Elementalist skills quick reference

From GuildWiki

Jump to: navigation, search
test

Contents

W / R / Mo / N / Me / E / A / Rt / P / D

Image:Quest-medium.png - This skill may be earned from a quest. See skill information for details.

Image:Exhaustion.png - This spell causes Exhaustion.

Image:Energy.png - Energy requirement

Image:Activation.png - Activation Time

Image:Recharge.png - Recharge Time

[edit] Air Magic

If you can see this, please shift-refresh or hit ctrl-F5 to refresh the page and get the new CSS.
Image:Air Attunement.jpg Air Attunement Enchantment Spell. For 36...55 seconds, you are attuned to Air. You gain 1 Energy plus 30% of the base Energy cost of the Skill whenever you use Air Magic.
    10 Energy 2 Activation 45 Recharge
Core   Can be obtained through a quest
Image:Arc Lightning.jpg Arc Lightning Spell. Target foe is struck for 5...41 lightning damage. If that foe is suffering from a Water Magic Hex, one foe near your target is struck for 15...51 lightning damage. Damage from Arc Lightning has 25% armor penetration.
    5 Energy 1 Activation 8 Recharge
Factions    
Image:Blinding Flash.jpg Blinding Flash Spell. Target foe is blinded for 3...9 seconds.
    15 Energy ¾ Activation 4 Recharge
Core   Can be obtained through a quest
Image:Blinding Surge.jpg Blinding Surge Elite Spell. Target foe is struck for 5...41 lightning damage and Blinded for 3...9 seconds. If that foe is under the effects of an Enchantment, all adjacent foes are also Blinded for 3...9 seconds. This Spell has 25% armor penetration.
    10 Energy ¾ Activation 4 Recharge
Nightfall    
Image:Chain Lightning.jpg Chain Lightning Spell. Target foe and up to two other foes near your target are struck for 10...70 lightning damage. This spell has 25% armor penetration and causes Exhaustion.
Image:Exhaustion.png   10 Energy 3 Activation 10 Recharge
Prophecies    
Image:Chilling Winds.jpg Chilling Winds Hex Spell. Target foe is struck for 5...41 cold damage. For 20 seconds, the next water Hex targeting that foe lasts 25...85% longer.
    10 Energy 1 Activation 8 Recharge
Nightfall    
Image:Conjure Lightning.jpg Conjure Lightning Enchantment Spell. For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional 7...19 lightning damage.
    10 Energy 1 Activation 45 Recharge
Core    
Image:Enervating Charge.jpg Enervating Charge Spell. Target foe is struck for 5...41 lightning damage and suffers from Weakness for 5...17 seconds. This spell has 25% armor penetration.
    10 Energy 1 Activation 8 Recharge
Core    
Image:Gale.jpg Gale Spell. Knock down target foe for 2 seconds. This spell causes exhaustion. (50% failure chance with Air Magic 4 or less.)
Image:Exhaustion.png   10 Energy 1 Activation 5 Recharge
Core   Can be obtained through a quest
Image:Glimmering Mark.jpg Glimmering Mark Elite Hex Spell. For 1...13 seconds, whenever target foe suffers lightning damage, that foe and all adjacent foes suffer from blindness for 5 seconds.
    10 Energy 2 Activation 5 Recharge
Prophecies    
Image:Gust.jpg Gust Elite Spell. Target foe is struck for 10...54 cold damage. If that foe is under an Earth or Water Magic Hex, that foe is knocked down for 3 seconds.
    5 Energy 1 Activation 10 Recharge
Factions    
Image:Invoke Lightning.jpg Invoke Lightning Elite Spell. Target foe and up to two other foes near your target are struck for 10...82 lightning damage. This spell has 25% armor penetration. If you are not under the effects of an Enchantment, this spell causes Exhaustion.
Image:Exhaustion.png   10 Energy 2 Activation 15 Recharge
Nightfall    
Image:Lightning Bolt.jpg Lightning Bolt Spell. Send out a Lightning Bolt that strikes for 5...41 lightning damage if it hits. If Lightning Bolt strikes a moving foe, that foe is struck for 5...41 additional lightning damage. This spell has 25% armor penetration.
    5 Energy 1 Activation 8 Recharge
Nightfall    
Image:Lightning Hammer.jpg Lightning Hammer Spell. Target foe is struck for 10...82 lightning damage. Lightning Hammer has 25% armor penetration.
    25 Energy 2 Activation 4 Recharge
Factions    
Image:Lightning Javelin.jpg Lightning Javelin Spell. Send out a Lightning Javelin that strikes for 15...43 lightning damage if it hits. If Lightning Javelin strikes an attacking foe, that foe is interrupted. This spell has 25% armor penetration.
    5 Energy 1 Activation 2 Recharge
Prophecies   Can be obtained through a quest
Image:Lightning Orb.jpg Lightning Orb Spell. Send out a Lightning Orb that strikes target foe for 10...82 lightning damage if it hits. This spell has 25% armor penetration.
    15 Energy 2 Activation 5 Recharge
Core   Can be obtained through a quest
Image:Lightning Strike.jpg Lightning Strike Spell. Strike target foe for 5...41 lightning damage. This spell has 25% armor penetration.
    5 Energy 1 Activation 5 Recharge
Core   Can be obtained through a quest
Image:Lightning Surge.jpg Lightning Surge Elite Hex Spell. After 3 seconds, target foe is knocked down and struck for 14...83 lightning damage.
    15 Energy 2 Activation 10 Recharge
Core    
Image:Lightning Touch.jpg Lightning Touch Skill. Target touched foe and all adjacent foes are struck for 10...50 lightning damage. Foes suffering from a Water Magic hex are struck for an additional 10...34 lightning damage. This spell has 25% armor penetration.
    5 Energy ¾ Activation 10 Recharge
Core    
Image:Mind Shock.jpg Mind Shock Elite Spell. Target foe suffers 10...42 lightning damage. If you have more energy than target foe, that foe suffers 10...42 additional lightning damage and is knocked down. This spell has 25% armor penetration. This spell causes exhaustion.
Image:Exhaustion.png   5 Energy 1 Activation 8 Recharge
Prophecies    
Image:Ride the Lightning.jpg Ride the Lightning Elite Spell. You ride the lightning to target foe. That foe is struck for 15...63 lightning damage. This spell has 25% armor penetration and causes Exhaustion.
Image:Exhaustion.png   10 Energy 1 Activation 20 Recharge
Factions    
Image:Shock.jpg Shock Skill. Target touched foe is knocked down and struck for 10...50 lightning damage. This skill has 25% armor penetration and causes exhaustion.
Image:Exhaustion.png   5 Energy ¾ Activation 10 Recharge
Prophecies    
Image:Shock Arrow.jpg Shock Arrow Spell. Send out a shocking arrow that flies swiftly toward target foe, striking for 5...37 lightning damage. Shock Arrow has 25% armor penetration.
    5 Energy 1 Activation 1 Recharge
Factions    
Image:Storm Djinn's Haste.jpg Storm Djinn's Haste Enchantment Spell. For 10...22 seconds, you move 33% faster. Each second that you are moving, you lose 1 energy.
    5 Energy ¼ Activation 10 Recharge
Nightfall    
Image:Teinai's Wind.jpg Teinai's Wind Spell. All adjacent foes take 15...51 cold damage. Attacking foes struck by Teinai's Wind are knocked down.
    10 Energy ¾ Activation 8 Recharge
Factions Duplicate of Whirlwind  
Image:Thunderclap.jpg Thunderclap Elite Hex Spell. For 8...18 seconds, if target foe is struck for lightning damage, that foe and adjacent foes are knocked down, and you lose 15...9 Energy or Thunderclap ends.
    10 Energy 2 Activation 15 Recharge
Prophecies    
Image:Whirlwind.jpg Whirlwind Spell. All adjacent foes take 15...51 cold damage. Attacking foes struck by Whirlwind are knocked down.
    10 Energy ¾ Activation 8 Recharge
Prophecies Duplicate of Teinai's Wind Can be obtained through a quest
Image:Windborne Speed.jpg Windborne Speed Enchantment Spell. For 5...10 seconds, target ally moves 33% faster.
    10 Energy 1 Activation 5 Recharge
Prophecies   Can be obtained through a quest

