Elementalist skills quick reference
From GuildWiki
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W / R / Mo / N / Me / E / A / Rt / P / D
- This skill may be earned from
a quest. See skill information for details.
- This spell causes Exhaustion.
[edit] Air Magic
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Air Attunement
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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. |
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Arc Lightning
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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. |
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Blinding Flash
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Spell. Target foe is blinded for 3...9 seconds. |
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Blinding Surge
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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. |
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Chain Lightning
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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. |
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Chilling Winds
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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. |
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Conjure
Lightning
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Enchantment Spell. For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional 7...19 lightning damage. |
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Enervating
Charge
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Spell. Target foe is struck for 5...41 lightning damage and suffers from Weakness for 5...17 seconds. This spell has 25% armor penetration. |
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Gale
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Spell. Knock down target foe for 2 seconds. This spell causes exhaustion. (50% failure chance with Air Magic 4 or less.) |
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Glimmering Mark
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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. |
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Gust
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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. |
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Invoke
Lightning
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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. |
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Lightning Bolt
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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. |
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Lightning
Hammer
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Spell. Target foe is struck for 10...82 lightning damage. Lightning Hammer has 25% armor penetration. |
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Lightning
Javelin
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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. |
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Lightning Orb
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Spell. Send out a Lightning Orb that strikes target foe for 10...82 lightning damage if it hits. This spell has 25% armor penetration. |
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Lightning
Strike
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Spell. Strike target foe for 5...41 lightning damage. This spell has 25% armor penetration. |
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Lightning Surge
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Elite Hex Spell. After 3 seconds, target foe is knocked down and struck for 14...83 lightning damage. |
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Lightning Touch
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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. |
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Mind Shock
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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. |
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Ride the
Lightning
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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. |
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Shock
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Skill. Target touched foe is knocked down and struck for 10...50 lightning damage. This skill has 25% armor penetration and causes exhaustion. |
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Shock Arrow
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Spell. Send out a shocking arrow that flies swiftly toward target foe, striking for 5...37 lightning damage. Shock Arrow has 25% armor penetration. |
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Storm
Djinn's Haste
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Enchantment Spell. For 10...22 seconds, you move 33% faster. Each second that you are moving, you lose 1 energy. |
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Teinai's Wind
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Spell. All adjacent foes take 15...51 cold damage. Attacking foes struck by Teinai's Wind are knocked down. |
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Thunderclap
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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. |
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Whirlwind
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Spell. All adjacent foes take 15...51 cold damage. Attacking foes struck by Whirlwind are knocked down. |
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Windborne Speed
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Enchantment Spell. For 5...10 seconds, target ally moves 33% faster. |
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[edit] Earth Magic
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Aftershock
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Spell. Adjacent foes are struck for 26...85 earth damage. Knocked down foes are struck for 10...56 additional earth damage. |
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Armor of Earth
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Enchantment Spell. For 30 seconds, you gain 24...53 armor, but move 50...21% slower. |
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Ash Blast
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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. |
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Churning Earth
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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. |
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Crystal Wave
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Spell. Foes adjacent to you are struck for 10...82 damage, but are cured of any negative Conditions. |
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Dragon's Stomp
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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. |
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Earth
Attunement
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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. |
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Earthquake
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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. |
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Ebon Hawk
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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. |
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Eruption
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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. |
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Glowstone
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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. |
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Grasping Earth
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Hex Spell. For 8...18 seconds, all nearby foes move 50% slower. |
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Iron Mist
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Hex Spell. For 5...15 seconds, target foe moves 90% slower. That foe gains immunity to damage from all sources except lightning. |
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Kinetic Armor
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Enchantment Spell. For 8 seconds, you gain 20...68 armor. Whenever you cast a spell, Kinetic Armor is renewed for 8 seconds. |
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Magnetic Aura
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Enchantment Spell. For 5...17 seconds, Magnetic Aura has a 75% chance to "block" melee attacks. |
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Obsidian Flame
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Spell. Deal 22...94 damage to target foe. This Spell ignores armor but causes Exhaustion. |
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Obsidian Flesh
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Elite Enchantment Spell. For 8...18 seconds, you gain +20 armor and cannot be the target of enemy spells, but move 50% slower. |
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Sandstorm
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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. |
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Shockwave
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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. |
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Sliver Armor
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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. |
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Stone Daggers
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Spell. Send out two Stone Daggers. Each Stone Dagger strikes target foe for 8...28 earth damage if it hits. |
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Stone Sheath
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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. |
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Stone Striker
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Enchantment Spell. For 5...25 seconds, whenever you take or deal elemental or physical damage, that damage is converted to earth damage. |
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Stoneflesh Aura
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Enchantment Spell. For 5...17 seconds, damage you receive is reduced by 1...25 and you are immune to critical attacks. |
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Stoning
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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. |
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Teinai's
Crystals
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Spell. Foes adjacent to you are struck for 10...82 damage but are cured of any negative Conditions. |
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Unsteady Ground
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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. |
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Ward
Against Elements
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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. |
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Ward Against
Foes
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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. |
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Ward Against
Melee
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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. |
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Ward of
Stability
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Ward Spell. Create a Ward of Stability at your current location. For 10...22 seconds, non-Spirit allies cannot be knocked down. |
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[edit] Energy Storage
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Aura of
Restoration
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Enchantment Spell. For 60 seconds, you are healed for 152...350% of the Energy cost each time you cast a Spell. |
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Elemental
Attunement
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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. |
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Energy Boon
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Elite Spell. You gain 10...18 energy. Energy Boon causes Exhaustion. |
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Ether Prism
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Elite Spell. Gain 0...2 Energy for each point of Energy you have (maximum 50 Energy). |
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Ether Prodigy
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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. |
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Ether Renewal
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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. |
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Glyph
of Lesser Energy
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Glyph. For 15 seconds, your next two spells cost 10...16 less Energy to cast. |
