Custom Skill Designs for Guild Wars. Select a profession to see all of their new skills.
Icon | Name | Profession | Attribute | Type | Cost | Activation Time | Recharge | Description |
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| Bluster | Elementalist | Air Magic | Hex Spell | 10 | 1 | 8 | Target foe takes 20...70...75 cold damage. For 2...6...8 seconds, that foe attacks 25% more slowly. |
| Borealis Blast | Elementalist | Air Magic | Spell | 10 5 | 2 | 8 | Target foe and up to three nearby foes are struck for 10...88...95 cold damage. |
| Charge Bolt | Elementalist | Air Magic | Enchantment Spell | 5 | 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 Fry | Elementalist | Air Magic | Spell | 10 | 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 Blast | Elementalist | Air Magic | Spell | 10 | 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 Loop | Elementalist | Air Magic | Enchantment Spell | 15 | 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. |
| Electrocute | Elementalist | Air Magic | Spell | 15 | 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 Glyph | Elementalist | Air Magic | Glyph | 5 | 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 Storms | Elementalist | Air Magic | Glyph | 15 | 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 Winds | Elementalist | Air Magic | Spell | 15 | 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 Fry | Elementalist | Air Magic | Elite Spell | 5 | 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 Pulse | Elementalist | Air Magic | Elite Spell | 10 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 Value | Elementalist | Air Magic | Enchantment Spell | 5 | 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 Circuit | Elementalist | Air Magic | Spell | 10 | 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. |
| Stormseeker | Elementalist | Air Magic | Enchantment Spell | 5 | 1 | 30 | For 45 seconds, your Water Magic and Air Magic spells gain an additional 0...5...6% armour penetration. |
| Thunderstorm | Elementalist | Air Magic | Elite Spell | 15 | 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. |
| Tornado | Elementalist | Air Magic | Spell | 25 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 Matrix | Elementalist | Air Magic | Spell | 15 | 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 Grace | Elementalist | Air Magic | Elite Enchantment Spell | 10 | 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 Bastion | Elementalist | Earth Magic | Enchantment Spell | 10 5 | 1 | 25 | For 10 seconds you cannot be interrupted, but you move 90...60...50% more slowly and cannot Shadow Step. |
| Burial | Elementalist | Earth Magic | Spell | 5 | 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. |
| Comet | Elementalist | Earth Magic | Spell | 10 5 | 2 | 15 | Target foe and all adjacent foes take 12...85...93 armour ignoring damage. |
| Conjure Earth | Elementalist | Earth Magic | Enchantment Spell | 10 | 1 | 45 | For 60 seconds, if you're wielding an earth weapon, your attacks strike for an additional 5...17...20 earth damage. |
| Desynced Tremour | Elementalist | Earth Magic | Hex Spell | 15 | 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 Torrent | Elementalist | Earth Magic | Spell | 10 | 2 | 20 | For 10 seconds, target foe and all adjacent foes are struck for 5...15...19 earth damage per second. |
| Flintstorm | Elementalist | Earth Magic | Elite Spell | 25 | 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. |
| Insulation | Elementalist | Earth Magic | Enchantment Spell | 5 | 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 Runestone | Elementalist | Earth Magic | Elite Spell | 10 | 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 Lock | Elementalist | Earth Magic | Elite Enchantment Spell | 5 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 Veil | Elementalist | Earth Magic | Enchantment Spell | 25 | 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. |
| Quake | Elementalist | Earth Magic | Enchantment Spell | 15 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 Rocks | Elementalist | Earth Magic | Elite Spell | 15 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 Soil | Elementalist | Earth Magic | Spell | 15 | 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 Armour | Elementalist | Earth Magic | Elite Enchantment Spell | 5 | 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 Curse | Elementalist | Earth Magic | Hex Spell | 5 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 Earth | Elementalist | Earth Magic | Spell | 15 | 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. |
