Melee DPS
Spellblade
A highly mobile magic swordsman who channels telekinetic, electric and arcane energy through weapons. Combat revolves around managing infusions, timing discharges and controlling space.
Spells & abilities
61 entries| 1 | Arcane Infusion | Infuse your weapon with arcane energy, granting a chance to deal 5 (L1) to 30 (L60) Magic Damage on melee attacks and a lesser chance to apply Arcane Frailty. Arcane Frailty reduces the target's Magic Resistance by 1 (L1) to 15 (L60) for 15s. While active, reduces the Mana cost of Arcane Spear by 25%. | Alt | Innate |
| 1 | Arcane Spear I | Hurl a spear of arcane energy at your target, dealing 3 (L1) to 10 (L11) Magic Damage. Mana cost reduced by 25% while Arcane Infusion is active. | Evo | 5 |
| 1 | Infused Slash I | Slash your target with an infused blade, dealing 100% Weapon Ratio Damage plus 2 (L1) to 5 (L10) additional damage based on your current infusion. Shares cooldown with other Might abilities. | Mit | 0 |
| 1 | Polar Align: North | Magically faces the caster North. | Div | 5 |
| 1 | Shoot | Shoots your target with a bow. (requires bow & arrows) | Mar | |
| 1 | Throw | Throw a throwing weapon at your target. Requires throwing weapon. | Mar | 0 |
| 2 | Minor Spellshield | A magical shield encircles you, increasing your HP by 10, AC by 5, and Magic Resistance by 5. | Abj | 10 |
| 3 | Aura of the Arcane | Envelop your group in an arcane aura, increasing their Intelligence by 1 (L1) to 15 (L60) and Spell Damage dealt by 10%. This ability persists until canceled. | Alt | Innate |
| 4 | Telekinetic Infusion | Infuse your weapon with telekinetic energy, granting a chance to deal 5 (L1) to 30 (L60) Physical Damage on melee attacks and a lesser chance to activate Kinetic Siphon. Kinetic Siphon decreases the target's Movement Speed by 8% (L8) to 16% (L60) and Agility by 5 (L8) to 15 (L60) while increasing yours by the same amount for 1 minute. While this infusion is active, the Mana cost of Kinetic Ward is reduced by 25%. | Alt | Innate |
| 5 | Kinetic Ward I | Construct a kinetic ward, increasing your Armor Class by 10 and absorbing 25 damage received for 15 seconds. While Telekinetic Infusion is active, the Mana cost of this spell is reduced by 25%. This spell scales with your Intelligence. | Abj | 5 |
| 6 | Magic Protection | Wards your target from the arcane, increasing their Magic Resistance by 5. | Abj | 10 |
| 7 | Phase Strike | Instantly teleport behind your target, dealing 80% Weapon Ratio Damage, activating your current infusion effect, and removing all stun and immobilize effects. This ability can be used while stunned or immobilized. | Mar | 0 |
| 8 | Conduit | Conduct your current infusion, channeling it into a unique spell of the same type. Arcane Detonation: Deal 10 (L8) to 300 (L60) Magic Damage. Electric Arc: Deal 5 (L1) to 150 (L60) Electric Damage, stunning the target for 1.5 seconds before arcing to another target. Telekinetic Push: Blast your target with telekinetic force, knocking them back and immobilizing them for 5 seconds. Activating this ability places your current infusion on a long cooldown and all other infusions on a short one. | Alt | 20 |
| 8 | Dispel Magic | Dispel magic from your target, removing one harmful effect. | Abj | 15 |
| 9 | Electricity Protection | Wards your target from shock, increasing their Electricity Resistance by 5. | Abj | 10 |
| 10 | Electric Infusion | Infuse your weapon with electric energy, granting you a chance to deal 5(L1) to 30 (L60) Electric Damage on melee attacks and a lesser chance to stun foes for 0.1 seconds. While this infusion is active, the Mana cost of Discharge is reduced by 25%. | Alt | Innate |
| 10 | Discharge | Electrocute your target with a powerful discharge, dealing 8 (L10) to 24 (L21) Electric Damage. While Electric infusion is active, the mana cost of this spell is redced by 25%. | Evo | 12 |
| 10 | Infused Slash II | Slash your target with an infused blade, dealing 100% Weapon Ratio Damage plus 5 (L10) to 10 (L20) additional damage based on your current infusion. This ability shares a cooldown with other Might abilities. | Mit | 0 |
| 11 | Lesser Spellshield | A magical shield encircles you, increasing your HP by 25, AC by 10, and Magic Resistance by 10. | Abj | 25 |