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Glyph of
Restoration
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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. |
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Master of Magic
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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. |
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[edit] Fire Magic
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Bed of Coals
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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. |
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Breath of Fire
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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. |
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Burning Speed
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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. |
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Conjure Flame
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Enchantment Spell. For 60 seconds, if you're wielding a fire weapon, your attacks strike for an additional 7...19 fire damage. |
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Double Dragon
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Elite Spell. For two seconds, foes adjacent to this location are struck for 7...91 fire damage each second. |
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Elemental Flame
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Hex Spell. For 5...17 seconds, whenever an Elemental Hex ends on target foe, that foe is set on fire for 1...3 seconds. |
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Fire Attunement
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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. |
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Fire Storm
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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. |
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Fireball
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Spell. Send out a ball of fire that strikes target foe and all adjacent foes for 7...91 fire damage. |
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Flame Burst
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Spell. All nearby foes are struck for 15...99 fire damage. |
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Flame
Djinn's Haste
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Enchantment Spell. All adjacent foes are struck for 15...99 fire damage. For 5...17 seconds, you move 33% faster. |
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Flare
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Spell. Send out a flare that strikes target foe for 20...56 fire damage if it hits. |
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Glowing Gaze
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Spell. Target foe takes 5...41 fire damage. If that foe is on Fire, you gain 1...7 Energy. |
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Immolate
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Spell. Target foe is struck for 15...51 fire damage and is set on fire for 1...3 seconds. |
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Incendiary
Bonds
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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. |
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Inferno
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Spell. All adjacent foes are struck for 30...114 fire damage. |
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Lava Arrows
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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. |
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Lava Font
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Spell. For 5 seconds, foes adjacent to the location where this spell was cast are struck for 5...41 fire damage each second. |
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Liquid Flame
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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. |
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Mark of Rodgort
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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. |
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Meteor
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Spell. Target foe and all adjacent foes are struck for 7...91 fire damage and knocked down. This spell causes Exhaustion. |
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Meteor Shower
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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. |
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Mind Blast
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Elite Spell. Target foe is struck for 15...51 fire damage. If you have more Energy than target foe, you gain 1...7 Energy. |
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Mind Burn
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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. |
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Phoenix
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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. |
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Rodgort's Invocation
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Spell. Target foe and all nearby foes are struck for 15...99 fire damage and set on fire for 1...3 seconds. |
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Savannah Heat
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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. |
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Searing Flames
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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. |
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Searing Heat
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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. |
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Smoldering
Embers
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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. |
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Star Burst
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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. |
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Teinai's Heat
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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. |
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[edit] Water Magic
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Armor of Frost
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Enchantment Spell. For 10...29 seconds, you gain +40 armor against physical damage. Armor of Frost ends if you use any Fire Magic. |
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Armor of Mist
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Enchantment Spell. For 8...18 seconds, you gain +10...34 armor and move 33% faster. |
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Blurred Vision
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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. |
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Conjure Frost
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Enchantment Spell. For 60 seconds, if you're wielding a cold weapon, your attacks strike for an additional 7...19 cold damage. |
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Deep Freeze
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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. |
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Freezing Gust
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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. |
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Frigid Armor
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Enchantment Spell. For 10...22 seconds, you have +10...34 armor against physical damage and cannot be set on fire. |
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Frozen Burst
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Hex Spell. All nearby foes are struck for 10...70 cold damage and move 66% slower for 5...10 seconds. |
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Ice Prison
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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. |
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Ice Spear
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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. |
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Ice Spikes
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Hex Spell. Target and adjacent foes are struck for 20...68 cold damage and move 66% slower for 2...5 seconds. |
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Icy Prism
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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. |
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Icy Shackles
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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%. |
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Maelstrom
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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. |
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Mind Freeze
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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. |
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Mirror of Ice
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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. |
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Mist Form
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Elite Enchantment Spell. For 8...18 seconds, you cannot take or deal damage from attacks. |
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Rust
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Hex Spell. For 6...35 seconds, target foe and all adjacent foes take 3 times as long to activate Signets. |
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Shard Storm
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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. |
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Shatterstone
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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. |
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Steam
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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. |
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Swirling Aura
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Enchantment Spell. For 8...18 seconds, Swirling Aura has a 50% chance to "block" projectiles. |
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Teinai's
Prison
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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. |
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Vapor Blade
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Spell. Target foe is struck for 15...111 cold damage. Vapor Blade deals half damage if that foe has any Enchantments on them. |
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Ward Against
Harm
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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. |
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Water
Attunement
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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. |
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Water Trident
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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. |
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[edit] No Attribute
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Glyph
of Concentration
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Glyph. For 15 seconds, your next two Spells cannot be interrupted, and ignore the effects of being Dazed. |
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Glyph of Elemental Power
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Glyph. For 15 seconds, your elemental attributes are boosted by 2 for your next 5 spells. |
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Glyph of Energy
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Elite Glyph. For 15 seconds, your next spell costs 25 less Energy to cast and does not cause exhaustion. |
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Glyph of
Essence
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Glyph. For 15 seconds, your next Spell casts instantly but causes you to lose all Energy. |
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Glyph of
Renewal
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Elite Glyph. For 15 seconds, your next Spell instantly recharges. |
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Glyph of
Sacrifice
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Glyph. For 15 seconds, your next Spell may be cast instantly, but it takes an additional 30 seconds to recharge. |
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Second Wind
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Elite Spell. You gain 1 Energy for each point of Energy lost due to Exhaustion. This spell causes Exhaustion. |
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