[edit] Earth Magic

If you can see this, please shift-refresh or hit ctrl-F5 to refresh the page and get the new CSS.
Image:Aftershock.jpg Aftershock Spell. Adjacent foes are struck for 26...85 earth damage. Knocked down foes are struck for 10...56 additional earth damage.
    10 Energy ¾ Activation 10 Recharge
Core    
Image:Armor of Earth.jpg Armor of Earth Enchantment Spell. For 30 seconds, you gain 24...53 armor, but move 50...21% slower.
    10 Energy ¾ Activation 15 Recharge
Core   Can be obtained through a quest
Image:Ash Blast.jpg Ash Blast Spell. Target foe is struck for 20...48 earth damage. If Ash Blast strikes a knocked-down foe, that foe is Blinded for 3...13 seconds.
    5 Energy 1 Activation 8 Recharge
Factions    
Image:Churning Earth.jpg Churning Earth Spell. Create Churning Earth at target foe's location. For the next 5 seconds, Churning Earth strikes for 10...34 earth damage each second. Any foe moving faster than normal when struck by Churning Earth is knocked down.
    15 Energy 3 Activation 30 Recharge
Factions    
Image:Crystal Wave.jpg Crystal Wave Spell. Foes adjacent to you are struck for 10...82 damage, but are cured of any negative Conditions.
    15 Energy ¾ Activation 20 Recharge
Prophecies Duplicate of Teinai's Crystals  
Image:Dragon's Stomp.jpg Dragon's Stomp Spell. You invoke a Dragon's Stomp at target foe's location. All foes near this location are knocked down and are struck for 26...85 earth damage. This Spell causes Exhaustion.
Image:Exhaustion.png   25 Energy 3 Activation 15 Recharge
Factions Duplicate of Earthquake  
Image:Earth Attunement.jpg Earth Attunement Enchantment Spell. For 36...55 seconds, you are attuned to earth. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Earth Magic.
    10 Energy 2 Activation 45 Recharge
Core   Can be obtained through a quest
Image:Earthquake.jpg Earthquake Spell. You invoke an Earthquake at target foe's location. All foes near this location are knocked down and are struck for 26...85 earth damage. This spell causes exhaustion.
Image:Exhaustion.png   25 Energy 3 Activation 15 Recharge
Prophecies Duplicate of Dragon's Stomp Can be obtained through a quest
Image:Ebon Hawk.jpg Ebon Hawk Spell. Send a projectile that strikes for 20...76 earth damage if it hits. If this Spell hits a moving or attacking foe, that foe suffers from Weakness for 5...13 seconds.
    10 Energy 2 Activation 5 Recharge
Nightfall    
Image:Eruption.jpg Eruption Spell. Cause an Eruption at target foe's location. Each second for 5 seconds, foes near this location are struck for 10...34 earth damage and are Blinded for 10 seconds.
    25 Energy 2 Activation 30 Recharge
Prophecies   Can be obtained through a quest
Image:Glowstone.jpg Glowstone Spell. Send a projectile that strikes for 5...41 earth damage if it hits. If this Spell hits a weakened foe, you gain 1...7 Energy.
    5 Energy 1 Activation 7 Recharge
Nightfall    
Image:Grasping Earth.jpg Grasping Earth Hex Spell. For 8...18 seconds, all nearby foes move 50% slower.
    5 Energy ¾ Activation 12 Recharge
Prophecies   Can be obtained through a quest
Image:Iron Mist.jpg Iron Mist Hex Spell. For 5...15 seconds, target foe moves 90% slower. That foe gains immunity to damage from all sources except lightning.
    10 Energy 2 Activation 30 Recharge
Prophecies   Can be obtained through a quest
Image:Kinetic Armor.jpg Kinetic Armor Enchantment Spell. For 8 seconds, you gain 20...68 armor. Whenever you cast a spell, Kinetic Armor is renewed for 8 seconds.
    15 Energy 3 Activation 60 Recharge
Prophecies    
Image:Magnetic Aura.jpg Magnetic Aura Enchantment Spell. For 5...17 seconds, Magnetic Aura has a 75% chance to "block" melee attacks.
    5 Energy ¼ Activation 60 Recharge
Prophecies   Can be obtained through a quest
Image:Obsidian Flame.jpg Obsidian Flame Spell. Deal 22...94 damage to target foe. This Spell ignores armor but causes Exhaustion.