| 12 | Arcane Spear II | Hurl a spear of arcane energy at your target, dealing 30 to 112 Magic Damage. While Arcane Infusion is active, the Mana cost of this spell is reduced by 25%. | Evo | 40 |
| 12 | Kinetic Ward II | Construct a kinetic ward, increasing your Armor Class by 10 and absorbing 75 melee damage for 5 seconds. While Tactician’s Instinct is active, the Mana cost of this spell is reduced by 25%. This spell scales with your Intelligence. | Abj | 50 |
| 14 | Seclusion | Secludes your target, reducing your Threat against them by 100 (L1) to 100 (L40), immobilizing them, and teleporting yourself a short distance away. This spell has a chance to be removed by damage. | Alt | 10 |
| 16 | Sense Magic | Gives the eyes of your target a magical coating, granting them the ability to see magical effects when considering targets for 1 hour. | Div | 5 |
| 16 | Spellshield | Enshroud yourself with a magical shield, increasing your maximum Health by 50, Armor Class by 15, and Magic Resistance by 15 for 1 hour. | Abj | 20 |
| 18 | Fire Protection | Ward yourself against heat, increasing your Fire Resistance by 5 for 1 hour. | Abj | 10 |
| 18 | Implosion I | Create a crushing vacuum around your target, decreasing their Block, Dodge, and Parry by 5 for 60 seconds. When this spell expires, the vacuum implodes, dealing 50 Physical Damage to your target and those around it. | Evo | 20 |
| 20 | Infused Slash III | Slash your target with an infused blade, dealing 100% Weapon Ratio Damage plus 10 to 20, or up to 15,000 additional damage based on your current Infusion. This ability shares a cooldown with other Might abilities. | Mit | 0 |
| 22 | Discharge II | Electrocutes your target with a powerful discharge, dealing 40 to 64 Electric Damage. While Electric Infusion is active, the Mana cost of this spell is reduced by 35%. | Evo | 120 |
| 24 | Arcane Spear III | Hurl a spear of arcane energy at your target, dealing 74.24 to 100.15 Magic Damage. While Arcane Infusion is active, the Mana cost of this spell is reduced by 25%. | Evo | 15 |
| 24 | Greater Spellshield | Enshroud yourself with a magical shield, increasing your maximum Health by 75, Armor Class by 10, and Magic Resistance by 10 for 1 hour. | Abj | 25 |
| 24 | Kinetic Ward III | Construct a kinetic ward, increasing your Armor Class by 10 and absorbing 136 damage received for 15 seconds. While Telekinetic Initiative is active, the Mana cost of this spell is reduced by 25%. This spell scales with your Intelligence. | Abj | 15 |
| 25 | Flurry I | Unleash a flurry of strikes upon your target, dealing 100% Weapon Ratio Damage per equipped weapon. Each attack has a chance to activate your current infusion effect. | Mar | 0 |
| 26 | Static Field I | Place a static field at your feet, dealing 3 Electric Damage to targets within the affected area every 3 seconds for 9 seconds. | Evo | 15 |
| 28 | Implosion II | Create a crushing vacuum around your target, decreasing their Block, Dodge, and Parry by 5 for 60 seconds. When this spell expires, the vacuum implodes, dealing 100 Physical Damage to your target and those around it. | Evo | 25 |
| 30 | Deflection | Take a defensive stance, increasing your Parry by 30% for 15 seconds. While Deflection is active, each parried attack will activate your current Infusion effect. | Mar | 0 |
| 30 | Infused Slash IV | Slash your target with an infused blade, dealing 50% Weapon Ratio Damage plus 15.0 additional damage based on your current Infusion. This ability shares a cooldown with other Might abilities. | Mit | 0 |
| 32 | Exceptional Spellshield | Enshroud yourself with a magical shield, increasing your maximum Health by 100, Armor Class by 25, and Magic Resistance by 25 for 1 hour. | Abj | 30 |
| 34 | Discharge III | Electrocute your target with a powerful discharge, dealing 120 to 425 Electric Damage. While Electric Infusion is active, the Mana cost of this spell is reduced by 25%. | Evo | 25 |
| 35 | Bend Gravity | Bend gravity around yourself, slowing your descent for 3 seconds. | Alt | 5 |
| 36 | Arcane Spear IV | Hurl a spear of arcane energy at your target, dealing 130 to 200 Magic Damage. While Arcane Infusion is active, the Mana cost of this spell is reduced by 25%. | Evo | 20 |
| 38 | Static Field II | Place a static field at your feet, dealing 10 Electric Damage to targets within the affected area every 3 seconds for 9 seconds. | Evo | 20 |
