Level | Ability | |
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1 | Ultraviolet Beam Deals instant mental damage. This spell has a fast casting time. |
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2 | Paranoia Temporarily stuns the illusionist's target and deals mental damage. |
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2 | Personae Reflection The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells. |
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3 | Brainburst Deals unresistable mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage. |
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4 | Magi's Shielding An augmentation spell that benefits the caster by increasing avoidance, spell resistance, maximum Health, and decreasing the chance of interruption. |
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5 | Lockdown Roots the illusionist's target in place, preventing them from movement. This also stifles and blurs their vision until they are struck by any damage. Upgrades to this spell reduce the target's resistance to the full duration of the root effect. |
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5 | Arcane Augur Grants a chance to create a heroic opportunity. "Knowing gateways to unimaginable power lie everywhere is nothing. Even common guttersnipes can claim that knowledge. Finding and using them, that's a mage's true measure." - The Foci, Opal Darkbriar |
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6 | Ultraviolet Beam II Deals instant mental damage. This spell has a fast casting time. |
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6 | Cure Arcane Cures magic, mental, and divine impairments on target ally. |
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7 | Aspect of Genius An augmentation that increases the power pool and arcane resistance for the illusionist's group. The arcane resist protects more against magic and divine than mental. |
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8 | Chromatic Storm Deals mental damage over time and interrupts the target and surrounding encounter members. When the spell duration expires, it interrupts the encounter again. |
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9 | See Invisibility An augmentation that allows a mage's ally to see invisible enemies. |
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9 | Absorb Magic Dispels beneficial magic spells from the mage's target and absorbs some of their power. |
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10 | Shrink Servant Reduces the overall size of your primary pet. |
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10 | Brainburst II Deals unresistable mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage. |
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10 | Personae Reflection II The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells. |
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11 | Aneurysm Dazes the target and deals instant mental damage. Daze prevents the target from making normal auto attacks. |
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12 | Entrance II Mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. This spell cannot be interrupted. |
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12 | Rune of Thought A group augmentation that increases the intelligence, wisdom, and spell resistance of the illusionist's group. |
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12 | Ultraviolet Beam III Deals instant mental damage. This spell has a fast casting time. |
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13 | Paranoia II Temporarily stuns the illusionist's target and deals mental damage. |
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13 | Extract Mana Slowly converts the illusionist's health into power over time. |
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14 | Nightmare Deals mental damage over time to the target and decreases their arcane resistance. |
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15 | Blink Reduces Hate towards the Enchanter from opponents in the immediate area and randomly teleports the Enchanter to a random location nearby. Care must be taken when using Blink, it has the potential to aggravate nearby non-hostile beings! |
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15 | Call Servant Summons your primary pet to the immediate area. |
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15 | Veil of the Unseen Distorts the reality around target ally, granting them invisibility and protecting them from indirect area effects. This spell can only be maintained on a single ally. |
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16 | Bewilderment Stuns the target and nearby encounter members for a short duration. |
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16 | Speechless Stifles and damages the illusionist's target. |
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17 | Brainburst III Deals unresistable mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage. |
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18 | Epiphany Increases in-combat power replenishment of the illusionist's group. This ability does stack with the bard's concentration group power replenishment song. "I recall taking a break from my studies, allowing the cool ocean air on the docks of Erudin to rejuvenate my mind." -Ellonialis |
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19 | Lockdown II Roots the illusionist's target in place, preventing them from movement. This also stifles and blurs their vision until they are struck by any damage. Upgrades to this spell reduce the target's resistance to the full duration of the root effect. |
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20 | Rapidity Increases the attack speed of target ally. |
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20 | Personae Reflection III The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells. |
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20 | Dismay An impairment that decreases the enemies offensive abilities. |
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20 | Ultraviolet Beam IV Deals instant mental damage. This spell has a fast casting time. |
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21 | Aspect of Genius II An augmentation that increases the power pool and arcane resistance for the illusionist's group. The arcane resist protects more against magic and divine than mental. |
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22 | Chromatic Storm II Deals mental damage over time and interrupts the target and surrounding encounter members. When the spell duration expires, it interrupts the encounter again. |
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23 | Shift Vision A group augmentation that allows the illusionist's allies to see invisible enemies and grants infravision. |
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23 | Phantasmal Awe Mesmerizes target opponent and nearby encounter members, and removes them from being affected by any area effects. |
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24 | Entrance III Mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. This spell cannot be interrupted. |
