Spellblade
RACES
SPELLS & ABILITIES
All prices are based on a Human character with the lowest possible Charisma and Commerce skill. Depending on your race and stat allocation, they may be slightly cheaper or more expensive.
| NAME | LEVEL | DESCRIPTION | TYPE | SOURCE | PRICE | NOTE |
|---|---|---|---|---|---|---|
| Arcane Infusion | 1 | Infuse your weapon with arcane energy, granting you a chance to deal 5 (L1) to 30 (L60) Magic Damage on melee attacks and a lesser chance to activate Arcane Frailty. While this infusion is active, the Mana cost of Arcane Spear is reduced by 25%. | Innate | Vendor | 25 copper | Arcane Frailty: Strip the arcane defenses from your target, decreasing their Magic Resistance by 1 (L1) to 15 (L60) for 15 seconds. |
| Arcane Spear I | 1 | Hurl a spear of arcane energy at your target, dealing 3 (L1) to 10 (L11) Magic Damage. While Arcane Infusion is active, the Mana cost of this spell is reduced by 25%. | Spell | Vendor | 25 copper | |
| Infused Slash I | 1 | Slash your target with an infused blade, dealing 100% Weapon Ratio Damage plus 2 (L1) to 5 (L10) additional damage based on your current infusion. | Innate | Vendor | 25 copper | Shares a cooldown with other Might abilities. |
| Polar Alignment: North | 1 | Magically align yourself, orienting you toward the North Pole. | Spell | Vendor | 9 copper | |
| Minor Spellshield | 2 | Encircle yourself with a magical shield, increasing your maximum Health by 10, Armor Class by 5, and Magic Resistance by 5 for 1 hour. | Spell | Vendor | 10 copper | |
| Aura of the Arcane | 3 | Envelop your party in an arcane aura, increasing their Intelligence by 1 (L1) to 15 (L60) and Spell Damage dealt by 10%. | Innate | Vendor | 55 copper | Persists until cancelled. |
| Kick | 3 | Swiftly kick your target, interrupting their casting and preventing them from casting spells from the same school of magic for 2 seconds. | Innate | Vendor | 45 copper | |
| Telekinetic Infusion | 4 | Infuse your weapon with telekinetic energy, granting you a chance to deal 5 (L1) to 30 (L60) Physical Damage on melee attacks and a lesser chance to activate Kinetic Siphon. While this infusion is active, the Mana cost of Kinetic Ward is reduced by 25%. | Innate | Vendor | 80 copper | Kinetic Siphon: Siphon the kinetic energy of your target, decreasing their Movement Speed by 8% (L8) to 16% (L60) and Agility by 5 (L8) to 15 (L60) while increasing yours by the same amount for 1 minute, |
| Kinetic Ward I | 5 | Construct a kinetic ward, increasing your Armor Class by 10 and absorbing 25 damage received for 15 seconds. While Telekinetic Infusion is active, the Mana cost of this spell is reduced by 25%. | Spell | Vendor | 1 silver 10 copper | Scales with Intelligence. |
| Magic Protection | 6 | Ward your target against the arcane, increasing their Magic Resistance by 5 for 35 minutes. | Spell | Vendor | 1 silver 40 copper | |
| Phase Strike | 7 | Instantly teleport behind your target, dealing 80% Weapon Ratio Damage, activating your current infusion effect, and removing all stun and immobilize effects. | Innate | Vendor | 2 silver 30 copper | Can be used while stunned or immobilized. |
| Conduit | 8 | Conduct your current infusion, channeling it into a unique spell of the same type and putting it on cooldown. Arcane Detonation: Detonate arcane energy upon your target, dealing 10 (L8) to 300 (L60) Magic Damage. Electric Arc: Arc electric energy through your target, dealing 5 (L1) to 150 (L60) Electric Damage and stunning them for 1.5 seconds before arcing to another target. Telekinetic Push: Blast your target with telekinetic force, knocking. them back and immobilizing them for 5 seconds. | Innate | Vendor | 3 silver 40 copper | |
