Winter's GraspEffect Type: Activated Range: Medium Activation: 20 Cooldown: 8s The caster envelops the target in frost, freezing lower-level targets solid. Those that resist suffer a penalty to movement speed.
Cone of ColdEffect Type: Activated Range: Short Activation: 40 Cooldown: 15s Requires: 25 magic The caster's hands erupt with a cone of frost, freezing targets solid unless they pass a physical resistance check, and slowing their movement otherwise. Targets frozen solid by Cone of Cold can be shattered with a critical hit. Friendly fire possible.
HealEffect Type: Activated Range: Medium Activation: 20 Cooldown: 5s The caster causes flesh to knit miraculously, instantly healing an ally by a moderate amount.
Glyph of RepulsionEffect Type: Activated Range: Medium Activation: 35 Cooldown: 30s Requires: 25 magic The caster inscribes a strange glyph on the ground that knocks back enemies unless they pass a physical resistance check.
Glyph of ParalysisEffect Type: Activated Range: Medium Activation: 25 Cooldown: 40s The caster inscribes a glyph on the ground that paralyzes the first enemy who crosses its bounds, unless the opponent passes a physical resistance check. A single caster can maintain a limited number of Glyphs of Paralysis at once.
Mind BlastEffect Type: Activated Range: Personal Activation: 20 Cooldown: 30s The caster projects a wave of telekinetic force that stuns enemies caught in the sphere.
Crushing PrisonEffect Type: Activated Range: Medium Activation: 60 Cooldown: 60s Requires: 30 magic The caster encloses a target in a collapsing cage of telekinetic force inflicting spirit damage for the duration.
SleepEffect Type: Activated Range: Medium Activation: 35 Cooldown: 50s Requires: 30 magic All hostile targets in the targeted area fall asleep unless they pass a mental resistance check, although they wake when hit. Sleeping enemies cannot resist the Horror spell, which will inflict additional damage.
Waking NightmareEffect Type: Activated Range: Medium Activation: 40 Cooldown: 40s Requires: 32 magic Hostile targets are trapped in a waking nightmare unless they pass a mental resistance check. They are randomly stunned, attack other enemies, or become the caster's ally for the duration of the effect. Enemies that are already asleep cannot resist.
Blood WoundEffect Type: Activated Range: Medium Activation: 40 Cooldown: 20s Requires: 14 The blood of all hostile targets in the area boils within their veins, inflicting severe damage. Targets stand twitching, unable to move unless they pass a physical resistance check. Creatures without blood are immune.
Blood ControlEffect Type: Activated Range: Medium Activation: 40 Cooldown: 40s Requires: 16 The blood mage forcibly controls the target’s blood, making the target an ally of the caster unless it passes a mental resistance check. If the target resists, it still takes great damage from the manipulation of its blood. Creatures without blood are immune.
Combat MagicEffect Type: Sustained Range: Personal Upkeep: 50 Fatigue: 50% Cooldown: 10s While this mode is active, the arcane warrior channels magic inward, trading increased fatigue for an attack bonus and the ability to use Spellpower to determine combat damage. Aura of Might and Fade Shroud improve the effects. Additionally, regardless of whether the mode is active, an arcane warrior who has learned this spell may use the magic attribute to satisfy the strength requirement to equip higher-level weapons or armor.
Shimmering ShieldEffect Type: Sustained Range: Personal Upkeep: 40 Fatigue: 5% Cooldown: 30s Requires: Level 14 The arcane warrior is surrounded by a shimmering shield of energy that blocks most damage and grants large bonuses to armor and all resistances. When active, however, the Shimmering Shield consumes mana rapidly.
Hand of WinterEffect Type: Activated Range: Personal Activation: 85 Cooldown: 45s Requires: Level 22 The battlemage releases a burst of intense cold, damaging nearby enemies as well as freezing them unless they pass a physical resistance check, and inflicting a penalty to movement speed otherwise.
Dark SustenanceEffect Type: Activated Range: Personal Activation: 40 Cooldown: 60s A self-inflicted wound lets the mage draw from the power of tainted blood, rapidly regenerating a significant amount of mana but taking a small hit to health.
Bloody GraspEffect Type: Activated Range: Medium Activation: 24 Cooldown: 10s The mage's own tainted blood becomes a weapon, sapping the caster's health slightly but inflicting spirit damage on the target. Darkspawn targets suffer additional damage for a short period.
My warden's former home on lovely Lake Calenhad. Best seen by sunset!