Could this be a replacement for Infuse Health? 1/4 cast time, heals quite a bit at lvl 16 Restoration. Sleepy 19:08, 18 June 2006 (CDT)

Quite risky, and it depends on a lot of factors. Even though it does heal quite a bit, you have to have at least one spirit within range (probably in the area) and it has to have at least 15...63hp. If the spirits are decently placed, like in the location of the repair kit on certain GvG islands, that could probably work quite well. But on plain battlegrounds like the Imperial Isle, spirits are very hard to protect. Just try it and tell us how it went. --Nilles 19:25, 18 June 2006 (CDT)

This heal is very effective at preventing spikes, it's long recharge time make it unsuitable to prevent damage from something akin to nukers, but from what I've learned in RA and AB, it does very well against Assassins. -Hesus

Enemy Spirits

This spell doesn't clarify in the description: Does it have to be a friendly spirit that you destroy? If not, this could be useful for getting rid of enemy binding rituals. Has anyone tested this?--Token Cleric 20:07, 3 October 2006 (CDT)

Quoted from the notes:
  1. Unlike some other skills that require you to be right next to a spirit to receive full benefit from use, Spirit Transfer seems to be able to be used as long as any spirit (even a foe's) is somewhere within the aggro circle. This facet, combined with the spell's low cast time, makes it perfect for an emergency heal. 20:16, 3 October 2006 (CDT)

After the update, is that note about needing a spirit in aggro really necessary? 09:56, 3 February 2007 (CST)

Should it be added to the notes that it DOES affect enemy spirits? King Neoterikos 06:41, 30 September 2008 (UTC)


If you target a spirit with this, the spirit doesn't heal, but a spirit still loses health, making a funny cast if the same spirit triggers both parts of this spell. --Shadowcrest 06:25, 5 January 2008 (UTC) Nope, it isn't, so I removed it

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