| Volcano | Elementalist | Earth Magic | Spell | 25 | 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 Catastrophe | Elementalist | Earth Magic | Elite Ward Spell | 25 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 Magic | Elementalist | Earth Magic | Ward Spell | 15 | 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 Missiles | Elementalist | Earth Magic | Ward Spell | 15 | 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 Bolt | Elementalist | Energy Storage | Spell | 5 | 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 Refreshment | Elementalist | Energy Storage | Enchantment Spell | 5 | 1/4 | 20 | For 30 seconds, you lose 1 point of Overcast every 10...3...2 seconds. |
| Chromaticism | Elementalist | Energy Storage | Enchantment Spell | 5 | 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 Singularity | Elementalist | Energy Storage | Elite Skill | 25 | 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 Vault | Elementalist | Energy Storage | Skill | 5 | 1/4 | 60 | For 0... 70...77 seconds, your Energy Storage is increased by 3, but all your elemental attributes are reduced to zero. |
| Doublecast | Elementalist | Energy Storage | Elite Skill | 5 | | 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 Preservation | Elementalist | Energy Storage | Enchantment Spell | 5 | 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 Embargo | Elementalist | Energy Storage | Hex Spell | 5 | 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 Magic | Elementalist | Energy Storage | Spell | 5 | 1 | 10 | You lose 15 Energy. Target other ally gains 10...95...110% of the Energy you lose, rounded up. |
| Glyph of Greater Concentration | Elementalist | Energy Storage | Elite Glyph | 5 | 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 Impact | Elementalist | Energy Storage | Glyph | 5 | 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 Polarity | Elementalist | Energy Storage | Glyph | 5 | 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 Transference | Elementalist | Energy Storage | Glyph | 15 | 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 Battery | Elementalist | Energy Storage | Skill | 5 | 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 Beam | Elementalist | Energy Storage | Spell | 25 | 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 Wards | Elementalist | Energy Storage | Enchantment Spell | 10 | 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 Magecraft | Elementalist | Energy Storage | Elite Skill | 5 | | 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. |
| Witchcraft | Elementalist | Energy Storage | Skill | 5 | | 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 Furnace | Elementalist | Fire Magic | Enchantment Spell | 5 | 1 | 45 | For 3...55...63 seconds, every time you cast a spell while on fire, you gain 3 Energy. |
| Arsonist's Aura | Elementalist | Fire Magic | Enchantment Spell | 10 | 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. |
| Awakening | Elementalist | Fire Magic | Elite Enchantment Spell | 15 | 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. |
| Cataclysm | Elementalist | Fire Magic | Spell | 25 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 Blast | Elementalist | Fire Magic | Hex Spell | 5 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 Wish | Elementalist | Fire Magic | Enchantment Spell | 5 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. |
| Ensorcell | Elementalist | Fire Magic | Elite Enchantment Spell | 5 | 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 Explosion | Elementalist | Fire Magic | Spell | 15 | 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 Bolt | Elementalist | Fire Magic | Spell | 5 | 1 | 4 | Fire a fast-moving projectile which strikes target foe for 20...56...65 fire damage. |
| Firespitter | Elementalist | Fire Magic | Skill | 5 | 3/4 | 7 | Target touched foe and all adjacent foes are set on fire for 2...7...8 seconds. |
| Flame Wave | Elementalist | Fire Magic | Elite Spell | 10 | 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 Whip | Elementalist | Fire Magic | Spell | 15 | 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 Fists | Elementalist | Fire Magic | Enchantment Spell | 10 | 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 Fire | Elementalist | Fire Magic | Flash Enchantment Spell | 5 | | 12 | Set yourself on fire for 12 seconds and move 33% faster for 3...9...10 seconds. |
| Glittering Gaze | Elementalist | Fire Magic | Spell | 5 | 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 Effigy | Elementalist | Fire Magic | Glyph | 1 | 1/4 | 5 | For 30 seconds, every time you cast a spell, you set yourself on fire for 0...5...6 seconds. |
| Heatstroke | Elementalist | Fire Magic | Hex Spell | 15 | 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 Haste | Elementalist | Fire Magic | Elite Enchantment Spell | 10 | 1/4 | 20 | For 10...28...33 seconds, your Fire Magic spells activate and recharge 66% more quickly while you are on fire. |
| Pressurize | Elementalist | Fire Magic | Ward Spell | 10 | 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. |
