Cache-Control: no-store, must-revalidatePragma: no-cacheExpires: 0Koudelka's Guild Wars Skills

Koudelka's Guild Wars Skills

Custom Skill Designs for Guild Wars. Select a profession to see all of their new skills.

Elementalist

Necromancer

Mesmer

Warrior

Monk

Ranger

Assassin

Ritualist

Dervish

Paragon

PvE-Only Cross-Profession Elites

IconNameProfessionAttributeTypeCostActivation TimeRechargeDescription
BlusterElementalistAir MagicHex Spell10 1 8 Target foe takes 20...70...75 cold damage. For 2...6...8 seconds, that foe attacks 25% more slowly.
Borealis BlastElementalistAir MagicSpell10 5 2 8 Target foe and up to three nearby foes are struck for 10...88...95 cold damage.
Charge BoltElementalistAir MagicEnchantment Spell5 1 8 Strike target foe for 3...50...55 lightning damage. If you are Overcast, you gain +1 Air Magic for 5 seconds. This spell has 25% armour penetration.
Circuit FryElementalistAir MagicSpell10 1 10 Target foe takes 10...55...60 lightning damage. If that foe has a signet equipped, all nearby foes also take 10...55...60 lightning damage. This spell has 25% armour penetration.
Deafening BlastElementalistAir MagicSpell10 1 10 Target foe is struck for 16...66...70 lightning damage. If you are Overcast, that foe loses the effects of all shouts, chants and echoes. This spell has 25% armour penetration.
Electric LoopElementalistAir MagicEnchantment Spell15 1 20 You are enchanted with Electric Loop for 18 seconds. Every second, a random foe in earshot is struck for 1...12...16 lightning damage. The same foe cannot be struck two seconds in a row. This spell has 25% armour penetration.
ElectrocuteElementalistAir MagicSpell15 1 1/2 9 Strike target foe for 10...72...80 lightning damage. If that foe is not enchanted, that foe is interrupted and crippled for 0...3...3 seconds. This spell has 25% armour penetration.
Fractured GlyphElementalistAir MagicGlyph5 1 5 For 15 seconds, the next 1...3...4 spells you cast against a foe also apply Cracked Armour for 3...9...10 seconds.
Glyph of StormsElementalistAir MagicGlyph15 1 10 For 15 seconds, the next spell you cast against a foe also creates a Storm at that foe's location. The storm lasts for 3 seconds and deals 5...25...31 cold damage to all adjacent foes per second.
Katabatic WindsElementalistAir MagicSpell15 2 6 Strike target foe for 20...70...75 cold damage. Deal an additional 5...55...60 cold damage and apply Cracked Armour for 3...10...11 seconds if that foe was suffering from a Water Magic hex.
Mind FryElementalistAir MagicElite Spell5 1 10 Target foe suffers 10...42...50 lightning damage and suffers from Cracked Armour for 4...12...14 seconds. If you have more Energy than target foe, that foe loses 4...9...10 Energy. This spell has 25% armour penetration.
Plasma PulseElementalistAir MagicElite Spell10 5 1 8 Target foe is struck for 15...90...100 lightning damage. After 2 seconds, all foes adjacent to where Plasma Pulse struck are Dazed for 0...4...5 seconds. This spell has 25% armour penetration.
Shock ValueElementalistAir MagicEnchantment Spell5 1 30 For 10...40...45 seconds, you gain 2 Energy and 5 Health every time you apply a condition to a foe using an Air Magic skill.
Short CircuitElementalistAir MagicSpell10 1 12 Target foe and all adjacent foes are struck for 14...55...62 lightning damage. If you are Overcast, foes struck by Static Shock have their signets disabled for 4...7...9 seconds. This spell has 25% armour penetration.
StormseekerElementalistAir MagicEnchantment Spell5 1 30 For 45 seconds, your Water Magic and Air Magic spells gain an additional 0...5...6% armour penetration.
ThunderstormElementalistAir MagicElite Spell15 2 20 For 10 seconds, create a Thunderstorm at target foe's location. Each second, a foe in the area is struck for 15...75...82 lightning damage. The same foe cannot be struck two seconds in a row. This spell has 25% armour penetration.
TornadoElementalistAir MagicSpell25 10 2 20 Target foe and all foes in the area are knocked down. (50% chance of failure with Air Magic 7 or less)
