Genesis Energy, as they learned, was both a substitute for mana and so much more. It empowered skills cast with it at least twofold, but didn’t adjust the price of spells, which made for an interesting cost-benefit analysis. If you had a weaker spell that you normally had to cast twice to kill something, using Genesis Energy to cast it was perfect, as it saved you a cast and therefore time. But if you only had a strong skill that cost more mana, but did enough damage to kill the enemy in one hit, you were now vastly overspending a very limited resource. Sadly, healing fell into that second category. You needed the same amount of Genesis Energy for the initial cast of the spell as you did mana, and while 100 mana for a directed healing spell wasn’t much, that was only a fraction of the ac