| Rageflame | Elementalist | Fire Magic | Spell | 10 | 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 Flames | Elementalist | Fire Magic | Elite Spell | 10 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 Ash | Elementalist | Fire Magic | Enchantment Spell | 5 | 1 | 14 | For 2... 22...25 seconds, the next 2...5...6 conditions you receive are converted into burning instead. |
| Searing Attunement | Elementalist | Fire Magic | Enchantment Spell | 10 | 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 Flames | Elementalist | Fire Magic | Elite Hex Spell | 5 | 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 Strike | Elementalist | Fire Magic | Spell | 15 | 1 1/2 | 12 | After 2 seconds, target foe and all adjacent foes are struck for 18...100...110 armour-ignoring damage. |
| Trial By Fire | Elementalist | Fire Magic | Enchantment Spell | 5 | 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) |
| Wildfire | Elementalist | Fire Magic | Hex Spell | 15 | 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 Mirror | Elementalist | Water Magic | Elite Enchantment Spell | 5 | 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 Ice | Elementalist | Water Magic | Elite Enchantment Spell | 5 | 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. |
| Brine | Elementalist | Water Magic | Spell | 10 | 1 1/2 | 8 | Target foe is struck for 12...88...92 cold damage. If that foe was using a signet, Brine strikes for an additional 25% damage. |
| Chilling Glyph | Elementalist | Water Magic | Glyph | 5 | 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 Sleep | Elementalist | Water Magic | Enchantment Spell | 5 | 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 Focus | Elementalist | Water Magic | Hex Spell | 5 | 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 Cloak | Elementalist | Water Magic | Enchantment Spell | 5 | 1 | 45 | For 60 seconds, you gain +0...2...3 Health regeneration and hexes and conditions on you end 0...10...12% faster. |
| Drown | Elementalist | Water Magic | Hex Spell | 10 | 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 Skates | Elementalist | Water Magic | Enchantment Spell | 15 | 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. |
| Frostbite | Elementalist | Water Magic | Spell | 5 | 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. |
| Geyser | Elementalist | Water Magic | Spell | 25 | 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 Cloak | Elementalist | Water Magic | Enchantment Spell | 10 | 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. |
| Hailstorm | Elementalist | Water Magic | Spell | 25 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 Rain | Elementalist | Water Magic | Spell | 15 | 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 Attunement | Elementalist | Water Magic | Enchantment Spell | 10 | 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 Hammer | Elementalist | Water Magic | Hex Spell | 25 | 2 | 7 | Strike target foe for 15...90...110 cold damage. For 1...5...7 seconds, target foe moves 66% more slowly. |
| Mind Wash | Elementalist | Water Magic | Elite Spell | 5 | 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 Aura | Elementalist | Water Magic | Enchantment Spell | 5 | 1 | 10 | For 60 seconds, the amount of health you heal with Water Magic skills is increased by 80...180...200%. |
| Permafrost | Elementalist | Water Magic | Elite Skill | 5 | 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 Vortex | Elementalist | Water Magic | Spell | 25 | 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. |
| Rasputitsa | Elementalist | Water Magic | Elite Ward Spell | 10 | 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 Wave | Elementalist | Water Magic | Elite Spell | 10 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 Flesh | Elementalist | Water Magic | Hex Spell | 5 | 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. |
| Sliprain | Elementalist | Water Magic | Spell | 25 | 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 Crest | Elementalist | Water Magic | Hex Spell | 15 | 2 | 10 | Target foe and all foes in the area move 66% slower for 2...10...12 seconds, |
| Snow Queen's Realm | Elementalist | Water Magic | Ward Spell | 5 | 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. |
| Snowblind | Elementalist | Water Magic | Spell | 10 | 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. |
| Tsunami | Elementalist | Water Magic | Elite Spell | 25 5 | 2 | 15 | For two seconds, target foe and all foes in the area take 25...100...110 cold damage every second. |
| Waterlog | Elementalist | Water Magic | Hex Spell | 5 | 1 | 12 | For 5...12...15 seconds, target foe and all nearby foes cast spells 20% more slowly. |
| Winter Blast | Elementalist | Water Magic | Hex Spell | 10 | 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 Rose | Elementalist | Water Magic | Hex Spell | 5 | 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. |