Spell

Skill type. Type representing most magic skills.

Characteristics

 * All spells require energy to activate, except for three spells that use adrenaline: Mystic Sandstorm, Mystic Twister, and Test of Faith.
 * Spell costs are paid when casting begins; the energy/adrenaline is not refunded should it fail.
 * Spells can have additional costs such as sacrifice, exhaustion, or apply negative effects/conditions.
 * All spells have an aftercast delay except for flash enchantment spells.
 * Under the effects of Signet of Mystic Speed, self-targeting enchantments do not have aftercast delay; however, you will still cease movement (even if you are auto-running).
 * All spells require activation time, except for Asuran Scan and flash enchantments.
 * Spells cast under the effects of Glyph of Sacrifice or Essence have no activation time.
 * Self-targeting spells under the effects of Signet of Mystic Speed also bypass the skill's activation time.
 * Most spells require recharge.
 * Skills can be instantly recharged under certain circumstances, e.g. under the effects of Glyph of Renewal.
 * There are about 30 spells that do not have a recharge time.

Subtypes

 * Enchantment spell: provides a benefit while active; primarily cast on allies and/or self.
 * Hex spell: hinders or diminishes the abilities of the target; primarily cast on foes.
 * Item spell: creates a bundle item in the caster's hands, which has an effect while held and often when dropped.
 * Ward spell: creates an area of effect around the caster's position; positive effects are similar in nature to enchantments, while negative ones are similar to those from hexes.
 * Weapon spell: adds a benefit or change to weapon attacks that cannot be ended prematurely; can only be cast on allies and/or self. Each character can only have one active weapon spell at a time.
 * Well spell: exploit the nearest corpse to create a zone of effect around that corpse.