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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| Apprentice's Disaster | Mesmer | Domination Magic | Elite Hex Spell | 10 | 2 | 20 | For 10 seconds, target foe casts spells 33% faster, but takes 45...130...140 damage every time they cast a spell. |
| Betrayal | Mesmer | Domination Magic | Hex Spell | 10 | 2 | 20 | For 8 seconds, the next time target foe casts a spell on one of their allies, that ally takes 30...90...100 damage. |
| Braingeyser | Mesmer | Domination Magic | Elite Spell | 5 | 2 | 17 | Up to 3 of your other Domination spells randomly recharge, and the rest of your skills aside from Braingeyser are disabled for 20...12...10 seconds. |
| Chaos Ring | Mesmer | Domination Magic | Spell | 10 | 1 | 20 | All foes adjacent to target ally lose a hex. Each foe that loses a hex in this way takes 30...110...130 damage and loses 3...7...9 Energy. |
| Disrespect | Mesmer | Domination Magic | Hex Spell | 10 | 2 | 10 | Target foe and all adjacent foes are hexed with Disrespect for 10 seconds. Hexed foes take 15...65...70 damage every time they attack. The hex ends on those foes prematurely if they use a skill. |
| Exalted Orb | Mesmer | Domination Magic | Spell | 5 | 2 | 7 | Send out a projectile towards target foe. If it hits, that foe takes 20...75...85 damage. That foe also loses 4...10...13 Energy if Exalted Orb is the only Domination Magic spell you have equipped. |
| Harass | Mesmer | Domination Magic | Hex Spell | 5 | 2 | 20 | Target foe is hexed with Harass for 2...6...7 seconds. The next time they use a skill, a different random skill is disabled for 5...18...20 seconds. |
| Indiscrimination | Mesmer | Domination Magic | Hex Spell | 5 | 1 | 15 | For 3...10...12 seconds, the next time target foe successfully casts a spell, that foe and all adjacent foes take 5...70...80 damage. |
| Magical Sabotage | Mesmer | Domination Magic | Hex Spell | 10 | 3 | 20 | For 10 seconds, target foe's spells recharge 50% faster but cause that foe to take 35...100...110 damage every time one is cast. |
| Magicese | Mesmer | Domination Magic | Hex Spell | 5 | 2 | 20 | For 1...9...10 seconds, the Energy costs of spells cast by target foe are increased by 5. This ends if that foe successfully casts a spell. |
| Marionette | Mesmer | Domination Magic | Elite Hex Spell | 10 | 3 | 25 | Disable all of target foe's skills for 0...3...3 seconds. For 1...14...17 seconds, all of your skills are replaced by that foe's skills. All of your attributes are changed to match the target's. This effect ends once the hex ends or is removed. |
| Monotropism | Mesmer | Domination Magic | Hex Spell | 5 | 1/4 | 9 | If target foe is casting a spell upon any target, that foe is hexed with Monotropism for 2...14...16 seconds. While hexed, that foe can only cast spells against that same target. Monotropism ends prematurely if their target dies. |
| Paranoia | Mesmer | Domination Magic | Hex Spell | 10 | 2 | 25 | For 5...12...16 seconds, every time target foe is the target of a spell cast by one of their own allies, target foe loses 1...4...5 Energy. |
| Perseveration | Mesmer | Domination Magic | Hex Spell | 10 | 3 | 25 | For 6 seconds, the next time target foe uses a skill, that skill recharges instantly but all of their other skills are disabled for 1...7...8 seconds. |
| Pettiness | Mesmer | Domination Magic | Hex Spell | 10 | 2 | 24 | For 2...8...10 seconds, neither you nor target foe can cast any Mesmer hexes except for Pettiness. |
| Power Grab | Mesmer | Domination Magic | Spell | 5 | 1/4 | 6 | Target foe is interrupted. This skill has 25...80...84% of the normal spell casting range. |
| Power Plug | Mesmer | Domination Magic | Spell | 10 | 1/4 | 25 | If target foe is casting a spell, that foe is interrupted and all of the spells associated with that spell's attribute are disabled for 0...1...3 seconds. |
