Spells are broken down into 10 different schools, each doing a different job.  The schools are Augmentation, Blight, Energy, Flame, Ice, Life, Mind, Nature, Spirit, and Summoning.  Dragons use an entirely different type of magic called Primal.  To learn a spell, your base skill value in the appropriate skill must be equal to or greater than the difficulty of the spell.  After you learn the spell, you will always be able to cast it (ie, no fizzle rate), but your enemy's magic resistance may allow him to evade or block it.  Beneficial spells always work.

Here are all the tier I and II spells available from the Lore Keepers, broken down by school.  Follow the link to learn more about getting your formulae.  Base skill to learn the tier I version is also listed and a brief description.  For each additional tier, add 200 base skill.

 

Augmentation

Enhance Armor, Dexterity, Focus, Health, Power, Strength - 50 - Increases the target's skill

Gift of Alacrity, Armor, Dexterity, Focus, Health, Power, Speed, Strength, Toughness - 1 - a small 2 hour bonus

Raise Armor Dexterity, Focus, Health, Power, Strength - 10 - Increases the target's skill

Surge of Armor, Dexterity, Focus, Health, Power Strength - 100 - A short but potent increase in the target's skill

Swift Feet - 10 - increases run speed of target

 

Blight

Blight Ward - 80 -gives a chance to prevent blight effects

Brittle - 10 - reduces the target's crush resistance

Clumsiness - 100 -  reduces the target's dexterity

Dispel - 60 - removes beneficial effects from target

Lessen Armor, Dexterity, Focus, Health, Power, Strength - 150 - decreases the target's stats

Malady - 150 - 

Mark - 1 - reduces the target's piercing resistance

Rust - 1 - reduces the target's armor

Soften - 1 - reduces the target's slashing resistance

Weakness - 100 - reduces the target's strength

Withered State - 20 - causes recurring blight damage over time

 

Energy

Energy Attack - 70 - imbues a weapon with energy for extra damage

Energy Bolt - 1 - standard energy attack

Energy Bomb - 120 - an area of effect energy attack

Energy Strike - 50 - a powerful beam of energy damages enemies

Energy Ward - 80 - provides a chance to block energy damage

Energy Resistance - 50 - reduces energy damage

Improved Energy Bolt - 100 - a stronger version of energy bolt

 

Flame

Burning Hands - 130 - giant hands burn a cone ahead of them

Burning Sky (tier II only) - 300 - Fire Rains down

Fiery Strike - 180 - a powerful beam of fire damages enemies

Flame Attack - 70 - imbues a weapon with fire for extra damage

Flame Bolt - 1 - the standard fire attack

Flame Bomb - 120 - an area of effect flame attack

Flame Wave - 50 - burns a cone of damage in front of the caster

Improved Flame Bolt - 100 - a more powerful version of flame bolt

Improved Flame Wave - 150 - a more powerful version of flame wave

Flame Ward - 80 - provides a chance to block flame damage

Flame Resistance - 50 - reduces flame damage and effects

Sear - 30 - reduces the target's flame resistance

Immolate - 20 - sets the target on fire for recurring damage

 

Ice

Binding Crystals - 1 - roots the target in place and reduces fire damage

Freeze - 

Ice Attack - 70 - imbues a weapon with ice for added effect

Ice Bomb - 120 - an area of effect ice attack

Ice Shackles - 100 - Roots the Target

Stinging Cold - 150 - Lowers the Target's evasion skill

Ice Resistance - 50 - reduces ice damage and effects

Ice Ward - 80 - provides a chance to block ice damage

 

Life

Group Health - 50 - heals your party

Health - 120 - a moderate heal

Minor Health - 20 - a small heal 

Major Health - 150 - a large heal 

Revitalize - 10 - heals the target

Mystic Blaze - 30 - an offensive life spell

Purify - 100 - removes negative effects from a target

Resurrection - 100 - revives a fallen comrade

Improved Revitalize - 100 - a more powerful revitalize

 

Mind

Daunting Mist - 170 - AN Area of Effect spell that slows enemies down

Debase - 150 - Slows the target

Scatterbrain - 100 - Lowers target's Focus

Stupidity - 100 - Lowers target's Power

Warped Perception - 

Numbing Haze - 70 - An area of effect spell that roots anything in the radius

 

Nature

Revitalize - 30 - heals the target

Improved Revitalize - 130 - a more powerful version of revitalize

Earthen Crust - 80 - protects against damage

Ensnaring Roots - 50 - Roots a target

Lightning Bolt - 1 - a lightning-based nature attack

Lightning Storm - 150 - A lightning-based area of effect Nature attack

Patch of Bramble - 100 - A user-centered area of effect spell that slows enemies

Regrowth - 100 - a heal over time spell

Root - 1 - traps the target in place

Shocking Blast - 70 - a lightning attack that stuns whatever it hits

Stone Fist - 60 - Rocks damage the target

Thunder Cloud - 150 - A lightning-based attack

Nature Resistance - 50 - reduces nature damage and effects

Nature Ward - 80 - provides a chance to block nature damage

Improved Lightning Bolt - 100 - a more powerful lightning bolt

 

Spirit

Ethereal Leech - 100 - a damage over time attack that heals you as it harms the target

Ethereal Paroxysm - 150 - an area of effect version of ethereal leech

Self-Sacrificium - 100 - heals a friend while hurting you

Soul Shield - 150 - provides ethereal armor

Spirit Bolt - 1 - the standard spirit attack, ignores standard armor

Spirit Resistance - 50 - reduces spirit damage

Theft of Life - 50 - damages a target and gives the caster 75% of the damage caused

Improved Spirit Bolt - 100 - a more powerful version of spirit bolt

Improved Theft of Life - 150 - a more powerful version of theft of life

Blood Bolt (Tier II only) - 200 - A Bloodmage-only spell.  Does more damage than spirit bolt, but slightly injures the caster.

 

Summoning

Flame Spear - 100 - summons a magical spear of flame to attack enemies

Ice Hammer - 150 - summons a magical hammer of ice to attack enemies

 

Primal

Arcane Refusal - 50 - Improves flame, energy and ice resistances

Blast - 130 - An Area of effect primal attack, more powerful than Tempest

Breeze - 1 - a weak heal over time spell

Countercheck Primal - 150 - Increases target's primal ward

Ignore Mysticism - 50 - increases target's spirit and blight resistance

Quickening Breeze - 170 - a more powerful heal over time spell

Rejuvenating Breeze - 70 - a heal over time spell

Tempest - 30 - an area of effect primal attack

True Grit - 1 - Improves the target's health and armor stats

Unrelenting Winds - 100 - Decreases the target's primal resistance

Grazing Winds - 40 - Decreases the target's primal and slash resistance

Promote Vitality - 90 - Increases the target's strength and dexterity

Prime Bolt - 1 - standard repeating primal damage spell

Improved Prime Bolt - 100 - a more powerful version of Prime Bolt