| Dispel Magic | 8 | Dispel magic from your target, removing one harmful effect. | Spell | Vendor | 1 silver 30 copper | |
| Electric Protection | 9 | Ward yourself against shock, increasing your Electric Resistance by 5 for 35 minutes. | Spell | Vendor | 3 silver 70 copper | |
| Discharge I | 10 | Electrocute your target with a powerful discharge, dealing 8 (L10) to 24 (L21) Electric Damage. While Electric Infusion is active, the Mana cost of this spell is reduced by 25%. | Spell | Vendor | 5 silver 40 copper | |
| Electric Infusion | 10 | Infuse your weapon with electric energy, granting you a chance to deal 5 (L1) to 30 (L60) Electric Damage on melee attacks and a lesser chance to stun them for 0.1 second. While this infusion is active, the Mana cost of Discharge is reduced by 25%. | Innate | Vendor | 5 silver 40 copper | |
| Infused Slash II | 10 | Slash your target with an infused blade, dealing 100% Weapon Ratio Damage plus 5 (L10) to 10 (L20) additional damage based on your current infusion. | Innate | Vendor | 5 silver 40 copper | Shares a cooldown with other Might abilities. |
| Lesser Spellshield | 11 | Encircle yourself with a magical shield, increasing your maximum Health by 25, Armor Class by 10, and Magic Resistance by 10 for 1 hour. | Spell | Vendor | 1 silver 30 copper | |
| Arcane Spear II | 12 | Hurl a spear of arcane energy at your target, dealing 20 (L12) to 40 (L23) Magic Damage. While Arcane Infusion is active, the Mana cost of this spell is reduced by 25%. | Spell | Vendor | 8 silver 70 copper | |
| Kinetic Ward II | 12 | Construct a kinetic ward, increasing your Armor Class by 10 and absorbing 75 damage received for 15 seconds. While Telekinetic Infusion is active, the Mana cost of this spell is reduced by 25%. | Spell | Vendor | 8 silver 70 copper | Scales with Intelligence. |
| Seclusion | 14 | Seclude your target, reducing your Threat against them by 100 (L1) to 1000 (L60), immobilizing them, and teleporting yourself a short distance away. | Spell | Vendor | 13 silver | Has a chance to be removed by damage. |
| Sense Magic | 16 | Glaze the eyes of your target with a magical coating, granting them the ability to see magical effects when considering targets for 35 minutes. | Spell | Vendor | 30 copper | |
| Spellshield | 16 | Encircle yourself with a magical shield, increasing your maximum Health by 50, Armor Class by 15, and Magic Resistance by 15 for 1 hour. | Spell | Vendor | 6 silver 60 copper | |
| Fire Protection | 18 | Ward yourself against heat, increasing your Fire Resistance by 5 for 35 minutes. | Spell | Vendor | 2 silver 10 copper | |
| Implosion I | 18 | Create a crushing vacuum around your target, decreasing their Block, Dodge, and Parry by 5 for 8 seconds. When this spell expires, the vacuum implodes, dealing 50 Physical Damage to your target and those around it. | Spell | Vendor | 23 silver | |
| Infused Slash III | 20 | Slash your target with an infused blade, dealing 100% Weapon Ratio Damage plus 10 (L20) to 15 (L30) additional damage based on your current infusion. | Innate | Vendor | 28 silver | Shares a cooldown with other Might abilities. |
| Discharge II | 22 | Electrocute your target with a powerful discharge, dealing 40 (L22) to 64 (L33) Electric Damage. While Electric Infusion is active, the Mana cost of this spell is reduced by 25%. | Spell | Vendor | 35 silver | |
| Arcane Spear III | 24 | Hurl a spear of arcane energy at your target, dealing 75 (L24) to 100 (L35) Magic Damage. While Arcane Infusion is active, the Mana cost of this spell is reduced by 25%. | Spell | Vendor | 43 silver | |
