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WIZARD -- SPELLS 

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1: Cold Whorl
Deals cold damge over time and decreases target's elemental resistance.

1: Lightning Burst
Deals instant heat damage to the target enemy.

2: Fire Chamber
Stuns the wizard's target briefly and deals instant heat damage.

3: Engulf
Deals heat damage over time to the enemy.

4: Magi's Shielding
An augmentation spell that benefits the caster by increasing avoidance, maximum health, and decreasing the chance of interruption.

5: Arcane Bindings
Roots the wizard's target in place, preventing them from movement.  Every hostile spell or damage received by the target has a chance at breaking the effect.  When the root effect expires, the target's movement speed is reduced for a short duration.  Upgrades to this spell reduce the target's resistance to the full duration of the root effect.

5: Bind Sight
An augmentation that grants the mage the ability to see through the eyes of target ally.  This augmentation breaks if the mage enters combat.

6: Cure Arcane
Cures magic, mental, and divine impairments on the target ally.

6: Lightning Shock
Deals instant heat damage to the targeted enemy.

7: Amplify
An augmentation that increases the power pool and elemental resistance of the wizard's group.  The elemental resist protects more against heat than cold.

8: Storm of Lightning
Deals magic damage over time for a short duration to target enemy and surrouding encounter members.

9: Dispel Magic
Dispels beneficial magic spells from the mage's target.

9: See Invisibility
An augmentation that allows a mage's ally to see invisible creatures.

10: Blaze **
Deals heat damage over a short time to the target.

10: Scorch
Deals heat damage over time to an enemy.

10: Tongue Twist
Instantly interrupts and stifles the wizard's target for a brief duration with a small amount of magic damage.  This spell is cast very quickly and at a small power cost.

11: Burning Radiance
Places an augmentation that engulfs an ally's weapon in flames, that grants the chance to strike for additional heat damage with each successful attack.

12: Plasma Burst
Deals instant heat damage to the targeted enemy.

12: Vivid Seal
A group augmentation that increases the strength and intelligence of the wizard's group.

13: Freezing Whorl **
Deals cold damage over time and decreases target's elemental resistance.

13: Painful Meditation **
Converts some of the wizard's health into power.

14: Conflagration **
Deals great amounts of heat damage to all enemies surrounding the wizard.

15: Concussive
Places a concussive augmentation on the sorcerer's next offensive spell that reduces the target's hate towards the sorcerer.

15: Summon Shadows
Summons shadows around a single ally, granting them invisibility while reducing their movement speed.  You can only maintain this spell on a single ally.  This spell cannot be interrupted or fizzled.

16: Flame Chamber
Stuns the wizard's target briefly and deals instant heat damage.

17: Incinerate
Deals heat damage over time to an enemy.

18: Accord
An augmentation cast on the wizard's ally that grants a chance to instantly increase their power when they are hit in melee combat.  This spell does not require any concentration, but can only be maintained on a single ally.

19: Manacles
Roots the wizard's target in place, preventing them from movement.  Every hostile spell or damage received by the target has a chance at breaking the effect.  When the root effect expires, the target's movement speed is reduced for a short duration.  Upgrades to this spell reduce the target's resistance to the full duration of the root effect.

20: Word of Force (Splitpaw)
Deals instant magic damage to the targeted enemy, with a chance at dealing additional magic damage.

20: Chilling Wind **
Deals cold damage over-time to the target and surrounding encounter members.

20: Coldshield
Places an icy barrier surrounding target ally. Whenever that ally is struck by an enemy in combat, that enemy receives instant cold damage. This effect can trigger up to 3 times

20: Plasmastrike
Deals instant cold damage to the targeted enemy.

21: Amplification **
An augmentation that increases the power pool and elemental resistance for the wizard's group. The elemental resist protects more against heat than cold.

22: Lightning Flash
Deals magic damage over time for a short duration to target enemy and surrounding encounter members.

23: Ball of Fire **
Launches a ball of fire towards the enemy, dealing instant heat damage

23: Snow-Filled Steps
A group augmentation that grants underwater vision and allows the wizard's allies to see invisible enemies.

24: Benumb
Instantly interrupts and stifles the wizard's target for a brief duration with a small amount of magic damage. This spell has no cast time and a very small power cost.

24: Breath of the Tyrant **
Deals heat damage over a short time to the target.