Volt MatrixElementalistAir MagicSpell15 2 5 Send out 3 projectiles that travel at different speeds (fast, normal, slow) at target foe. These projectiles deal 3...20...24, 10...50...65, and 25...72...78 lightning damage respectively. This spell has 25% armour penetration.
Wind Djinn's GraceElementalistAir MagicElite Enchantment Spell10 1/4 20 For 1...40...45 seconds, you move and cast Air Magic spells 30% faster. For every 10 points of Energy Storage you have, the Overcast cost of spells you cast is reduced by 2. Your total armour rating is set to 10...45...58 and cannot be increased.
Basalt BastionElementalistEarth MagicEnchantment Spell10 5 1 25 For 10 seconds you cannot be interrupted, but you move 90...60...50% more slowly and cannot Shadow Step.
BurialElementalistEarth MagicSpell5 3/4 5 Deal 25...99...104 armour-ignoring Earth damage to target foe. The damage dealt is reduced by 66% if that foe is not knocked down.
CometElementalistEarth MagicSpell10 5 2 15 Target foe and all adjacent foes take 12...85...93 armour ignoring damage.
Conjure EarthElementalistEarth MagicEnchantment Spell10 1 45 For 60 seconds, if you're wielding an earth weapon, your attacks strike for an additional 5...17...20 earth damage.
Desynced TremourElementalistEarth MagicHex Spell15 1 24 Target foe and all adjacent foes take 13...45...50 earth damage and are hexed for 3 seconds. After 3 seconds, those foes are knocked down. This hex ends prematurely on each foe if that foe moves.
Dust TorrentElementalistEarth MagicSpell10 2 20 For 10 seconds, target foe and all adjacent foes are struck for 5...15...19 earth damage per second.
FlintstormElementalistEarth MagicElite Spell25 3 20 Create a Flintstorm at target foe's location. For 10 seconds, all foes in the area take 12...30...33 armour-ignoring damage per second.
InsulationElementalistEarth MagicEnchantment Spell5 1 30 For 3...33...35 seconds, you take 50% less damage from foes suffering from an Elementalist hex, but you move 75...33...30% slower.
Jerod's RunestoneElementalistEarth MagicElite Spell10 1 5 Send out a projectile at target foe. If it hits, that foe takes 15...100...110 armour ignoring damage and suffers from Dazed for 0...1...1 seconds and Weakness for 2...8...9 seconds.
Mind LockElementalistEarth MagicElite Enchantment Spell5 5 1 10 Target foe is struck for 5...50...60 earth damage. If you have more Energy than target foe, that foe and all adjacent foes are struck for an additional 5...50...60 damage, and for 1...6...8 seconds, you are enchanted with Mind Lock. While enchanted, you cannot be interrupted.
Obsidian VeilElementalistEarth MagicEnchantment Spell25 1/4 20 For 2...11...13 seconds, spells cast on you by both allies and foes have a 2...17...20% chance of being reflected back onto the caster instead.
QuakeElementalistEarth MagicEnchantment Spell15 5 1 20 For 2...14...16 seconds, every time a foe casts a hex spell on you, that foe is knocked down.
Ride the RocksElementalistEarth MagicElite Spell15 5 1 10 Shadow Step to target foe. That foe and all nearby foes are knocked down and suffer from Cracked Armour for 3...8...12 seconds.
Rocky SoilElementalistEarth MagicSpell15 2 30 Create Rocky Soil at target foe's location for 20 seconds. Every second, foes caught moving nearby to where Rocky Soil was created are struck for 7...30...35 piercing damage and bleed for 5 seconds.
Silver ArmourElementalistEarth MagicElite Enchantment Spell5 3/4 30 For 20 seconds, you gain 1...4...5 damage reduction, and every time you are the target of an enemy attack or skill, up to 0...4...5 adjacent foes are struck for 8...40...42 earth damage.
Stone CurseElementalistEarth MagicHex Spell5 5 1 16 For 2...13...15 seconds, target foe cannot cause any interruption or knockdown with their skills, attacks, or area effects they create.
Uneasy EarthElementalistEarth MagicSpell15 2 30 For 5 seconds, target foe and all nearby foes are struck for 10...34...40 earth damage per second. Foes with an increased attack speed are knocked down.
VolcanoElementalistEarth MagicSpell25 2 30 Create a Volcano at target foe's location. For 5 seconds, all nearby foes are struck for 10...34...38 earth damage per second. Knocked down foes are set on fire for 3 seconds, and burning foes are interrupted.