| Greater Spellshield | 24 | Encircle yourself with a magical shield, increasing your maximum Health by 75, Armor Class by 20, and Magic Resistance by 20 for 1 hour. | Spell | Vendor | 16 silver | |
| Kinetic Ward III | 24 | Construct a kinetic ward, increasing your Armor Class by 10 and absorbing 150 damage received for 15 seconds. While Telekinetic Infusion is active, the Mana cost of this spell is reduced by 25%. | Spell | Vendor | 43 silver | Scales with Intelligence. |
| Flurry I | 25 | Unleash a flurry of strikes upon your target, dealing 100% Weapon Ratio Damage two times per equipped weapon. | Innate | Vendor | 47 silver | Each attack has a chance to activate your current infusion effect. |
| Static Field I | 26 | Place a static field at your feet, dealing 10 Electric Damage to targets within the affected area every 3 seconds for 6 seconds and decreasing their Electric Resistance by 5. | Spell | Vendor | 52 silver | |
| Implosion II | 28 | Create a crushing vacuum around your target, decreasing their Block, Dodge, and Parry by 5 for 8 seconds. When this spell expires, the vacuum implodes, dealing 100 Physical Damage to your target and those around it. | Spell | Vendor | 64 silver | |
| Deflection | 30 | Take a deflective stance, increasing your Parry by 50% for 15 seconds. While Deflection is active, each parried attack will activate your current infusion effect. | Innate | Vendor | 78 silver | |
| Infused Slash IV | 30 | Slash your target with an infused blade, dealing 100% Weapon Ratio Damage plus 15 (L30) to 20 (L40) additional damage based on your current infusion. | Innate | Vendor | 78 silver | Shares a cooldown with other Might abilities. |
| Exceptional Spellshield | 32 | Encircle yourself with a magical shield, increasing your maximum Health by 100, Armor Class by 25, and Magic Resistance by 25 for 1 hour. | Spell | Vendor | 36 silver | |
| Discharge III | 34 | Electrocute your target with a powerful discharge, dealing 80 (L34) to 120 (L45) Electric Damage. While Electric Infusion is active, the Mana cost of this spell is reduced by 25%. | Spell | Vendor | 1 gold 18 silver | |
| Bend Gravity | 35 | Bend gravity around you, slowing your descent for 2 seconds. | Spell | Vendor | 1 gold 31 silver | |
| Arcane Spear IV | 36 | Hurl a spear of arcane energy at your target, dealing 150 (L36) to 200 (L51) Magic Damage. While Arcane Infusion is active, the Mana cost of this spell is reduced by 25%. | Spell | Vendor | 1 gold 46 silver | |
| Static Field II | 38 | Place a static field at your feet, dealing 20 Electric Damage to targets within the affected area every 3 seconds for 6 seconds and decreasing their Electric Resistance by 10. | Spell | Vendor | 1 gold 82 silver | |
| Arch Spellshield | 40 | Encircle yourself with a magical shield, increasing your maximum Health by 150, Armor Class by 30, and Magic Resistance by 30 for 1 hour. | Spell | Vendor | 90 silver | |
| Infused Slash V | 40 | Slash your target with an infused blade, dealing 100% Weapon Ratio Damage plus 20 (L40) to 25 (L50) additional damage based on your current infusion. | Innate | Vendor | 2 gold 35 silver | Shares a cooldown with other Might abilities. |
| Kinetic Ward IV | 40 | Construct a kinetic ward, increasing your Armor Class by 10 and absorbing 250 damage received for 15 seconds. While Telekinetic Infusion is active, the Mana cost of this spell is reduced by 25%. | Spell | Vendor | 2 gold 35 silver | Scales with Intelligence. |
| Implosion III | 42 | Create a crushing vacuum around your target, decreasing their Block, Dodge, and Parry by 5 for 8 seconds. When this spell expires, the vacuum implodes, dealing 150 Physical Damage to your target and those around it. | Spell | Vendor | 3 gold 3 silver | |