| 40 | Arch Spellshield | Enshroud yourself with a magical shield, increasing your maximum Health by 150, Armor Class by 10, and Magic Resistance by 1 for 1 hour. | Abj | 35 |
| 40 | Infused Slash V | Slash your target with an infused blade, dealing 300% Weapon Ratio Damage plus 20 to 40 (or up to 6,500) additional damage based on your current Infusion. This ability shares a cooldown with other Might abilities. | Mit | 0 |
| 40 | Kinetic Ward IV | Construct a kinetic ward, increasing your Armor Class by 10 and absorbing 25% of damage received for 15 seconds. While Telekinetic Infusion is active, the Mana cost of this spell is reduced by 25%. This spell scales with your Intelligence. | Abj | 20 |
| 42 | Implosion III | Create a crushing vacuum around your target, decreasing their Block, Dodge, and Parry for 6 seconds. When this spell expires, the vacuum implodes, dealing 150 Physical Damage to your target and those around it. | Evo | 30 |
| 44 | Magic Resistance | Greatly ward your target against the arcane, increasing their Magic Resistance by 15 for 1 hour. | Abj | 15 |
| 45 | Flurry II | Unleash a flurry of strikes upon your target, dealing 100% Weapon Ratio Damage three times per equipped weapon. Each attack has a chance to activate your current Infusion effect. | Mar | 0 |
| 46 | Discharge IV | Electrocute your target with a powerful discharge, dealing 140 to 200 Electric Damage. While Electric Infusion is active, the Mana cost of this spell is reduced by 35%. | Evo | 30 |
| 48 | Electric Resistance | Greatly ward your target against shock, increasing their Electric Resistance by 15 for 1 hour. | Abj | 0 |
| 50 | Infused Slash VI | Slash your target with an infused blade, dealing 300% Weapon Ratio Damage plus 25 to 50 (or up to 7,500) additional damage based on your current Infusion. This ability shares a cooldown with other Might abilities. | Mit | 0 |
| 51 | Gate | Conjure a magical gate, returning you to your bind location. This spell has a slight chance to fail. This spell has no effect if you are encumbered. | Alt | 0 |
| 52 | Arcane Spear V | Hurl a spear of arcane energy at your target, dealing 215 (+15) to 375 (+15) Magic Damage. While Arcane Infusion is active, the Mana cost of this spell is reduced by 25%. | Evo | 0 |
| 52 | Static Field III | Place a static field at your feet, dealing 10 Electric Damage to targets within the affected area every 2 seconds for 6 seconds. | Evo | 0 |
| 53 | Fire Resistance | Greatly ward your target against fire, increasing their Fire Resistance by 15 for 1 hour. | Abj | 0 |
| 54 | Discharge V | Electrocute your target with a powerful discharge, dealing 240 (154) to 330 (212) Electric Damage. While Electric Infusion is active, the Mana cost of this spell is reduced by 35%. | Evo | 0 |
| 54 | Implosion IV | Create a crushing vacuum around your target, decreasing their Block, Dodge, and Parry by 5 for 6 seconds. When this spell expires, the vacuum implodes, dealing 250 Physical Damage to your target and those around it. | Evo | 0 |
| 56 | Arcane Spear VI | Hurl a spear of arcane energy at your target, dealing 425 (+15) to 475 (+15) Magic Damage. While Arcane Infusion is active, the Mana cost of this spell is reduced by 20%. | Evo | 0 |
| 57 | Maelstrom | Become a maelstrom of magical energy, increasing your Attack Speed by 15% and chance to activate infusion effects for 15 seconds. This ability is considered a Tertiary Blade. | Mar | 0 |
| 58 | Discharge VI | Electrocute your target with a powerful discharge, dealing 200 (+1.5) to 340 (+1.5) Electric Damage. While Electric Infusion is active, the Mana cost of this spell is reduced by 35%. | Evo | 0 |
| 59 | Static Field IV | Place a static field at your feet, dealing 30 Electric Damage to targets within the affected area every 2 seconds for 6 seconds. | Evo | 40 |
| 60 | Kinetic Ward V | Construct a kinetic ward, increasing your Armor Class by 10 and absorbing 400 damage received for 15 seconds. While Telekinetic Infusion is active, the Mana cost of this spell is reduced by 25%. This spell scales with your Intelligence. | Abj | 25 |
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Source: Monsters & Memories Wiki — Spellblade ↗
Data extracted from the HTML file supplied with this project. This fan reference does not independently verify whether later game patches changed these values.