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24 | Illusory Mask An augmentation that grants invisibility to the illusionist's group. |
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25 | Flash of Brilliance A group augmentation that significantly increases intelligence, focus, and casting techniques of the illusionist's group for a short duration. Increases to casting technique makes it more difficult for enemies to outright resist your group's spells. |
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25 | Aneurysm II Dazes the target and deals instant mental damage. Daze prevents the target from making normal auto attacks. |
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26 | Rune of Thought II A group augmentation that increases the intelligence, wisdom, and spell resistance of the illusionist's group. |
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27 | Paranoia III Temporarily stuns the illusionist's target and deals mental damage. |
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27 | Extract Mana II Slowly converts the illusionist's health into power over time. |
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28 | Nightmare II Deals mental damage over time to the target and decreases their arcane resistance. |
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28 | Prismatic Chaos An augmentation placed on the illusionist's ally that deals additional mental damage every time they hit for up to 3 hits. |
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29 | Ultraviolet Beam V Deals instant mental damage. This spell has a fast casting time. |
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30 | Speechless II Stifles and damages the illusionist's target. |
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30 | Bewilderment II Stuns the target and nearby encounter members for a short duration. |
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31 | Brainburst IV Deals unresistable mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage. |
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32 | Theorems An impairment on the target that deals mental damage whenever they are struck by a damaging spell. |
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33 | Epiphany II Increases in-combat power replenishment of the illusionist's group. This ability does stack with the bard's concentration group power replenishment song. "I recall taking a break from my studies, allowing the cool ocean air on the docks of Erudin to rejuvenate my mind." -Ellonialis |
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33 | Personae Reflection IV The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells. |
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33 | Lockdown III Roots the illusionist's target in place, preventing them from movement. This also stifles and blurs their vision until they are struck by any damage. Upgrades to this spell reduce the target's resistance to the full duration of the root effect. |
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34 | Manatap |
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34 | Rapidity II Increases the attack speed of target ally. |
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35 | Mana Cloak Augmentation, placed upon you and your group, which provides the chance to gain power back when receiving any damage. |
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35 | Aspect of Genius III An augmentation that increases the power pool and arcane resistance for the illusionist's group. The arcane resist protects more against magic and divine than mental. |
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35 | Dismay II An impairment that decreases the enemies offensive abilities. |
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35 | Synergism An augmentation placed on the illusionist's ally that grants them a chance at dealing additional mental damage. If the recipient of this spell is not a fighter class and not a pet, their target's hate towards them after every hostile spell they cast has a chance of being reduced. |
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36 | Chromatic Storm III Deals mental damage over time and interrupts the target and surrounding encounter members. When the spell duration expires, it interrupts the encounter again. |
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37 | Phantasmal Awe II Mesmerizes target opponent and nearby encounter members, and removes them from being affected by any area effects. |
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38 | Entrance IV Mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. This spell cannot be interrupted. |
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39 | Aneurysm III Dazes the target and deals instant mental damage. Daze prevents the target from making normal auto attacks. |
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39 | Flash of Brilliance II A group augmentation that significantly increases intelligence, focus, and casting techniques of the illusionist's group for a short duration. Increases to casting technique makes it more difficult for enemies to outright resist your group's spells. |
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40 | Regalia An additional mesmerization spell for the illusionist that costs less but lasts for a shorter duration. Mesmerization breaks if the target receives any damage. This spell cannot be interrupted or fizzled. |
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40 | Rune of Thought III A group augmentation that increases the intelligence, wisdom, and spell resistance of the illusionist's group. |
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40 | Barrier of Intellect For a short duration, enemies surrounding the Illusionist are mesmerized, and their hate towards the Illusionist is reduced. |
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41 | Extract Mana III Slowly converts the illusionist's health into power over time. |
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41 | Paranoia IV Temporarily stuns the illusionist's target and deals mental damage. |
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42 | Prismatic Chaos II An augmentation placed on the illusionist's ally that deals additional mental damage every time they hit for up to 3 hits. |
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42 | Nightmare III Deals mental damage over time to the target and decreases their arcane resistance. |
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43 | Ultraviolet Beam VI Deals instant mental damage. This spell has a fast casting time. |
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44 | Bewilderment III Stuns the target and nearby encounter members for a short duration. |
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44 | Speechless III Stifles and damages the illusionist's target. |
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45 | Brainburst V Deals unresistable mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage. |
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46 | Theorems II An impairment on the target that deals mental damage whenever they are struck by a damaging spell. |