| Presentiment | Mesmer | Domination Magic | Elite Spell | 5 | 1/4 | 1 | If target foe is casting a spell, interrupt that spell, disable it for 3...12...14 seconds, and gain 3 Energy. Presentiment can only interrupt spells with a base activation time of less than one second. |
| Psychic Abortion | Mesmer | Domination Magic | Spell | 5 | 1/4 | 12 | If target foe is using a skill which would create a minion, spirit, or any other kind of summoned creature, that skill is interrupted and that foe loses 4...18...20 Energy. |
| Psychic Pithing | Mesmer | Domination Magic | Hex Spell | 10 | 1/4 | 14 | For 9 seconds, the next time target foe casts a spell, that foe takes 30...120...125 damage and loses 1...8...10 Energy. This hex can only target foes currently casting a spell. |
| Psychic Tripwire | Mesmer | Domination Magic | Hex Spell | 5 | 1/4 | 10 | For 1...11...14 seconds, the next time target foe attempts to Shadow Step, that foe is knocked down instead. |
| Rude Awakening | Mesmer | Domination Magic | Spell | 5 | 1/4 | 8 | Remove a Mesmer hex from target foe. If a hex was removed, that foe and all adjacent foes are interrupted and take 15...70...75 damage |
| Selfishness | Mesmer | Domination Magic | Hex Spell | 15 | 1 | 15 | For 5...17...20 seconds, target foe's enchantment spells are disabled. |
| Shakedown | Mesmer | Domination Magic | Touch Skill | 5 | 1 | 12 | Targed touched foe has one skill randomly disabled for 1...6...7 seconds. |
| Shatter Ego | Mesmer | Domination Magic | Hex Spell | 10 | 2 | 20 | For 1...9...10 seconds, the next 1...3...4 times target foe takes damage, that foe is interrupted. |
| Synapse Storm | Mesmer | Domination Magic | Spell | 15 | 3 | 30 | Create a Synapse Storm at target foe's location which lasts for 1...5...6 seconds. All adjacent foes take 1...11...13 damage per second, and foes casting spells are interrupted. |
| Telekinetic Trigger | Mesmer | Domination Magic | Hex Spell | 5 | 1 | 10 | Target foe is hexed with Telekinetic Trigger for 10 seconds. If this hex ends early, that foe and all adjacent foes take 25...66...72 damage. |
| Underwhelm | Mesmer | Domination Magic | Spell | 5 | 1/4 | 10 | If target foe is casting a spell, that foe and all adjacent foes lose 5...12...14 Energy. |
| Wastrel's Comeuppance | Mesmer | Domination Magic | Hex Spell | 5 | 1/4 | 8 | Hex target foe with Wastrel's Comeuppance for 4 seconds. After 4 seconds, that foe takes 20...100...110 damage, loses 2...8...10 Energy, and an enchantment. This hex ends prematurely if that foe uses a skill. |
| Enchanter's Wonder | Mesmer | Fast Casting | Enchantment Spell | 5 | 1 | 30 | For 5...30...35 seconds, enchantments you cast are activated twice as fast and recharge 15% faster. |
| Etherealism | Mesmer | Fast Casting | Skill | 5 | | 60 | For 60 seconds, you cast spells 10% more slowly, but your maximum Energy is increased by 5...27...33. |
| Mantra of Indignation | Mesmer | Fast Casting | Stance | 10 | | 60 | For 10...50...55 seconds, every time you are interrupted, the source of the interruption has all of their non-adrenaline skills disabled for 5 seconds. |
| Mantra of Subvocalism | Mesmer | Fast Casting | Stance | 10 | | 30 | For 5...13...16 seconds, you cannot be interrupted. However, you also cannot interrupt others. |
| Mental Reflection | Mesmer | Fast Casting | Elite Enchantment Spell | 5 | 1 | | For 5 seconds, the next time you are the target of a hostile spell, the spell is instead reflected back onto the caster. Mental Reflection recharges in 60...20...12 seconds. |
| Naminé's Aura | Mesmer | Fast Casting | Elite Enchantment Spell | 5 | 1 | 10 | For 10 seconds, you gain +0...+3...+4 Energy Regeneration. Naminé's Aura renews itself every time you interrupt a foe's spell. |
| Project Ego | Mesmer | Fast Casting | Enchantment Spell | 5 | 1 | 10 | For 30 seconds, your borrowed, copied, or stolen skills use your Fast Casting attribute instead of their normal attribute. |