Ward Against CatastropheElementalistEarth MagicElite Ward Spell25 5 1 30 Create a Ward Against Catastrophe at your location. For 3...17...20 seconds, non-spirit allies within the ward cannot lose more than 50...16...14% of their maximum Health from any single attack or spell. This ward cannot protect allies who have less than 100 maximum Health.
Ward Against MagicElementalistEarth MagicWard Spell15 1 30 For 5...16...18 seconds, create a Ward at your location. Hostile spells deal 5...10...14% less damage to non-spirit allies within.
Ward Against MissilesElementalistEarth MagicWard Spell15 1 30 For 5...17...20 seconds, create a Ward at your location. All non-spirit allies in the ward have a 50% chance to block missile attacks.
Arcane BoltElementalistEnergy StorageSpell5 1 8 Send out a projectile towards target foe. If it hits, that foe takes 5...41...50 armour-ignoring damage and you gain 1...5...6 Energy.
Arcane RefreshmentElementalistEnergy StorageEnchantment Spell5 1/4 20 For 30 seconds, you lose 1 point of Overcast every 10...3...2 seconds.
ChromaticismElementalistEnergy StorageEnchantment Spell5 1/4 20 For 10...50...55 seconds, every time you deal elemental damage to a foe with a spell, the damage is divided into four equal parts, rounded up, of cold, lightning, earth and fire damage. This division takes place after armour considerations.
Destructive SingularityElementalistEnergy StorageElite Skill25 1 60 For 10...60...70 seconds, all of your elemental spells have 5...16...20% armour penetration. This does not stack with other armour penetration effects.
Destructive VaultElementalistEnergy StorageSkill5 1/4 60 For 0... 70...77 seconds, your Energy Storage is increased by 3, but all your elemental attributes are reduced to zero.
DoublecastElementalistEnergy StorageElite Skill5 15 For 7 seconds, the next spell you cast is cast twice, the second at 10...65...70% of the spell's attribute power.
Energy PreservationElementalistEnergy StorageEnchantment Spell5 1/4 5 For 3...60...70 seconds, every time one of your elemental spells is interrupted, you regain 10...75...80% of its Energy cost.
Ether EmbargoElementalistEnergy StorageHex Spell5 1/4 5 For 3...23...25 seconds, every time target foe finishes casting a spell, a check is made on their remaining Energy. If they have less than the casting cost of the spell they are trying to cast, the spell fails and begins to recharge, and this hex ends.
Gift of MagicElementalistEnergy StorageSpell5 1 10 You lose 15 Energy. Target other ally gains 10...95...110% of the Energy you lose, rounded up.
Glyph of Greater ConcentrationElementalistEnergy StorageElite Glyph5 1 30 The next 1...3...4 spells you cast cannot be interrupted and ignore the dazed effect, and you cannot be knocked down while casting them. This glyph ends prematurely if you cast a spell while not enchanted.
Glyph of ImpactElementalistEnergy StorageGlyph5 1 15 The next elemental spell you cast against a foe damages your target as if it had a base armour rating of 80...62...60. This effect does not stack with armour penetration.
Glyph of PolarityElementalistEnergy StorageGlyph5 1 5 The next spell you cast causes 5 less points of Overcast. (50% chance of failure with Energy Storage 4 or less)
Glyph of TransferenceElementalistEnergy StorageGlyph15 1 5 The next spell you cast uses your Energy Storage attribute instead of its usual attribute, but takes 60...30...25 seconds longer to recharge.
Mana BatteryElementalistEnergy StorageSkill5 1/4 When this skill is activated it has no initial effect. Every time you cast a spell, Mana Battery gains two charges (Maximum: 4...30...35 charges). Upon casting Mana Battery again, you gain Energy equal to the charge counters stored and the counter is reset to zero. (Current Charges: 0).
Mana BeamElementalistEnergy StorageSpell25 3 7 Target foe and all foes between you and your target are struck for 30...90...110 armour ignoring damage. You gain 1 Energy for every foe struck.
Master of WardsElementalistEnergy StorageEnchantment Spell10 1 30 For 3...45...50 seconds, ward spells you cast activate and recharge 33% faster and their size is increased by 33%.