24: Portal
Teleports the wizard to the nearest designated safe spot in the current adventuring area.

25: Boreal
An emergency spell that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. While this spell is maintained, the wizard is stunned, but the wizard can choose to not maintain the spell before the full duration expires. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect

25: Flametongue
Places an augmentation that engulfs an ally's weapon in flames, that grants the chance to strike for additional heat damage with each successful attack

26: Dazzling Seal
A group augmentation that increases the strength and intelligence of the wizard's group.

27: Discretionary Flow
Converts some of the wizard's health into power.

27: Icy Coil
Deals cold damage over time and decreases target's elemental resistance.

28: Essence Harvest
Allows the wizard to harvest health over time into power, stunning the wizard during the conversion process. It lasts for up to 15 seconds, and the wizard can terminate the harvest conversion early

28: Pyre
Deals great amounts of heat damage to all enemies surrounding the wizard.

29: Plasmatic Pulse
Deals instant heat damage to the targeted enemy.

30: Blazing Intimidation
Stuns the wizard's target briefly and deals instant heat damage.

31: Heat Stroke **
Deals instant Heat damage to an enemy. Also does additional Heat over-time damage with a chance to stifle the enemy.

32: Surge of Flames **
For a short time, the wizard is granted a chance at additional heat damage with every heat spell that strikes an enemy. This consumes a small amount of power every time it triggers

33: Concurrence
An augmentation cast on the wizard's ally that grants a chance to instantly increase their power when they are hit in melee combat. This spell does not require any concentration, but can only be maintained on a single ally

33: Intromission **
Replenishes power to target ally, at the cost of the wizard's health

33: Tether
Roots the wizard's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration. Upgrades to this spell reduce the target's resistance to the full duration of the root effect

34: Freezing Wind **
Deals cold damage over-time to the target and surrounding encounter members.

35: Iceflame
Deals instant cold and heat damage and greatly slows movement speed for a short time.

35: Chillshield
Places an icy barrier surrounding target ally. Whenever that ally is struck by an enemy in combat, that enemy receives instant cold damage. This effect can trigger up to 3 times

35: Frostbound Gift
A group augmentation that grants the wizard's group a chance at dealing additional cold damage for every non-heat, non-physical hostile spell they cast for a short duration. Any enemies struck by this damage have their movement speed reduced for a short duration

35: Intensify
An augmentation that increases the power pool and elemental resistance for the wizard's group. The elemental resist protects more against heat than cold.

36: Pulsing Flash
Deals magic damage over time for a short duration to target enemy and surrounding encounter members.

37: Ball of Flames
Launches a ball of fire towards the enemy, dealing instant heat damage

38: Depart
Teleports the wizard and all nearby group members to the nearest designated safe spot in the current adventuring area.

38: Enfeeblement
Instantly interrupts and stifles the wizard's target for a brief duration with a small amount of magic damage. This spell has no cast time and a very small power cost.

38: Immolation
Deals heat damage over a short time to the target.

39: Aurora
An emergency spell that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. While this spell is maintained, the wizard is stunned, but the wizard can choose to not maintain the spell before the full duration expires. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect

39: Fiery Grandeur
Places an augmentation that engulfs an ally's weapon in flames, that grants the chance to strike for additional heat damage with each successful attack

40: Hand of the Tyrant **
A group augmentation that increases the strength and intelligence of the wizard's group.

40: Mail of Frost
Augmentation that wards the wizard. If the wizard is attacked while this ward is active, it will reduce hate towards the wizard and reduce the movement speed of the attacker

40: Ring of Cold
Freezes movement on the target and the surrounding encounter members. When the freeze effect wears off, it slows their movement for a short duration. Every hostile spell or damage received by the target has a chance at breaking the effect. Upgrades to this spell reduce the target's resistance to the full duration of the effect

41: Piercing Icicles
Deals cold damage over time and decreases target's elemental resistance.

41: Vital Flow **
Converts some of the wizard's health into power.

42: Vitalic Harvest
Allows the wizard to harvest health over time into power, stunning the wizard during the conversion process. It lasts for up to 15 seconds, and the wizard can terminate the harvest conversion early

43: Flamestrike **
Deals instant heat damage to the targeted enemy.

44: Inferno **
Deals great amounts of heat damage to all enemies surrounding the wizard.