| Psychic Stasis | Mesmer | Fast Casting | Hex Spell | 5 | 2 | 20 | For 1...7...8 seconds, spells cast by you and target foe do not recharge, and any currently recharging spells stop recharging. |
| Signet of Superiority | Mesmer | Fast Casting | Signet | | 1 | 30 | For 20 seconds, your Mesmer spells activate 66% more slowly but are cast at +0...2...3 the attribute level. |
| Time Collapse | Mesmer | Fast Casting | Spell | 10 | 2 | 15 | Target foe and all foes in the area are forcibly Shadow Stepped to random locations in the area. (100% chance of failure with Fast Casting 8 or less). |
| Time Dilation | Mesmer | Fast Casting | Stance | 5 | | 20 | For 0...10...13 seconds, spells others cast on you take twice as long to activate. (Maximum increase: 1 second) |
| Time Stop | Mesmer | Fast Casting | Elite Enchantment Spell | 5 8 | 2 | | While you maintain Time Stop, you cannot be targeted by spells, but you can no longer block attacks. Time Stop ends if your Energy falls below 25%. Time Stop's Upkeep cost is reduced by 0...3...4. |
| Time Trap | Mesmer | Fast Casting | Elite Hex Spell | 5 | 1 | 15 | For 0...4...4 seconds, target foe and all nearby foes move 90% slower. Time Trap recharges 1 second faster for each foe affected. |
| Time Vortex | Mesmer | Fast Casting | Spell | 25 | 3 | 30 | Create a Time Vortex at target foe's location for 10 seconds. Every two seconds, all nearby foes have a random spell disabled for 0...2...3 seconds. |
| Time Walk | Mesmer | Fast Casting | Elite Stance | 5 | | 20 | For 2...10...12 seconds, you move and cast spells 50% faster, but spells you cast do not recharge. When this stance ends, you Shadow Step to your original location and all of the spells cast during Time Walk begin to recharge 50% faster than usual. |
| Hostile Spell Jar | Mesmer | Illusion Magic | Enchantment Spell | 10 | 3 | 5 | For 30 seconds, you are enchanted with Hostile Spell Jar. The next time a hostile spell is used against you, Hostile Spell Jar is replaced by that spell until you sucessfully cast it. The spell uses your Illusion Magic attribute. |
| Conjure Despair | Mesmer | Illusion Magic | Elite Hex Spell | 5 | 1 | 10 | For 10 seconds, spells cast by target foe which have an effect on any target beyond themselves have their attribute power reduced by 1...10...11. |
| Conjure the Night | Mesmer | Illusion Magic | Hex Magic | 25 | 3 | 10 | For 3...15...17 seconds, target foe and all nearby foes suffer from -8 Health and -1 Energy Degeneration. |
| Delude | Mesmer | Illusion Magic | Hex Spell | 5 | 1/4 | 8 | If target foe is casting a spell, that foe is hexed with Delude for 8 seconds. The next time that foe successfully casts a spell, the attribute power of that spell is reduced by 2...10...12. |
| Dynaheir's Puzzle | Mesmer | Illusion Magic | Hex Spell | 5 | 1 | 5 | For 6...20...23 seconds, target foe and all nearby foes are hexed with Dynaheir's Puzzle. While hexed, all Enchantments, including Flash Enchantments, cost 1...3...4 more Energy and take at least 1 second to cast. |
| Failure of Imagination | Mesmer | Illusion Magic | Elite Hex Spell | 5 | 1 | 16 | After 3 seconds, target foe takes 6...22...25 damage for each skill they have available to use which is not recharging, disabled, or costs more adrenaline than they have available. |
| Haunted Images | Mesmer | Illusion Magic | Hex Spell | 5 | 2 | 5 | For 2...18...21 seconds, target foe and all adjacent foes cannot gain any benefit from any extra Energy regeneration and cannot gain any extra Energy from skills or effects. |
| Haze of Mirrors | Mesmer | Illusion Magic | Hex Spell | 10 | 2 | 10 | For 10 seconds, any time target foe or any nearby foes are interrupted, those foes take 3...45...50 damage. |
| Hypnosis | Mesmer | Illusion Magic | Hex Spell | 5 | 2 | 20 | Target foe casts spells 100% more slowly and moves 50% more slowly for 3...9...11 seconds. Hypnosis ends if that foe is interrupted or knocked down. |