Reversal of MagecraftElementalistEnergy StorageElite Skill5 30 For 2...30...35 seconds, the costs of your 5, 10, 15, and 25 Energy spells become 25, 15, 10, and 5 Energy respectively.
WitchcraftElementalistEnergy StorageSkill5 60 For 60 seconds, your maximum Energy is decreased by 15, but you gain 0...2...3 Energy every time a non-summoned creature dies.
Arcane FurnaceElementalistFire MagicEnchantment Spell5 1 45 For 3...55...63 seconds, every time you cast a spell while on fire, you gain 3 Energy.
Arsonist's AuraElementalistFire MagicEnchantment Spell10 1 30 For 25 seconds, every time you cast a Fire Magic spell, all foes adjacent to you are struck for 5...20...25 fire damage and are set on fire for 1 second.
AwakeningElementalistFire MagicElite Enchantment Spell15 1/4 15 For 10 seconds, every time you take damage while you are on fire, the foe which damaged you is struck for 5...37...42 fire damage. You gain 1 Energy every time Awakening is triggered.
CataclysmElementalistFire MagicSpell25 5 2 30 Create a cataclysm at target foe's location. For 10 seconds, all nearby foes are struck for 4...34...38 fire damage per second. Burning foes are interrupted.
Delay BlastElementalistFire MagicHex Spell5 5 3/4 10 Hex target touched foe. After 3 seconds, that foe and all nearby foes take 20...90...100 fire damage and are set on fire for 3 seconds.
Eclipsina's WishElementalistFire MagicEnchantment Spell5 5 1 10 For 45 seconds, if target ally dies while enchanted with Eclipsina's Wish, all adjacent foes are knocked down, set on fire for 1...5...9 seconds, and are hexed with Eclipsina's Wish for 8 seconds. Foes hexed with Eclipsina's Wish take 1...20...25 fire damage per second while on fire.
EnsorcellElementalistFire MagicElite Enchantment Spell5 1 10 For 30 seconds, skills used by target ally against their foes set them on fire for 1...6...8 seconds. This ability penetrates burning immunity, but at half the duration.
Exalted ExplosionElementalistFire MagicSpell15 1 12 Target foe and all nearby foes take 10...70...80 fire damage. If Exalted Explosion is the only Fire Magic spell you have equipped, strike all foes in the area instead and deal an additional 50...70...75% damage.
Fire BoltElementalistFire MagicSpell5 1 4 Fire a fast-moving projectile which strikes target foe for 20...56...65 fire damage.
FirespitterElementalistFire MagicSkill5 3/4 7 Target touched foe and all adjacent foes are set on fire for 2...7...8 seconds.
Flame WaveElementalistFire MagicElite Spell10 1 7 Send out a Flame Wave in the direction of target foe which travels for 100'. All foes in its path are struck for 10...90...100 fire damage.
Flame WhipElementalistFire MagicSpell15 2 12 Target foe and all foes between you and that foe are struck for 20...70...90 fire damage and are crippled for 0...1...2 seconds.
Flaming FistsElementalistFire MagicEnchantment Spell10 1 45 For 30 seconds, your touch range and point blank range Fire Magic spells cost 5 more Energy but deal +10...20...25% more damage.
Flash FireElementalistFire MagicFlash Enchantment Spell5 12 Set yourself on fire for 12 seconds and move 33% faster for 3...9...10 seconds.
Glittering GazeElementalistFire MagicSpell5 1/4 8 If target is foe is attacking, moving, or using a skill, set that foe and all adjacent foes on fire for 2...7...8 seconds.
Glyph of Lesser EffigyElementalistFire MagicGlyph1 1/4 5 For 30 seconds, every time you cast a spell, you set yourself on fire for 0...5...6 seconds.
HeatstrokeElementalistFire MagicHex Spell15 1 20 For 5...15...18 seconds, every time target foe has been on fire consecutively for 5 seconds, that foe is knocked down.
Hellraiser's HasteElementalistFire MagicElite Enchantment Spell10 1/4 20 For 10...28...33 seconds, your Fire Magic spells activate and recharge 66% more quickly while you are on fire.
PressurizeElementalistFire MagicWard Spell10 1 20 Create a ward at your location which lasts for 3...9...11 seconds. Foes inside the ward suffer -3 Health degeneration, move 15% more slowly, and cannot block attacks.
RageflameElementalistFire MagicSpell10 2 20 For 10 seconds, target foe and all adjacent foes take 10...35...38 fire damage per second and are set on fire for 1 second. However, foes struck by Rageflame gain a strike of adrenaline.