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47 | Lockdown IV Roots the illusionist's target in place, preventing them from movement. This also stifles and blurs their vision until they are struck by any damage. Upgrades to this spell reduce the target's resistance to the full duration of the root effect. |
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47 | Personae Reflection V The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells. |
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47 | Epiphany III Increases in-combat power replenishment of the illusionist's group. This ability does stack with the bard's concentration group power replenishment song. "I recall taking a break from my studies, allowing the cool ocean air on the docks of Erudin to rejuvenate my mind." -Ellonialis |
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48 | Rapidity III Increases the attack speed of target ally. |
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48 | Manatap II Drains power over time from the target and surrounding encounter members. A portion of this power is added over time to the illusionist's group. |
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49 | Aspect of Genius IV An augmentation that increases the power pool and arcane resistance for the illusionist's group. The arcane resist protects more against magic and divine than mental. |
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49 | Synergism II An augmentation placed on the illusionist's ally that grants them a chance at dealing additional mental damage. If the recipient of this spell is not a fighter class and not a pet, their target's hate towards them after every hostile spell they cast has a chance of being reduced. |
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50 | Chromatic Shower Deals mental damage over time and stifles the illusionist's enemies in an area near the target of the spell. |
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50 | Chromatic Storm IV Deals mental damage over time and interrupts the target and surrounding encounter members. When the spell duration expires, it interrupts the encounter again. |
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50 | Dismay III An impairment that decreases the enemies offensive abilities. |
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51 | Phantasmal Awe III Mesmerizes target opponent and nearby encounter members, and removes them from being affected by any area effects. |
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52 | Entrance V Mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. This spell cannot be interrupted. |
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52 | Savante An augmentation that conserves the group's power consumption for a limited duration by returning a portion of the power back after it is consumed. |
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53 | Aneurysm IV Dazes the target and deals instant mental damage. Daze prevents the target from making normal auto attacks. |
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53 | Flash of Brilliance III A group augmentation that significantly increases intelligence, focus, and casting techniques of the illusionist's group for a short duration. Increases to casting technique makes it more difficult for enemies to outright resist your group's spells. |
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53 | Mana Cloak II Augmentation, placed upon you and your group, which provides the chance to gain power back when receiving any damage. |
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54 | Rune of Thought IV A group augmentation that increases the intelligence, wisdom, and spell resistance of the illusionist's group. |
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54 | Regalia II An additional mesmerization spell for the illusionist that costs less but lasts for a shorter duration. Mesmerization breaks if the target receives any damage. This spell cannot be interrupted or fizzled. |
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55 | Paranoia V Temporarily stuns the illusionist's target and deals mental damage. |
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55 | Extract Mana IV Slowly converts the illusionist's health into power over time. |
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55 | Illusory Allies Creates illusionary copies of the illusionist's group for a short duration. They confuse the enemies in target encounter into attacking them. |
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56 | Prismatic Chaos III An augmentation placed on the illusionist's ally that deals additional mental damage every time they hit for up to 3 hits. |
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56 | Nightmare IV Deals mental damage over time to the target and decreases their arcane resistance. |
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57 | Ultraviolet Beam VII Deals instant mental damage. This spell has a fast casting time. |
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58 | Bewilderment IV Stuns the target and nearby encounter members for a short duration. |
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58 | Spellshield Augmentation placed on an ally that can reflect up to three hostile profession spells or abilities back at their original caster. This spell has a recurring power cost over time. |
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58 | Speechless IV Stifles and damages the illusionist's target. |
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59 | Brainburst VI Deals unresistable mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage. |
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60 | Theorems III An impairment on the target that deals mental damage whenever they are struck by a damaging spell. |
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61 | Personae Reflection VI The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells. |
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61 | Lockdown V Roots the illusionist's target in place, preventing them from movement. This also stifles and blurs their vision until they are struck by any damage. Upgrades to this spell reduce the target's resistance to the full duration of the root effect. |
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61 | Epiphany IV Increases in-combat power replenishment of the illusionist's group. This ability does stack with the bard's concentration group power replenishment song. "I recall taking a break from my studies, allowing the cool ocean air on the docks of Erudin to rejuvenate my mind." -Ellonialis |
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62 | Rapidity IV Increases the attack speed of target ally. |
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62 | Manatap III Drains power over time from the target and surrounding encounter members. A portion of this power is added over time to the illusionist's group. |
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63 | Aspect of Genius V An augmentation that increases the power pool and arcane resistance for the illusionist's group. The arcane resist protects more against magic and divine than mental. |