Image:Exhaustion.png   5 Energy 2 Activation 5 Recharge
Core   Can be obtained through a quest
Image:Obsidian Flesh.jpg Obsidian Flesh Elite Enchantment Spell. For 8...18 seconds, you gain +20 armor and cannot be the target of enemy spells, but move 50% slower.
    10 Energy 1 Activation 30 Recharge
Core    
Image:Sandstorm.jpg Sandstorm Elite Spell. Create a Sandstorm at target foe's location. For 10 seconds, nearby foes are struck for 10...26 earth damage each second and attacking foes are struck for an additional 10...26 earth damage each second.
    15 Energy 2 Activation 30 Recharge
Nightfall    
Image:Shockwave.jpg Shockwave Elite Spell. Adjacent foes take 15...51 earth damage, nearby foes take 15...51 earth damage, and foes in the area take 15...51 earth damage.
    10 Energy ¾ Activation 20 Recharge
Factions    
Image:Sliver Armor.jpg Sliver Armor Enchantment Spell. For 5...10 seconds, you have 25...45% chance to block attacks and whenever you are the target of a hostile Spell or attack, one nearby foe is struck for 5...29 earth damage.
    10 Energy 1 Activation 30 Recharge
Factions    
Image:Stone Daggers.jpg Stone Daggers Spell. Send out two Stone Daggers. Each Stone Dagger strikes target foe for 8...28 earth damage if it hits.
    5 Energy 1 Activation    
Core   Can be obtained through a quest
Image:Stone Sheath.jpg Stone Sheath Elite Hex Spell. For 10...30 seconds, attacks made by target foe and all nearby foes deal earth damage and cannot cause a critical hit.
    5 Energy 1 Activation 15 Recharge
Nightfall    
Image:Stone Striker.jpg Stone Striker Enchantment Spell. For 5...25 seconds, whenever you take or deal elemental or physical damage, that damage is converted to earth damage.
    5 Energy ¼ Activation 20 Recharge
Nightfall    
Image:Stoneflesh Aura.jpg Stoneflesh Aura Enchantment Spell. For 5...17 seconds, damage you receive is reduced by 1...25 and you are immune to critical attacks.
    10 Energy 2 Activation 15 Recharge
Nightfall    
Image:Stoning.jpg Stoning Spell. Send out a large stone, striking target foe for 15...87 earth damage if it hits. If Stoning hits a foe suffering from Weakness, that foe is knocked down.
    15 Energy 1 Activation 5 Recharge
Core   Can be obtained through a quest
Image:Teinai's Crystals.jpg Teinai's Crystals Spell. Foes adjacent to you are struck for 10...82 damage but are cured of any negative Conditions.
    15 Energy ¾ Activation 20 Recharge
Factions Duplicate of Crystal Wave  
Image:Unsteady Ground.jpg Unsteady Ground Elite Spell. You create Unsteady Ground at target foe's location. For 5 seconds, nearby foes take 10...34 earth damage each second. Attacking foes struck by Unsteady Ground are knocked down.
    10 Energy 2 Activation 20 Recharge
Factions    
Image:Ward Against Elements.jpg Ward Against Elements Ward Spell. You create a Ward Against Elements at your current location. For 8...18 seconds, non-Spirit allies in this area gain +24 armor against elemental damage.
    15 Energy 1 Activation 20 Recharge
Prophecies   Can be obtained through a quest
Image:Ward Against Foes.jpg Ward Against Foes Ward Spell. You create a Ward Against Foes at your current location. For 8...18 seconds, non-Spirit foes in this area move 50% slower.
    15 Energy 1 Activation 20 Recharge
Core   Can be obtained through a quest
Image:Ward Against Melee.jpg Ward Against Melee Ward Spell. You create a Ward Against Melee at your current location. For 8...18 seconds, non-Spirit allies in this area have a 50% chance to "block" melee attacks.
    10 Energy 1 Activation 20 Recharge
Core   Can be obtained through a quest
Image:Ward of Stability.jpg Ward of Stability Ward Spell. Create a Ward of Stability at your current location. For 10...22 seconds, non-Spirit allies cannot be knocked down.
    10 Energy 1 Activation 30 Recharge
Factions    