Ride the FlamesElementalistFire MagicElite Spell10 10 1 8 Shadow Step to target foe. Set yourself on fire for 1...3...4 seconds. Set all nearby foes on fire for 2...8...10 seconds. After two seconds, all foes in the area around you take 15...110...130 fire damage.
Ring of AshElementalistFire MagicEnchantment Spell5 1 14 For 2... 22...25 seconds, the next 2...5...6 conditions you receive are converted into burning instead.
Searing AttunementElementalistFire MagicEnchantment Spell10 1 30 You lose all other Elementalist Enchantments. For 45 seconds, you gain 1...5...6 Energy every time you set any creature on fire, including yourself.
Stalked by FlamesElementalistFire MagicElite Hex Spell5 1 20 Target foe is hexed with Stalked by Flames for 6 seconds. Every second, target foe and all adjacent foes take 3...23...27 fire damage per second. This hex renews itself every time you cast a Fire Magic spell on that foe.
Summer StrikeElementalistFire MagicSpell15 1 1/2 12 After 2 seconds, target foe and all adjacent foes are struck for 18...100...110 armour-ignoring damage.
Trial By FireElementalistFire MagicEnchantment Spell5 1 20 Set yourself on fire for 3 seconds and enchant yourself with Trial By Fire for 20 seconds. When Trial By Fire ends, you gain 1 Energy for every second you were on fire. (Max: 20)
WildfireElementalistFire MagicHex Spell15 1 12 For 1...12...15 seconds, target foe suffers from -7 Health degeneration. This hex spreads itself between adjacent foes for its remaining duration.
Adriana's MirrorElementalistWater MagicElite Enchantment Spell5 1/4 20 For 2...35...38 seconds, whenever you take damage from an enemy spell, the damage is reduced to zero, and the source of the damage receives it instead. (Maximum: 100). This effect can only trigger once every 20...4...3 seconds.
Black IceElementalistWater MagicElite Enchantment Spell5 1/4 10 For 8 seconds, the next time you cast a spell against a foe, that foe moves 90% slower for 1...3...3 seconds.
Chilling GlyphElementalistWater MagicGlyph5 1 20 For 20 seconds, the next 1...2...3 spells you cast which target a foe also apply a Water Magic hex which slows the target's movement rate by 10...40...50% for 1...3...4 seconds.
Cryogenic SleepElementalistWater MagicEnchantment Spell5 1/4 35 For 3 seconds, you move 90% more slowly, cannot be targeted by enchantments, take 10 less damage from all sources, suffer -10 Health degeneration and -14 Energy degeneration. After 3 seconds, you are healed for 60...150...170 Health and gain 3...28...33 Energy. This has no effect if this enchantment ends early.
Crystalline FocusElementalistWater MagicHex Spell5 1 9 Hex target foe with Crystalline Focus for 10 seconds. The next time you cast a Water Magic Hex on target foe, that foe takes 20...60...70 cold damage and Crystalline Focus ends.
Dew CloakElementalistWater MagicEnchantment Spell5 1 45 For 60 seconds, you gain +0...2...3 Health regeneration and hexes and conditions on you end 0...10...12% faster.
DrownElementalistWater MagicHex Spell10 1 8 Strike target foe for 20...70...75 cold damage and hex them with Drown for 20 seconds. If target foe dies, all adjacent foes are struck for 20...70...75 cold damage, and you are healed 3...10...15 Health for every foe struck in this way.
Frost SkatesElementalistWater MagicEnchantment Spell15 1/4 30 For 20 seconds, you move 0...40...50% faster and are immune to the "Icy Ground" environment effect, but you are knocked down every time you are hit with a physical attack.
FrostbiteElementalistWater MagicSpell5 1 5 Target foe suffers from Cracked Armour for 1...7...8 seconds. If you are Overcast, the duration is increased by 1...3...4 seconds. If the target is affected by a Water Magic hex, the duration is increased by another 1...5...6 seconds.
GeyserElementalistWater MagicSpell25 2 15 After 2 seconds, target foe and all foes in the area are affected by Cracked Armour, take 10...100...110 cold damage and move 66% slower for 0...2...2 seconds.
Glacial CloakElementalistWater MagicEnchantment Spell10 1 15 For 3...8...9 seconds, you gain +1...25...30 armour, +0...3...5 damage reduction and +1...4...6 Health regeneration, but you move 50% slower.