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63 | Synergism III An augmentation placed on the illusionist's ally that grants them a chance at dealing additional mental damage. If the recipient of this spell is not a fighter class and not a pet, their target's hate towards them after every hostile spell they cast has a chance of being reduced. |
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64 | Chromatic Storm V Deals mental damage over time and interrupts the target and surrounding encounter members. When the spell duration expires, it interrupts the encounter again. |
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64 | Dismay IV An impairment that decreases the enemies offensive abilities. |
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65 | Phase Quickly teleports target enemy to a distant location. Hate towards their current target is almost completely erased. |
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65 | Phantasmal Awe IV Mesmerizes target opponent and nearby encounter members, and removes them from being affected by any area effects. |
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66 | Entrance VI Mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. This spell cannot be interrupted. |
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67 | Aneurysm V Dazes the target and deals instant mental damage. Daze prevents the target from making normal auto attacks. |
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67 | Flash of Brilliance IV A group augmentation that significantly increases intelligence, focus, and casting techniques of the illusionist's group for a short duration. Increases to casting technique makes it more difficult for enemies to outright resist your group's spells. |
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68 | Regalia III An additional mesmerization spell for the illusionist that costs less but lasts for a shorter duration. Mesmerization breaks if the target receives any damage. This spell cannot be interrupted or fizzled. |
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68 | Rune of Thought V A group augmentation that increases the intelligence, wisdom, and spell resistance of the illusionist's group. |
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69 | Paranoia VI Temporarily stuns the illusionist's target and deals mental damage. |
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69 | Extract Mana V Slowly converts the illusionist's health into power over time. |
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70 | Chromatic Shower II Deals mental damage over time and stifles the illusionist's enemies in an area near the target of the spell. |
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70 | Prismatic Chaos IV An augmentation placed on the illusionist's ally that deals additional mental damage every time they hit for up to 3 hits. |
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70 | Nightmare V Deals mental damage over time to the target and decreases their arcane resistance. |
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71 | Bewilderment V Stuns the target and nearby encounter members for a short duration. |
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71 | Mana Cloak III Augmentation, placed upon you and your group, which provides the chance to gain power back when receiving any damage. |
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71 | Ultraviolet Beam VIII Deals instant mental damage. This spell has a fast casting time. |
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72 | Speechless V Stifles and damages the illusionist's target. |
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72 | Brainburst VII Deals unresistable mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage. |
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73 | Epiphany V Increases in-combat power replenishment of the illusionist's group. This ability does stack with the bard's concentration group power replenishment song. "I recall taking a break from my studies, allowing the cool ocean air on the docks of Erudin to rejuvenate my mind." -Ellonialis |
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73 | Lockdown VI Roots the illusionist's target in place, preventing them from movement. This also stifles and blurs their vision until they are struck by any damage. Upgrades to this spell reduce the target's resistance to the full duration of the root effect. |
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73 | Theorems IV An impairment on the target that deals mental damage whenever they are struck by a damaging spell. |
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74 | Manatap IV Drains power over time from the target and surrounding encounter members. A portion of this power is added over time to the illusionist's group. |
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74 | Personae Reflection VII The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells. |
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74 | Illusory Allies II Creates illusionary copies of the illusionist's group for a short duration. They confuse the enemies in target encounter into attacking them. |
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75 | Aspect of Genius VI An augmentation that increases the power pool and arcane resistance for the illusionist's group. The arcane resist protects more against magic and divine than mental. |
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75 | Synergism IV An augmentation placed on the illusionist's ally that grants them a chance at dealing additional mental damage. If the recipient of this spell is not a fighter class and not a pet, their target's hate towards them after every hostile spell they cast has a chance of being reduced. |
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76 | Chromatic Storm VI Deals mental damage over time and interrupts the target and surrounding encounter members. When the spell duration expires, it interrupts the encounter again. |
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76 | Dismay V An impairment that decreases the enemies offensive abilities. |
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77 | Entrance VII Mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. This spell cannot be interrupted. |
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77 | Phantasmal Awe V Mesmerizes target opponent and nearby encounter members, and removes them from being affected by any area effects. |
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78 | Flash of Brilliance V A group augmentation that significantly increases intelligence, focus, and casting techniques of the illusionist's group for a short duration. Increases to casting technique makes it more difficult for enemies to outright resist your group's spells. |
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78 | Regalia IV An additional mesmerization spell for the illusionist that costs less but lasts for a shorter duration. Mesmerization breaks if the target receives any damage. This spell cannot be interrupted or fizzled. |
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78 | Aneurysm VI Dazes the target and deals instant mental damage. Daze prevents the target from making normal auto attacks. |