[edit] Energy Storage

If you can see this, please shift-refresh or hit ctrl-F5 to refresh the page and get the new CSS.
Image:Aura of Restoration.jpg Aura of Restoration Enchantment Spell. For 60 seconds, you are healed for 152...350% of the Energy cost each time you cast a Spell.
    10 Energy ¼ Activation 5 Recharge
Core   Can be obtained through a quest
Image:Elemental Attunement.jpg Elemental Attunement Elite Enchantment Spell. For 30...50 seconds, you are attuned to Air, Fire, Water, and Earth. You gain 50% of the base Energy cost of the skill each time you use magic associated with any of those elements.
    10 Energy 2 Activation 45 Recharge
Core    
Image:Energy Boon.jpg Energy Boon Elite Spell. You gain 10...18 energy. Energy Boon causes Exhaustion.
Image:Exhaustion.png   5 Energy 1 Activation 15 Recharge
Factions    
Image:Ether Prism.jpg Ether Prism Elite Spell. Gain 0...2 Energy for each point of Energy you have (maximum 50 Energy).
    25 Energy 2 Activation 10 Recharge
Nightfall    
Image:Ether Prodigy.jpg Ether Prodigy Elite Enchantment Spell. Lose all enchantments. For 5...17 seconds, you gain energy regeneration of 6. When Ether Prodigy ends, you take 3 damage for each point of energy you have. This Spell causes Exhaustion.
Image:Exhaustion.png   5 Energy 1 Activation 5 Recharge
Prophecies    
Image:Ether Renewal.jpg Ether Renewal Elite Enchantment Spell. For 7 seconds, each time you cast a spell, you gain 1...3 Energy and 5...17 Health for each Enchantment on you.
    10 Energy 1 Activation 30 Recharge
Prophecies    
Image:Glyph of Lesser Energy.jpg Glyph of Lesser Energy Glyph. For 15 seconds, your next two spells cost 10...16 less Energy to cast.
    5 Energy 1 Activation 30 Recharge
Core   Can be obtained through a quest
Image:Glyph of Restoration.jpg Glyph of Restoration Glyph. For 15 seconds, your next Spell heals you for 30...90 Health, and you are healed for 150...350% of the Energy cost of that Spell.
    5 Energy 1 Activation 8 Recharge
Nightfall    
Image:Master of Magic.jpg Master of Magic Elite Enchantment Spell. For 20 seconds, whenever you cast a Spell, you gain 0...2 Energy for each recharging Skill that does not share this Spell's attribute.
    10 Energy 1 Activation 30 Recharge
Nightfall    

