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Priest

Priest

40Spells
12HolyWater
10DisciplineWater
10ShadowFire

Common spells are accessible regardless of specialization; each specialization adds its own, starting at level 10. The level indicated is the level to which the spell opens.

Each throw draws its damage in a range of ±15% around the base of the spell: it is it that is indicated under each effect. It does not take into account your characteristics, nor your damage, nor the resistances of the target, which move it whole; critical shots are a second draw, over it.

Common spells

LevelSpellAP RangeElementEffect
1 Smite 3 1–6 Fire 24Damage 20–28
1 Heal 3 0–5 Water healing 30
1 Holy Nova 4 0–0 Fire 18 to enemies, healing 12 to alliesDamage 15–21
2 Soothe 2 0–5 Water healing 18
4 Power Word: Shield 3 0–5 Water shield 30
6 Levitate 2 0–4 Neutral +1 MP, 1 round
9 Dispel 2 1–5 Neutral remove 1 buff (enemy) or 1 debuff (alloyed)
13 Repulsion Wave 2 0–0 Neutral push 2 cells (all adjacent)

Holy

LevelSpellAP RangeElementEffect
10 Prayer of Mending 5 1–4 Water area r2 : healing 30 Allies
10 Renew 2 0–5 Water healing 8/round, 3 turns
20 Guardian Angel 4 0–5 Neutral prevents death (remains 1 HP), 2 turns, 1 trigger
20 Sanctuary 3 1–4 Water area r1 ground: Ally in healed 10/turn, 2 turns
35 Anointing 3 0–4 Water healing 22 ; target receives +15% healing, 1 turn
35 Pillar of Light 4 1–4 Water area r1 : healing 20 Allied + dissipated 1 debuff each
50 Lingering Light 2 0–0 Water your SUPPLUS healing becomes shield (60%), 3 laps
50 Apotheosis 3 0–0 Water healing delivered +40%, 3 turns
65 Preventive Healing 3 0–5 Water healing 22, bounces on the 2 most injured allies (−20%/salt)
80 Holy Smite 3 1–5 Water 24 + removal 2 MP + dizzy 1tDamage 20–28
80 Light Bolt 3 1–6 Water 20 · range 1-6Damage 17–23
80 Serenity 4 0–5 Water 32 instant healing, large single healing without setting

Discipline

LevelSpellAP RangeElementEffect
10 Barrier 4 0–5 Water shield 45
10 Aegis 4 1–4 Water area r2 : shield 20 Allies
20 Penance 3 1–6 Water channelizes 3 saves (Water) · ATONEMENT: treats 60% of damage to shielded alliesDamage 22–30
20 Suppressed Pain 2 0–4 Neutral -30% damage sustained, 1 turn
35 Piercing Beam 4 1–6 Water 40 · ATONEMENT: treats shielded allies 60% of damageDamage 34–46
35 Saving Grasp 3 1–6 Water brings a dangerous ally to your side + shield 18 (an ally OTHER than you)
50 Schism 3 1–6 Water 32 · +20% damage to target 2t · ATONEMENT 60%Damage 27–37
50 Halo 4 0–0 Water ring r3 : 18 to enemies + healing 18 to alliesDamage 15–21
65 Rapture 2 0–0 Water shield 25 + your shields +50% 2t
80 Radiant Burst 4 0–4 Water healing 18 to allies + applies Redemption (your damage cures them 2t)

Shadow

LevelSpellAP RangeElementEffect
10 Shadow Word: Pain 3 1–6 Fire DoT 11/turn, 3 turns; treats you 50% of its damage; +1 Insanity
10 Mind Blast 4 1–5 Fire 25 (+4% by Insanity); +10 if the target is under one of your DoTsDamage 21–29
20 Devouring Plague 4 1–4 Fire area r1 : DoT 8/turn, 2 turns; +1 Insanity
20 Dread Veil 3 1–5 Fire 22 + removal 1 APDamage 19–25
35 Mind Flay 2 1–6 Fire 14; +1 InsanityDamage 12–16
35 Psychic Blast 4 0–0 Fire 17 (+4% by Insanity) to enemies; +8 if under your DoTsDamage 14–20
50 Dark Ascension 3 0–0 Fire +20% damage 3t + 3 immediate insanity
50 Shadow Crash 4 1–5 Fire area r1 : 26 + 2 InsanityDamage 22–30
65 Psychic Horror 3 1–5 Fire removal 4 AP + Rooted 1t + 2 Insanity
80 Void Eruption 4 1–6 Fire 30 + 5% per Insanity (power, do not consume)Damage 26–35