Feedback:User/Falconeye/Well Spells

Well Spells 2.5

 * At level 15, Soul Reaping alters your effective maximum health as if suffering from maximum Death Penalty.


 * See: 
 * See: Mora's Feedback

Soul Reaping

 * Blood Magic
 * Well Spell. Initial effect: Inflicts Deep Wound ( seconds) to target and adjacent foes. Area of effect: Creates a Well ( seconds) that applies + Health regeneration and Energy regeneration.
 * Well Spell. Initial effect: Inflicts Deep Wound ( seconds) to target and adjacent foes. Area of effect: Creates a Well ( seconds) that applies + Health regeneration and Energy regeneration.
 * Well Spell. Initial effect: Inflicts Deep Wound ( seconds) to target and adjacent foes. Area of effect: Creates a Well ( seconds) that applies + Health regeneration and Energy regeneration.

Blood Magic

 * Blood Magic
 * Well Spell. Initial effect: Steals Health from target and adjacent foes. Area of effect: Creates a Well ( seconds) that applies bleeding ( seconds).
 * Well Spell. Initial effect: Steals Health from target and adjacent foes. Area of effect: Creates a Well ( seconds) that applies bleeding ( seconds).
 * Well Spell. Initial effect: Steals Health from target and adjacent foes. Area of effect: Creates a Well ( seconds) that applies bleeding ( seconds).

Curse Magic

 * Curse Magic
 * Well Spell. Initial effect: Inflicts Blindness ( seconds) to target and adjacent foes. Area of effect: Creates a Well ( seconds). Hexed foes have 50% chance to miss.
 * Well Spell. Initial effect: Inflicts Blindness ( seconds) to target and adjacent foes. Area of effect: Creates a Well ( seconds). Hexed foes have 50% chance to miss.
 * Well Spell. Initial effect: Inflicts Blindness ( seconds) to target and adjacent foes. Area of effect: Creates a Well ( seconds). Hexed foes have 50% chance to miss.


 * Curse Magic
 * Well Spell. Initial effect: Inflicts Crippled ( seconds) to target and adjacent foes. Area of effect: Creates a Well ( seconds). Inflicts Cracked Armor ( seconds) to any foe that takes physical damage.
 * Well Spell. Initial effect: Inflicts Crippled ( seconds) to target and adjacent foes. Area of effect: Creates a Well ( seconds). Inflicts Cracked Armor ( seconds) to any foe that takes physical damage.
 * Well Spell. Initial effect: Inflicts Crippled ( seconds) to target and adjacent foes. Area of effect: Creates a Well ( seconds). Inflicts Cracked Armor ( seconds) to any foe that takes physical damage.


 * Curse Magic
 * Well Spell. Initial effect: Inflicts Dazed ( seconds) to target and adjacent foes. Area of effect: Creates a Well ( seconds). Foes in this well cannot use shouts and chants and have - Health degeneration.
 * Well Spell. Initial effect: Inflicts Dazed ( seconds) to target and adjacent foes. Area of effect: Creates a Well ( seconds). Foes in this well cannot use shouts and chants and have - Health degeneration.
 * Well Spell. Initial effect: Inflicts Dazed ( seconds) to target and adjacent foes. Area of effect: Creates a Well ( seconds). Foes in this well cannot use shouts and chants and have - Health degeneration.


 * Curse Magic
 * Well Spell. Initial effect: Inflicts Weakness ( seconds) to target and adjacent foes. Area of effect: Creates a Well ( seconds) that causes -1 Energy degeneration.
 * Well Spell. Initial effect: Inflicts Weakness ( seconds) to target and adjacent foes. Area of effect: Creates a Well ( seconds) that causes -1 Energy degeneration.
 * Well Spell. Initial effect: Inflicts Weakness ( seconds) to target and adjacent foes. Area of effect: Creates a Well ( seconds) that causes -1 Energy degeneration.


 * Curse Magic
 * Well Spell Initial effect: Inflicts Poison ( seconds) to target and adjacent foes. Area of effect: Creates a Well ( seconds) that causes - Health degeneration.
 * Well Spell Initial effect: Inflicts Poison ( seconds) to target and adjacent foes. Area of effect: Creates a Well ( seconds) that causes - Health degeneration.
 * Well Spell Initial effect: Inflicts Poison ( seconds) to target and adjacent foes. Area of effect: Creates a Well ( seconds) that causes - Health degeneration.