[edit] Fire Magic

If you can see this, please shift-refresh or hit ctrl-F5 to refresh the page and get the new CSS.
Image:Bed of Coals.jpg Bed of Coals Spell. Create a Bed of Coals at your location. For 10 seconds, foes standing still near this location are struck for 5...24 fire damage each second. Any foe knocked down on the Bed of Coals is set on fire for 3...6 seconds.
    10 Energy 1 Activation 30 Recharge
Factions    
Image:Breath of Fire.jpg Breath of Fire Spell. Create Breath of Fire at target foe's current location. For 5 seconds, foes adjacent to that location are struck for 10...34 fire damage each second.
    5 Energy 2 Activation 30 Recharge
Factions    
Image:Burning Speed.jpg Burning Speed Enchantment Spell. For 5 seconds, you are set on fire and move 30...42% faster. When Burning Speed ends, all adjacent foes are set on fire for 3...8 seconds.
    10 Energy ¼ Activation    
Factions    
Image:Conjure Flame.jpg Conjure Flame Enchantment Spell. For 60 seconds, if you're wielding a fire weapon, your attacks strike for an additional 7...19 fire damage.
    10 Energy 1 Activation 45 Recharge
Core    
Image:Double Dragon.jpg Double Dragon Elite Spell. For two seconds, foes adjacent to this location are struck for 7...91 fire damage each second.
    15 Energy ¾ Activation 30 Recharge
Factions    
Image:Elemental Flame.jpg Elemental Flame Hex Spell. For 5...17 seconds, whenever an Elemental Hex ends on target foe, that foe is set on fire for 1...3 seconds.
    5 Energy 1 Activation 5 Recharge
Nightfall    
Image:Fire Attunement.jpg Fire Attunement Enchantment Spell. For 36...55 seconds, you are attuned to fire. You gain 1 energy plus 30% of the energy cost of the skill each time you use Fire Magic.
    10 Energy 2 Activation 45 Recharge
Core   Can be obtained through a quest
Image:Fire Storm.jpg Fire Storm Spell. Create a Fire Storm at target foe's location. For 10 seconds, foes adjacent to that location are struck for 5...29 fire damage each second.
    10 Energy 2 Activation 30 Recharge
Core   Can be obtained through a quest
Image:Fireball.jpg Fireball Spell. Send out a ball of fire that strikes target foe and all adjacent foes for 7...91 fire damage.
    10 Energy 2 Activation 7 Recharge
Core   Can be obtained through a quest
Image:Flame Burst.jpg Flame Burst Spell. All nearby foes are struck for 15...99 fire damage.
    15 Energy ¾ Activation 5 Recharge
Prophecies   Can be obtained through a quest
Image:Flame Djinn's Haste.jpg Flame Djinn's Haste Enchantment Spell. All adjacent foes are struck for 15...99 fire damage. For 5...17 seconds, you move 33% faster.
    10 Energy ¾ Activation 10 Recharge
Nightfall    
Image:Flare.jpg Flare Spell. Send out a flare that strikes target foe for 20...56 fire damage if it hits.
    5 Energy 1 Activation    
Core   Can be obtained through a quest
Image:Glowing Gaze.jpg Glowing Gaze Spell. Target foe takes 5...41 fire damage. If that foe is on Fire, you gain 1...7 Energy.
    5 Energy 1 Activation 8 Recharge
Nightfall    
Image:Immolate.jpg Immolate Spell. Target foe is struck for 15...51 fire damage and is set on fire for 1...3 seconds.
    10 Energy 1 Activation 3 Recharge
Core    
Image:Incendiary Bonds.jpg Incendiary Bonds Hex Spell. After 3 seconds, target foe and all nearby foes are struck for 20...68 fire damage and are set on fire for 1...3 seconds.
    15 Energy 2 Activation 15 Recharge
Prophecies   Can be obtained through a quest
Image:Inferno.jpg Inferno Spell. All adjacent foes are struck for 30...114 fire damage.
    10 Energy ¾ Activation 10 Recharge
Core   Can be obtained through a quest
Image:Lava Arrows.jpg Lava Arrows Spell. Lava Arrows fly toward up to 3 foes near your target and strike for 20...56 damage if they hit. Lava Arrows have half the normal range.
    5 Energy 1 Activation 2 Recharge
Factions    
Image:Lava Font.jpg Lava Font Spell. For 5 seconds, foes adjacent to the location where this spell was cast are struck for 5...41 fire damage each second.