HailstormElementalistWater MagicSpell25 5 2 25 Create a Hailstorm at target foe's location for 10 seconds. Adjacent foes are struck for 5...16...21 cold damage per second. Foes under the influence of a Water Magic Hex also bleed for 1...3...4 seconds.
Healing RainElementalistWater MagicSpell15 1 1/2 15 For 10 seconds, target ally and all adjacent allies are healed for 10...30...40 Health per second. Any allies struck by Healing Rain ten times in a row lose a hex.
Ice AttunementElementalistWater MagicEnchantment Spell10 1 45 For 20...45...50 seconds, every time you cast a Water Magic spell you gain 50% of the Energy cost back as Energy. However, your Water Magic spells only affect a single target.
Ice HammerElementalistWater MagicHex Spell25 2 7 Strike target foe for 15...90...110 cold damage. For 1...5...7 seconds, target foe moves 66% more slowly.
Mind WashElementalistWater MagicElite Spell5 1 10 Deal 1...40...50 cold damage to target foe. If you have more Energy than that foe, you deal an additional 1...40...50 cold damage and you and all nearby allies are healed for 40...99...125 Health.
Nacreous AuraElementalistWater MagicEnchantment Spell5 1 10 For 60 seconds, the amount of health you heal with Water Magic skills is increased by 80...180...200%.
PermafrostElementalistWater MagicElite Skill5 1/4 30 For 30 seconds, spells you cast deal no direct damage. Instead, every time you cast a Water Magic hex on a foe, the duration of that hex is increased by 10...75...80% and the struck foes take 6...21...25 armour-ignoring cold damage for every 5 Energy of the spell's base Energy cost.
Polar VortexElementalistWater MagicSpell25 2 30 Create a Polar Vortex at target foe's location for 10 seconds. Nearby foes under the influence of at least one Water Magic hex take 5...25...30 damage per second. Foes under the influence of at least two Water Magic hexes are also interrupted.
RasputitsaElementalistWater MagicElite Ward Spell10 1 20 Create Rasputitsa at target ally or foe's location for 5...10...12 seconds. All foes in the ward's range move 50% more slowly and take 10...33...35 cold damage every second they spend moving.
Ride the WaveElementalistWater MagicElite Spell10 5 3/4 10 Shadow Step to target foe. That foe and all adjacent foes take 15...70...90 cold damage and are interrupted.
Shatter FleshElementalistWater MagicHex Spell5 1 10 Target foe is hexed with Shatter Flesh for 1...25...30 seconds. When that foe dies, their corpse is exploited and all nearby foes are struck for 10...75...90 cold damage and move 66% more slowly for 0...3...3 seconds.
SliprainElementalistWater MagicSpell25 2 30 Create Sliprain at target foe's location. Every second for 5 seconds, all adjacent foes are affected by Sliprain for 0...2...3 seconds. Foes who take cold spell damage while under the effects of Sliprain are knocked down.
Snow CrestElementalistWater MagicHex Spell15 2 10 Target foe and all foes in the area move 66% slower for 2...10...12 seconds,
Snow Queen's RealmElementalistWater MagicWard Spell5 1 20 Create a ward at your location which lasts for 20 seconds. Cold damage dealt by spells cast by allies within the ward deal +1...7...9 more damage, and foes inside the ward struck by cold spell damage take another +1...7...9 damage.
SnowblindElementalistWater MagicSpell10 3/4 12 For 3 seconds, target foe and all foes between you and that foe are struck for 10...40...45 cold damge per second and are blinded for 1...4...5 seconds. You cannot move for 3 seconds.
TsunamiElementalistWater MagicElite Spell25 5 2 15 For two seconds, target foe and all foes in the area take 25...100...110 cold damage every second.
WaterlogElementalistWater MagicHex Spell5 1 12 For 5...12...15 seconds, target foe and all nearby foes cast spells 20% more slowly.
Winter BlastElementalistWater MagicHex Spell10 1 10 Target foe moves 66% slower for 1...5...6 seconds. When Winter Blast ends, that foe takes 15...70...80 cold damage.
Winter RoseElementalistWater MagicHex Spell5 1 4 Target foe is struck for 10...55...60 cold damage. If that foe was using a skill, that foe moves 66% slower for 0...1...2 seconds.