Death Magic

 * Death Magic
 * Well Spell. Initial effect: Inflicts Disease ( seconds) to target and adjacent foes. Area of effect: Creates a Well ( seconds) that removes all enchantments and cannot be the target of further enchantments.
 * Well Spell. Initial effect: Inflicts Disease ( seconds) to target and adjacent foes. Area of effect: Creates a Well ( seconds) that removes all enchantments and cannot be the target of further enchantments.
 * Well Spell. Initial effect: Inflicts Disease ( seconds) to target and adjacent foes. Area of effect: Creates a Well ( seconds) that removes all enchantments and cannot be the target of further enchantments.

Well Spells 2.0

 * See: 
 * See: Mora's Feedback

Soul Reaping

 * Blood Magic
 * Well Spell. Allies in this well have + Energy regeneration. These allies are immuned to Disease and gain Energy whenever they sacrifice Health. End effect: inflicts Deep Wound condition ( seconds) to foes in the area.
 * Well Spell. Allies in this well have + Energy regeneration. These allies are immuned to Disease and gain Energy whenever they sacrifice Health. End effect: inflicts Deep Wound condition ( seconds) to foes in the area.
 * Well Spell. Allies in this well have + Energy regeneration. These allies are immuned to Disease and gain Energy whenever they sacrifice Health. End effect: inflicts Deep Wound condition ( seconds) to foes in the area.

Blood Magic

 * Blood Magic
 * Well Spell. Allies in this well have + Health regeneration and gain Health when they hit a foe. End effect: inflicts Bleeding condition ( seconds) to foes in the area.
 * Well Spell. Allies in this well have + Health regeneration and gain Health when they hit a foe. End effect: inflicts Bleeding condition ( seconds) to foes in the area.
 * Well Spell. Allies in this well have + Health regeneration and gain Health when they hit a foe. End effect: inflicts Bleeding condition ( seconds) to foes in the area.

Curse Magic

 * Curse Magic
 * Well Spell. Foes in this well have % chance to miss. These foes take damage whenever they fail to hit. End effect: inflicts Blindness condition ( seconds) to foes in the area.
 * Well Spell. Foes in this well have % chance to miss. These foes take damage whenever they fail to hit. End effect: inflicts Blindness condition ( seconds) to foes in the area.
 * Well Spell. Foes in this well have % chance to miss. These foes take damage whenever they fail to hit. End effect: inflicts Blindness condition ( seconds) to foes in the area.


 * Curse Magic
 * Well Spell. Foes in this well have -20 armor and move % slower. End effect: inflicts Cracked Armor and Crippled condition ( seconds) to foes in the area.
 * Well Spell. Foes in this well have -20 armor and move % slower. End effect: inflicts Cracked Armor and Crippled condition ( seconds) to foes in the area.
 * Well Spell. Foes in this well have -20 armor and move % slower. End effect: inflicts Cracked Armor and Crippled condition ( seconds) to foes in the area.


 * Curse Magic
 * Well Spell. Foes in this well cannot use shouts and chants. Spells cast % slower. End effect: inflicts Daze condition ( seconds) to foes in the area.
 * Well Spell. Foes in this well cannot use shouts and chants. Spells cast % slower. End effect: inflicts Daze condition ( seconds) to foes in the area.
 * Well Spell. Foes in this well cannot use shouts and chants. Spells cast % slower. End effect: inflicts Daze condition ( seconds) to foes in the area.


 * Curse Magic
 * Well Spell. Foes in this well have -1 Energy degeneration and deal % less damage with attacks. End effect: inflicts Weakness condition ( seconds) to foes in the area.
 * Well Spell. Foes in this well have -1 Energy degeneration and deal % less damage with attacks. End effect: inflicts Weakness condition ( seconds) to foes in the area.
 * Well Spell. Foes in this well have -1 Energy degeneration and deal % less damage with attacks. End effect: inflicts Weakness condition ( seconds) to foes in the area.