    10 Energy 2 Activation 4 Recharge
Prophecies   Can be obtained through a quest
Image:Liquid Flame.jpg Liquid Flame Spell. Target foe is struck for 7...91 fire damage. If that foe is attacking or casting a Spell, nearby foes are also struck for 7...91 fire damage.
    10 Energy 1 Activation 15 Recharge
Nightfall    
Image:Mark of Rodgort.jpg Mark of Rodgort Hex Spell. Target foe and all nearby foes are Hexed with Mark of Rodgort. For 10...30 seconds, whenever each foe is struck for fire damage, that foe is set on fire for 1...3 seconds.
    15 Energy 1 Activation 5 Recharge
Prophecies    
Image:Meteor.jpg Meteor Spell. Target foe and all adjacent foes are struck for 7...91 fire damage and knocked down. This spell causes Exhaustion.
Image:Exhaustion.png   5 Energy 3 Activation 30 Recharge
Core   Can be obtained through a quest
Image:Meteor Shower.jpg Meteor Shower Spell. Create a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for 7...91 fire damage and knocked down every 3 seconds. This Spell causes Exhaustion.
Image:Exhaustion.png   25 Energy 5 Activation 60 Recharge
Prophecies    
Image:Mind Blast.jpg Mind Blast Elite Spell. Target foe is struck for 15...51 fire damage. If you have more Energy than target foe, you gain 1...7 Energy.
    5 Energy 1 Activation 2 Recharge
Nightfall    
Image:Mind Burn.jpg Mind Burn Elite Spell. Target foe takes 15...51 fire damage. If you have more energy than target foe, that foe takes an additional 15...51 fire damage and is set on fire for 1...6 seconds. This spell causes exhaustion.
Image:Exhaustion.png   5 Energy 1 Activation 5 Recharge
Core    
Image:Phoenix.jpg Phoenix Spell. A fiery phoenix rises at your location, striking adjacent foes for 7...91 fire damage, and flies out to your target, exploding on impact. This explosion strikes for an additional 15...75 fire damage.
    15 Energy 2 Activation 10 Recharge
Prophecies    
Image:Rodgort's Invocation.jpg Rodgort's Invocation Spell. Target foe and all nearby foes are struck for 15...99 fire damage and set on fire for 1...3 seconds.
    25 Energy 3 Activation 15 Recharge
Prophecies    
Image:Savannah Heat.jpg Savannah Heat Elite Spell. You create Savannah Heat at target foe's location. For 5 seconds, all nearby foes take 5...17 damage each second and an additional 5...17 damage for each second this Spell has been in effect.
    5 Energy 2 Activation 25 Recharge
Nightfall    
Image:Searing Flames.jpg Searing Flames Elite Spell. Target foe and all nearby foes are struck with Searing Flames. Foes already on fire when this skill is cast are struck for 7...91 fire damage. Foes not already on fire begin Burning for 1...4 seconds.
    15 Energy 1 Activation 2 Recharge
Nightfall    
Image:Searing Heat.jpg Searing Heat Spell. Cause searing heat at target foe's location. For 5 seconds, foes near this location are struck for 10...34 fire damage each second. When Searing Heat ends, enemies in the area of effect are set on fire for 3 seconds.
    15 Energy 2 Activation 30 Recharge
Prophecies Duplicate of Teinai's Heat  
Image:Smoldering Embers.jpg Smoldering Embers Hex Spell. Target foe is struck for 7...91 fire damage. After 3 seconds, if target foe is not moving that foe is set on fire for 3 seconds.
    10 Energy 2 Activation 7 Recharge
Factions    
Image:Star Burst.jpg Star Burst Elite Spell. Target touched foe and all nearby foes are struck for 7...91 fire damage. If more than one foe was struck, you lose 5 Energy.
    5 Energy ¾ Activation 10 Recharge
Factions    
Image:Teinai's Heat.jpg Teinai's Heat Spell. Create Teinai's Heat at target foe's location. For 5 seconds, foes near that location are struck for 10...34 fire damage each second. When Teinai's Heat ends, foes in the area of effect are set on fire for 3 seconds.
    15 Energy 2 Activation 30 Recharge
Factions Duplicate of Searing Heat  