44: Paralyze
Stuns the wizard's target briefly and deals instant heat damage.

45: Heat Convulsions
Deals instant Heat damage to an enemy. Also does additional Heat over-time damage with a chance to stifle the enemy.

46: Fiery Surge
For a short time, the wizard is granted a chance at additional heat damage with every heat spell that strikes an enemy. This consumes a small amount of power every time it triggers

47: Essential Intromission
Replenishes power to target ally, at the cost of the wizard's health

47: Singularity
An augmentation cast on the wizard's ally that grants a chance to instantly increase their power when they are hit in melee combat. This spell does not require any concentration, but can only be maintained on a single ally

47: Truss
Roots the wizard's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration. Upgrades to this spell reduce the target's resistance to the full duration of the root effect

48: Icy Wind
Deals cold damage over-time to the target and surrounding encounter members.

48: Protoflame **
Summons a fiery minion that attacks an enemy until the spell expires. If the pet is killed before expiration, it will explode and do instant heat damage to the enemy who slew it and surrounding encounter members

49: Augmentation
An augmentation that increases the power pool and elemental resistance for the wizard's group. The elemental resist protects more against heat than cold.

49: Icebound Gift
A group augmentation that grants the wizard's group a chance at dealing additional cold damage for every non-heat, non-physical hostile spell they cast for a short duration. Any enemies struck by this damage have their movement speed reduced for a short duration

50: Frostshield **
Places an icy barrier surrounding target ally. Whenever that ally is struck by an enemy in combat, that enemy receives instant cold damage. This effect can trigger up to 3 times

50: Ice Comet
Deal significant Cold damage and stuns the target briefly. If a player is the target of this spell, it will also knockback and blur the vision of the player

50: Shocking Flash
Deals magic damage over time for a short duration to target enemy and surrounding encounter members.

51: Ball of Incineration **
Launches a ball of fire towards the enemy, dealing instant heat damage

52: Cremate
Deals heat damage over a short time to the target.

52: Lapse
Instantly interrupts and stifles the wizard's target for a brief duration with a small amount of magic damage. This spell has no cast time and a very small power cost.

52: Numbing Cold
Reduces movement speed of up to six targets around the Wizard. Also a chance of immobilizing the target when they attempt a melee attack.

53: Blazing Grandeur
Places an augmentation that engulfs an ally's weapon in flames, that grants the chance to strike for additional heat damage with each successful attack

53: Nimbus Aurora
An emergency spell that mesmerizes the target and removes them from being affected by area of effect spells for a short duration. While this spell is maintained, the wizard is stunned, but the wizard can choose to not maintain the spell before the full duration expires. Mesmerization breaks if the target receives any damage. Upgrades to this spell reduce the target's resistance to the full duration of the effect

54: Fist of the Tyrant **
A group augmentation that increases the strength and intelligence of the wizard's group.

54: Ring of Ice
Freezes movement on the target and the surrounding encounter members. When the freeze effect wears off, it slows their movement for a short duration. Every hostile spell or damage received by the target has a chance at breaking the effect. Upgrades to this spell reduce the target's resistance to the full duration of the effect

55: Arctic Icicles
Deals cold damage over time and decreases target's elemental resistance.

55: Forge of Ro
Summons flames near the caster. Anyone near these flames will continually take Heat damage until they leave the area.

55: Vital Flood
Converts some of the wizard's health into power.

56: Vitalic Reaping
Allows the wizard to harvest health over time into power, stunning the wizard during the conversion process. It lasts for up to 15 seconds, and the wizard can terminate the harvest conversion early

57: Sunstrike
Deals instant heat damage to the targeted enemy.

58: Fiery Inferno
Deals great amounts of heat damage to all enemies surrounding the wizard.

58: Incapacitate
Stuns the wizard's target briefly and deals instant heat damage.

58: Surging Tempest
Deals significant amounts of damage to the target over time and knocks them down for a short duration. This spell has a recurrent power cost.

59: Fiery Convulsions
Deals instant Heat damage to an enemy. Also does additional Heat over-time damage with a chance to stifle the enemy.

60: Inferno Surge
For a short time, the wizard is granted a chance at additional heat damage with every heat spell that strikes an enemy. This consumes a small amount of power every time it triggers

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** Master II Upgrade Choices

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