 * Curse Magic
 * Well Spell Foes in this well have - Health degeneration and are poisoned ( seconds) whenever they take cold damage. End effect: inflicts Poison condition ( seconds) to foes in the area.
 * Well Spell Foes in this well have - Health degeneration and are poisoned ( seconds) whenever they take cold damage. End effect: inflicts Poison condition ( seconds) to foes in the area.
 * Well Spell Foes in this well have - Health degeneration and are poisoned ( seconds) whenever they take cold damage. End effect: inflicts Poison condition ( seconds) to foes in the area.

Death Magic

 * Death Magic
 * Well Spell. Foes in this well have their enchantments expire % faster. Inflicts Disease ( seconds) whenever an enchantment expires. End effect: lose enchantments and inflicts Disease condition ( seconds) to foes in the area.
 * Well Spell. Foes in this well have their enchantments expire % faster. Inflicts Disease ( seconds) whenever an enchantment expires. End effect: lose enchantments and inflicts Disease condition ( seconds) to foes in the area.
 * Well Spell. Foes in this well have their enchantments expire % faster. Inflicts Disease ( seconds) whenever an enchantment expires. End effect: lose enchantments and inflicts Disease condition ( seconds) to foes in the area.

Well Spells 1.5

 * See: 
 * See: Mora's Feedback

Soul Reaping

 *  (-PvE-)
 * Soul Reaping
 * Elite Signet. The next spell that targets a fresh corpse or minion cast % faster and does not exploit or destroy it. You sacrifice % maximum Health.
 * -=OR=-
 * -=OR=-


 *  (-PvE-)
 * Soul Reaping
 * Elite Signet. Create the next Well of [Name] at your location. Initial effect: Deals  to nearby foes.  You do not sacrifice Health if there is a fresh corpse to exploit. 
 * Elite Signet. Create the next Well of [Name] at your location. Initial effect: Deals  to nearby foes.  You do not sacrifice Health if there is a fresh corpse to exploit. 

Blood Magic

 * Blood Magic
 * Well Spell. ( seconds.) Allies in this well have + Health regeneration and gain Health when they hit a foe. End effect: inflicts Bleeding condition ( seconds) to foes in the area. Exploits a fresh corpse.
 * Well Spell. ( seconds.) Allies in this well have + Health regeneration and gain Health when they hit a foe. End effect: inflicts Bleeding condition ( seconds) to foes in the area. Exploits a fresh corpse.
 * Well Spell. ( seconds.) Allies in this well have + Health regeneration and gain Health when they hit a foe. End effect: inflicts Bleeding condition ( seconds) to foes in the area. Exploits a fresh corpse.


 * Blood Magic
 * Well Spell. ( seconds.) Allies in this well have + Health regeneration and +2 Energy regeneration. These allies are healed for Health whenever an ally sacrifices health. End effect: inflicts Deep Wound condition ( seconds) to foes in the area. Exploits a fresh corpse.
 * Well Spell. ( seconds.) Allies in this well have + Health regeneration and +2 Energy regeneration. These allies are healed for Health whenever an ally sacrifices health. End effect: inflicts Deep Wound condition ( seconds) to foes in the area. Exploits a fresh corpse.
 * Well Spell. ( seconds.) Allies in this well have + Health regeneration and +2 Energy regeneration. These allies are healed for Health whenever an ally sacrifices health. End effect: inflicts Deep Wound condition ( seconds) to foes in the area. Exploits a fresh corpse.

Curse Magic

 * Curse Magic
 * Well Spell. ( seconds.) Enchanted and Hexed foes in this well have 50% chance to miss and foes take damage whenever they fail to hit. End effect: inflicts Blindness condition ( seconds) to foes in the area. Exploits a fresh corpse.
 * Well Spell. ( seconds.) Enchanted and Hexed foes in this well have 50% chance to miss and foes take damage whenever they fail to hit. End effect: inflicts Blindness condition ( seconds) to foes in the area. Exploits a fresh corpse.
 * Well Spell. ( seconds.) Enchanted and Hexed foes in this well have 50% chance to miss and foes take damage whenever they fail to hit. End effect: inflicts Blindness condition ( seconds) to foes in the area. Exploits a fresh corpse.