[edit] Water Magic

If you can see this, please shift-refresh or hit ctrl-F5 to refresh the page and get the new CSS.
Image:Armor of Frost.jpg Armor of Frost Enchantment Spell. For 10...29 seconds, you gain +40 armor against physical damage. Armor of Frost ends if you use any Fire Magic.
    5 Energy 1 Activation 45 Recharge
Prophecies    
Image:Armor of Mist.jpg Armor of Mist Enchantment Spell. For 8...18 seconds, you gain +10...34 armor and move 33% faster.
    10 Energy 1 Activation 30 Recharge
Prophecies    
Image:Blurred Vision.jpg Blurred Vision Hex Spell. For 8...18 seconds, target foe and adjacent foes are Hexed with Blurred Vision. While Hexed, those foes have a 50% chance to miss with attacks.
    15 Energy 1 Activation 20 Recharge
Core    
Image:Conjure Frost.jpg Conjure Frost Enchantment Spell. For 60 seconds, if you're wielding a cold weapon, your attacks strike for an additional 7...19 cold damage.
    10 Energy 1 Activation 45 Recharge
Core   Can be obtained through a quest
Image:Deep Freeze.jpg Deep Freeze Hex Spell. You cause a Deep Freeze at target foe's location. All foes in this location are struck for 10...70 cold damage, and for 10 seconds, they move 66% slower.
    25 Energy 3 Activation 15 Recharge
Core   Can be obtained through a quest
Image:Freezing Gust.jpg Freezing Gust Hex Spell. If target foe is under the effect of a Water Magic Hex, that foe is struck for 20...68 cold damage. Otherwise, that foe moves 66% slower for 1...5 seconds.
    10 Energy 1 Activation 5 Recharge
Nightfall    
Image:Frigid Armor.jpg Frigid Armor Enchantment Spell. For 10...22 seconds, you have +10...34 armor against physical damage and cannot be set on fire.
    5 Energy 1 Activation 20 Recharge
Nightfall    
Image:Frozen Burst.jpg Frozen Burst Hex Spell. All nearby foes are struck for 10...70 cold damage and move 66% slower for 5...10 seconds.
    15 Energy ¾ Activation 5 Recharge
Prophecies   Can be obtained through a quest
Image:Ice Prison.jpg Ice Prison Hex Spell. For 8...18 seconds, target foe's legs are encased in ice, causing that foe to move 66% slower. This effect ends if target takes fire damage.
    10 Energy 2 Activation 30 Recharge
Prophecies Duplicate of Teinai's Prison Can be obtained through a quest
Image:Ice Spear.jpg Ice Spear Spell. Send out an Ice Spear, striking target foe for 10...58 cold damage if it hits. Ice Spear has half the normal Spell range.
    5 Energy 1 Activation    
Core   Can be obtained through a quest
Image:Ice Spikes.jpg Ice Spikes Hex Spell. Target and adjacent foes are struck for 20...68 cold damage and move 66% slower for 2...5 seconds.
    15 Energy 2 Activation 15 Recharge
Core   Can be obtained through a quest
Image:Icy Prism.jpg Icy Prism Spell. Target foe is struck for 10...54 cold damage. If target foe is using a Signet, that Signet is interrupted and all of that foe's Signets are disabled for 3...8 seconds.
    10 Energy 1 Activation 2 Recharge
Factions    
Image:Icy Shackles.jpg Icy Shackles Elite Hex Spell. For 4...9 seconds, target foe's movement is reduced by 66%. While under the effects of an Enchantment, that foe's movement is reduced by 90%.
    5 Energy 1 Activation 12 Recharge
Nightfall    
Image:Maelstrom.jpg Maelstrom Spell. Create a maelstrom at target foe's location. For 10 seconds, foes adjacent to that area are struck for 10...22 cold damage each second. Maelstrom interrupts spell-casting when it hits. This spell causes exhaustion.
Image:Exhaustion.png   25 Energy 2 Activation 30 Recharge
Core    
Image:Mind Freeze.jpg Mind Freeze Elite Hex Spell. Target foe suffers 10...34 cold damage. If you have more energy than target foe, that foe suffers an additional 10...34 cold damage and moves 90% slower for 1...8 seconds. This spell causes exhaustion.
Image:Exhaustion.png   5 Energy 1 Activation 8 Recharge
Core    
Image:Mirror of Ice.jpg Mirror of Ice Elite Enchantment Spell. For 60 seconds, the next time an enemy Spell would deal damage to you, that damage is negated and that Spell's caster takes 10...70 damage.
    5 Energy ¼ Activation 10 Recharge
Factions    
Image:Mist Form.jpg Mist Form Elite Enchantment Spell. For 8...18 seconds, you cannot take or deal damage from attacks.
    10 Energy 1 Activation 30 Recharge
Prophecies    
Image:Rust.jpg Rust Hex Spell. For 6...35 seconds, target foe and all adjacent foes take 3 times as long to activate Signets.
    5 Energy 2 Activation 15 Recharge
Core    
Image:Shard Storm.jpg Shard Storm Hex Spell. Send out an ice shard that strikes target foe for 10...70 cold damage if it hits and causes target foe to move 66% slower for 2...5 seconds.
    10 Energy 1 Activation 10 Recharge
Prophecies   Can be obtained through a quest
Image:Shatterstone.jpg Shatterstone Elite Hex Spell. Target foe is struck for 25...85 cold damage and is Hexed with Shatterstone for 3 seconds. When Shatterstone ends, that foe is struck for 25...85 cold damage.
    15 Energy 2 Activation 8 Recharge
Factions    
Image:Steam.jpg Steam Spell. If target foe is on fire, Steam Blinds that foe for 5...9 seconds and strikes for 20...68 cold damage. Otherwise, that foe is struck for 5...41 cold damage.
    5 Energy 1 Activation 8 Recharge
Nightfall    
Image:Swirling Aura.jpg Swirling Aura Enchantment Spell. For 8...18 seconds, Swirling Aura has a 50% chance to "block" projectiles.
    10 Energy 1 Activation 45 Recharge
Prophecies   Can be obtained through a quest
Image:Teinai's Prison.jpg Teinai's Prison Hex Spell. For 8...18 seconds, target foe's legs are encased in ice causing the foe to move 66% slower. This effect ends if target takes fire damage.
    10 Energy 2 Activation 30 Recharge
Factions Duplicate of Ice Prison  
Image:Vapor Blade.jpg Vapor Blade Spell. Target foe is struck for 15...111 cold damage. Vapor Blade deals half damage if that foe has any Enchantments on them.
    15 Energy 2 Activation 7 Recharge
Factions    
Image:Ward Against Harm.jpg Ward Against Harm Elite Ward Spell. Create a Ward Against Harm at this location. For 8...18 seconds, non-Spirit allies in this area have 12...50 armor against fire damage and 12...22 armor against other damage.
    15 Energy 1 Activation 20 Recharge
Prophecies    
Image:Water Attunement.jpg Water Attunement Enchantment Spell. For 36...55 seconds, you are attuned to Water. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Water Magic.
    10 Energy 2 Activation 45 Recharge
Core   Can be obtained through a quest
Image:Water Trident.jpg Water Trident Elite Spell. Send out a fast-moving Water Trident striking target foe for 10...58 cold damage if it hits. If it hits a moving foe, that foe is knocked down.
    5 Energy 1 Activation 3 Recharge
Prophecies    