| Magic Resistance | 44 | Greatly ward your target against the arcane, increasing their Magic Resistance by 15 for 35 minutes. | Spell | Vendor | 36 silver | |
| Flurry II | 45 | Unleash a flurry of strikes upon your target, dealing 100% Weapon Ratio Damage three times per equipped weapon. | Innate | Vendor | 3 gold 94 silver | Each attack has a chance to activate your current infusion effect. |
| Discharge IV | 46 | Electrocute your target with a powerful discharge, dealing 160 (L46) to 200 (L53) Electric Damage. While Electric Infusion is active, the Mana cost of this spell is reduced by 25%. | Spell | Vendor | 4 gold 22 silver | |
| Electric Resistance | 48 | Greatly ward yourself against shock, increasing your Electric Resistance by 15 for 35 minutes. | Spell | Vendor | 3 gold 34 silver | |
| Infused Slash | 50 | Slash your target with an infused blade, dealing 100% Weapon Ratio Damage plus 25 (L50) to 30 (L60) additional damage based on your current infusion. | Innate | Vendor | 5 gold 33 silver | Shares a cooldown with other Might abilities. |
| Gate | 51 | Conjure a magical gate, returning you to your bind location. | Spell | Vendor | 25 copper | Has a slight chance to fail. Has no effect if you are encumbered. |
| Arcane Spear V | 52 | Hurl a spear of arcane energy at your target, dealing 325 (L52) to 375 (L55) Magic Damage. While Arcane Infusion is active, the Mana cost of this spell is reduced by 25%. | Spell | Vendor | 5 gold 89 silver | |
| Static Field III | 52 | Place a static field at your feet, dealing 30 Electric Damage to targets within the affected area every 3 seconds for 6 seconds and decreasing their Electric Resistance by 15. | Spell | Vendor | 5 gold 89 silver | |
| Fire Resistance | 53 | Greatly ward yourself against heat, increasing your Fire Resistance by 15 for 35 minutes. | Spell | Vendor | 1 gold 7 silver | |
| Discharge V | 54 | Electrocute your target with a powerful discharge, dealing 240 (L54) t0 280 (L57) Electric Damage. While Electric Infusion is active, the Mana cost of this spell is reduced by 25%. | Spell | Vendor | 6 gold 61 silver | |
| Implosion IV | 55 | Create a crushing vacuum around your target, decreasing their Block, Dodge, and Parry by 5 for 8 seconds. When this spell expires, the vacuum implodes, dealing 250 Physical Damage to your target and those around it. | Spell | Vendor | 7 gold 7 silver | |
| Arcane Spear VI | 56 | Hurl a spear of arcane energy at your target, dealing 425 (L56) to 475 (L60) Magic Damage. While Arcane Infusion is active, the Mana cost of this spell is reduced by 25%. | Spell | Vendor | 7 gold 55 silver | |
| Maelstrom | 57 | Become a maelstrom of magical energy, increasing your Attack Speed by 15% and chance to activate infusion effects for 15 seconds. | Innate | Vendor | 8 gold 7 silver | Considered a Tertiary Haste. |
| Discharge VI | 58 | Electrocute your target with a powerful discharge, dealing 300 (L58) to 340 (L60) Electric Damage. While Electric Infusion is active, the Mana cost of this spell is reduced by 25%. | Spell | Vendor | 8 gold 62 silver | |
| Discharge VI | 59 | Place a static field at your feet, dealing 50 Electric Damage to targets within the affected area every 3 seconds for 6 seconds and decreasing their Electric Resistance by 20. | Spell | Vendor | 9 gold 21 silver | |
| Kinetic Ward V | 60 | Construct a kinetic ward, increasing your Armor Class by 10 and absorbing 400 damage received for 15 seconds. While Telekinetic Infusion is active, the Mana cost of this spell is reduced by 25%. | Spell | Vendor | 9 gold 85 silver | Scales with Intelligence. |