 * Curse Magic
 * Well Spell. ( seconds.) Inflicts Cracked Armor and Crippled condition ( seconds) to any foe in the well that takes physical damage or deals physical damage. End effect: inflicts Cracked Armor and Crippled condition ( seconds) to foes in the area. Exploits a fresh corpse.
 * Well Spell. ( seconds.) Inflicts Cracked Armor and Crippled condition ( seconds) to any foe in the well that takes physical damage or deals physical damage. End effect: inflicts Cracked Armor and Crippled condition ( seconds) to foes in the area. Exploits a fresh corpse.
 * Well Spell. ( seconds.) Inflicts Cracked Armor and Crippled condition ( seconds) to any foe in the well that takes physical damage or deals physical damage. End effect: inflicts Cracked Armor and Crippled condition ( seconds) to foes in the area. Exploits a fresh corpse.


 * Curse Magic
 * Well Spell. ( seconds.) Foes in this well cannot use shouts and chants, are Daze ( seconds) whenever they cast a spell, and have - Health degeneration. End effect: inflicts Daze condition ( seconds) to foes in the area. Exploits a fresh corpse.
 * Well Spell. ( seconds.) Foes in this well cannot use shouts and chants, are Daze ( seconds) whenever they cast a spell, and have - Health degeneration. End effect: inflicts Daze condition ( seconds) to foes in the area. Exploits a fresh corpse.
 * Well Spell. ( seconds.) Foes in this well cannot use shouts and chants, are Daze ( seconds) whenever they cast a spell, and have - Health degeneration. End effect: inflicts Daze condition ( seconds) to foes in the area. Exploits a fresh corpse.


 * Curse Magic
 * Well Spell. ( seconds.) Foes in this well have -1 Energy degeneration, deal 66% less damage with attacks, and their attributes are reduced by 1. End effect: inflicts Weakness condition ( seconds) to foes in the area. Exploits a fresh corpse.
 * Well Spell. ( seconds.) Foes in this well have -1 Energy degeneration, deal 66% less damage with attacks, and their attributes are reduced by 1. End effect: inflicts Weakness condition ( seconds) to foes in the area. Exploits a fresh corpse.
 * Well Spell. ( seconds.) Foes in this well have -1 Energy degeneration, deal 66% less damage with attacks, and their attributes are reduced by 1. End effect: inflicts Weakness condition ( seconds) to foes in the area. Exploits a fresh corpse.


 * Curse Magic
 * Well Spell ( seconds.) Foes in this well have - Health degeneration and are poisoned ( seconds) whenever they take cold damage. End effect: inflicts Poison condition ( seconds) to foes in the area. Exploits a fresh corpse.
 * Well Spell ( seconds.) Foes in this well have - Health degeneration and are poisoned ( seconds) whenever they take cold damage. End effect: inflicts Poison condition ( seconds) to foes in the area. Exploits a fresh corpse.
 * Well Spell ( seconds.) Foes in this well have - Health degeneration and are poisoned ( seconds) whenever they take cold damage. End effect: inflicts Poison condition ( seconds) to foes in the area. Exploits a fresh corpse.

Death Magic

 * Death Magic
 * Well Spell. ( seconds.) Foes in this well lose all enchantments and cannot be the target of further enchantments. Inflicts Disease ( seconds) for each enchantment lost. End effect: inflicts Disease condition ( seconds) to foes in the area. Exploits a fresh corpse. 50% failure chance unless Death Magic 5 or more.
 * Well Spell. ( seconds.) Foes in this well lose all enchantments and cannot be the target of further enchantments. Inflicts Disease ( seconds) for each enchantment lost. End effect: inflicts Disease condition ( seconds) to foes in the area. Exploits a fresh corpse. 50% failure chance unless Death Magic 5 or more.
 * Well Spell. ( seconds.) Foes in this well lose all enchantments and cannot be the target of further enchantments. Inflicts Disease ( seconds) for each enchantment lost. End effect: inflicts Disease condition ( seconds) to foes in the area. Exploits a fresh corpse. 50% failure chance unless Death Magic 5 or more.