[edit] No Attribute

If you can see this, please shift-refresh or hit ctrl-F5 to refresh the page and get the new CSS.
Image:Glyph of Concentration.jpg Glyph of Concentration Glyph. For 15 seconds, your next two Spells cannot be interrupted, and ignore the effects of being Dazed.
    5 Energy 1 Activation 10 Recharge
Prophecies    
Image:Glyph of Elemental Power.jpg Glyph of Elemental Power Glyph. For 15 seconds, your elemental attributes are boosted by 2 for your next 5 spells.
    5 Energy 1 Activation 5 Recharge
Core   Can be obtained through a quest
Image:Glyph of Energy.jpg Glyph of Energy Elite Glyph. For 15 seconds, your next spell costs 25 less Energy to cast and does not cause exhaustion.
    5 Energy 1 Activation 15 Recharge
Prophecies    
Image:Glyph of Essence.jpg Glyph of Essence Glyph. For 15 seconds, your next Spell casts instantly but causes you to lose all Energy.
    5 Energy 1 Activation 30 Recharge
Factions    
Image:Glyph of Renewal.jpg Glyph of Renewal Elite Glyph. For 15 seconds, your next Spell instantly recharges.
    5 Energy 1 Activation 15 Recharge
Prophecies    
Image:Glyph of Sacrifice.jpg Glyph of Sacrifice Glyph. For 15 seconds, your next Spell may be cast instantly, but it takes an additional 30 seconds to recharge.
    5 Energy 1 Activation 15 Recharge
Prophecies    
Image:Second Wind.jpg Second Wind Elite Spell. You gain 1 Energy for each point of Energy lost due to Exhaustion. This spell causes Exhaustion.
Image:Exhaustion.png   5 Energy 2 Activation 5 Recharge
Factions    
Personal tools
Sponsors