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79 | Paranoia VII Temporarily stuns the illusionist's target and deals mental damage. |
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79 | Extract Mana VI Slowly converts the illusionist's health into power over time. |
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79 | Rune of Thought VI A group augmentation that increases the intelligence, wisdom, and spell resistance of the illusionist's group. |
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80 | Doppelganger You create a pet illusion for a friend that takes on their appearance. The pet will then absorb some of the damage taken by your friend. Upgrades increase the number of hits and damage absorbed. |
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80 | Prismatic Chaos V An augmentation placed on the illusionist's ally that deals additional mental damage every time they hit for up to 3 hits. |
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80 | Chromatic Shower III Deals mental damage over time and stifles the illusionist's enemies in an area near the target of the spell. |
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80 | Nightmare VI Deals mental damage over time to the target and decreases their arcane resistance. |
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81 | Ultraviolet Beam IX Deals instant mental damage. This spell has a fast casting time. |
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81 | Mana Cloak IV Augmentation, placed upon you and your group, which provides the chance to gain power back when receiving any damage. |
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81 | Bewilderment VI Stuns the target and nearby encounter members for a short duration. |
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82 | Brainburst VIII Deals unresistable mental damage over time to a target. If this effect is not cured when it expires, the target is dealt additional mental damage. |
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82 | Speechless VI Stifles and damages the illusionist's target. |
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83 | Theorems V An impairment on the target that deals mental damage whenever they are struck by a damaging spell. |
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83 | Lockdown VII Roots the illusionist's target in place, preventing them from movement. This also stifles and blurs their vision until they are struck by any damage. Upgrades to this spell reduce the target's resistance to the full duration of the root effect. |
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83 | Epiphany VI Increases in-combat power replenishment of the illusionist's group. This ability does stack with the bard's concentration group power replenishment song. "I recall taking a break from my studies, allowing the cool ocean air on the docks of Erudin to rejuvenate my mind." -Ellonialis |
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84 | Illusory Allies III Creates illusionary copies of the illusionist's group for a short duration. They confuse the enemies in target encounter into attacking them. |
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84 | Manatap V Drains power over time from the target and surrounding encounter members. A portion of this power is added over time to the illusionist's group. |
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84 | Personae Reflection VIII The illusionist summons a replica illusion that inherits some of the illusionist's spells. Although not as powerful as the illusionist's spell damage, the illusionary replica retains the power of their control spells. |
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85 | Aspect of Genius VII An augmentation that increases the power pool and arcane resistance for the illusionist's group. The arcane resist protects more against magic and divine than mental. |
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85 | Synergism V An augmentation placed on the illusionist's ally that grants them a chance at dealing additional mental damage. If the recipient of this spell is not a fighter class and not a pet, their target's hate towards them after every hostile spell they cast has a chance of being reduced. |
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86 | Chromatic Storm VII Deals mental damage over time and interrupts the target and surrounding encounter members. When the spell duration expires, it interrupts the encounter again. |
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86 | Dismay VI An impairment that decreases the enemies offensive abilities. |
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87 | Phantasmal Awe VI Mesmerizes target opponent and nearby encounter members, and removes them from being affected by any area effects. |
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87 | Entrance VIII Mesmerizes the target and removes them from being affected by area of effect spells for a short duration. Mesmerization breaks if the target receives any damage. This spell cannot be interrupted. |
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88 | Regalia V An additional mesmerization spell for the illusionist that costs less but lasts for a shorter duration. Mesmerization breaks if the target receives any damage. This spell cannot be interrupted or fizzled. |
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88 | Flash of Brilliance VI A group augmentation that significantly increases intelligence, focus, and casting techniques of the illusionist's group for a short duration. Increases to casting technique makes it more difficult for enemies to outright resist your group's spells. |
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88 | Aneurysm VII Dazes the target and deals instant mental damage. Daze prevents the target from making normal auto attacks. |
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89 | Extract Mana VII Slowly converts the illusionist's health into power over time. |
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89 | Paranoia VIII Temporarily stuns the illusionist's target and deals mental damage. |
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89 | Rune of Thought VII A group augmentation that increases the intelligence, wisdom, and spell resistance of the illusionist's group. |
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90 | Prismatic Chaos VI An augmentation placed on the illusionist's ally that deals additional mental damage every time they hit for up to 3 hits. |
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90 | Nightmare VII Deals mental damage over time to the target and decreases their arcane resistance. |
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90 | Chromatic Shower IV Deals mental damage over time and stifles the illusionist's enemies in an area near the target of the spell. |
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90 | Doppelganger II You create a pet illusion for a friend that takes on their appearance. The pet will then absorb some of the damage taken by your friend. Upgrades increase the number of hits and damage absorbed. |