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Spells
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Spells are magic incantations or powers conjured up by whatever game mechanism the developers allowed. Supposedly modeled after fantasy, myth and legend, spells have various effects. Spells can do different kinds of damage, or healing. They can ... cause beneficial effects (aka buffs) on friendly characters, or harmful effects (aka debuffs) on hostile mobs.
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Spells are skills particular to Monks, Mesmers, Necromancers, Elementalists, Assassins, Ritualists and Dervishes which vary widely in effect and target. They all have activation times, but some do not have recharge times.
Spells cast from items do not originate from any specific class, although scrolls and wands usually have class restrictions (which can be overcome by the use magical device skill). The spell level for a spell is always the Innate level used for monsters casting it as a spell-like-ability (usually an average of the level at which PC classes can cast it).
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Spells with this property [M]ust target an unoccupied square. This applies primarily to movement spells and summons. Spells without this property may target either an unoccupied square or a square occupied by a player or monster. (It is helpful to be aware of this characteristic with spells like Mistake or Divine Sword that do damage and buff the caster: if you are not close enough to an opponent you can target the spell on an unoccupied square and give yourself the buff.)
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Spells that have instantaneous durations but lasting results aren't subject to spell resistance unless the resistant creature is exposed to the spell the instant it is cast. For example, a creature with spell resistance can't undo a wall of stone that has already been cast.
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Some spells can be cast instantly. This means that they cannot be interrupted by monsters, and they do not have a Casting Time. These spells can be identified in the spell book or by noting the lack of a progress bar when they are cast.
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