| Illusion of Exhaustion | Mesmer | Illusion Magic | Enchantment Spell | 15 | 1 | 30 | The next time your Energy falls below 1...10...13, you gain 5...17...19 Energy. |
| Illusion of Vulnerability | Mesmer | Illusion Magic | Hex Spell | 5 | 1 | 10 | Place a hex on yourself named Illusion of Vulnerability which lasts for 10 seconds and has no effect. (50% chance of failure with Illusion Magic 8 or less). |
| Magic Mirror | Mesmer | Illusion Magic | Enchantment Spell | 15 | 2 | 20 | For 1...10...12 seconds, the next time you would be hexed by a foe, the caster is hexed instead. |
| Maladaption | Mesmer | Illusion Magic | Hex Spell | 5 | 1 | 5 | For 6...15...17 seconds, every time target foe is interrupted, the skill which was interrupted is disabled for an additional 5 seconds. |
| Maladroitism | Mesmer | Illusion Magic | Hex Spell | 5 | 2 | 12 | For 1...9...10 seconds, the next spell cast by target foe is done so at half the attribute level, rounded down. |
| Mantra of Theatrics | Mesmer | Illusion Magic | Stance | 10 | | 30 | For 30 seconds, effects controlled by opponents which would either interrupt you, or knock you down while casting a spell, have a 0...20...23% chance of failing to interrupt or knock you down. Furthermore, every time you cast a spell, you will appear to anyone viewing you to be casting a random spell. |
| Minor Mind Maze | Mesmer | Illusion Magic | Hex Spell | 10 | 2 | 20 | For 6 seconds, spells cast by target foe take an additional +20...57...66% longer to recharge. (Maximum increase: 10 seconds) |
| Miscalculate | Mesmer | Illusion Magic | Hex Spell | 15 | 3 | 8 | For 3...20...24 seconds, target foe gains +2 to all of their spellcasting-related attributes, but every time they deal damage with a spell, there is a 10...50...52% chance that they will also take the damage they deal (Max: 15...80...90). Miscalculate cannot be triggered more than once per second. |
| Miscast Magic | Mesmer | Illusion Magic | Elite Hex Spell | 5 | 2 | 20 | For 10 seconds, spells cast by target foe have a 5...33...35% chance of failing. Spells which fail in this way take up no casting time and recharge instantly, but their costs are still paid. |
| Orchestrate | Mesmer | Illusion Magic | Hex Spell | 15 | 2 | 20 | For 0...8...11 seconds, target foe's attributes are set to their base power levels, removing any modifiers from any armour, equipment, skill effects, or conditions which would increase or reduce those attributes. |
| Phantom Fumble | Mesmer | Illusion Magic | Hex Spell | 5 | 2 | 12 | For 3...8...10 seconds, the next time target foe hits with an attack, all other adjacent foes, not including the target, are interrupted and take 20...80...90 damage. |
| Psychic Labyrinth | Mesmer | Illusion Magic | Elite Hex Spell | 10 | 1 | 20 | For 10 seconds, skills used by target foe and all nearby foes take an additional 20...57...66% longer to recharge. (Maximum increase: 30 seconds) |
| Puzzle Box | Mesmer | Illusion Magic | Hex Spell | 5 | 1 | 20 | For 3...12...14 seconds, spells cast by target foe take an additional second to cast, but every time that foe's spells are interrupted, the interrupted spell recharges instantly. |
| Slurred Words | Mesmer | Illusion Magic | Hex Spell | 5 | 3 | 15 | For 8...17...20 seconds, target foe and all foes in area are hexed with Slurred Words. All Shouts they use, instead of activating instantly, become Chants with a 2 second activation time. |
| Stalked by Entropy | Mesmer | Illusion Magic | Elite Hex Spell | 5 | 1/4 | 13 | For 7 seconds, for every second target foe is moving, that foe moves 3...29...33% more slowly, cumulatively (max: 90%). |
| Time Binding | Mesmer | Illusion Magic | Hex Spell | 5 | 3 | 30 | For 2...7...8 seconds, spells cast by you and your allies against target foe activate +5...18...21% faster. |
| Trickery | Mesmer | Illusion Magic | Elite Spell | 5 | 1 | 15 | One of target foe's spells is randomly selected and executed against that foe immediately at no cost. The attribute power of the spell executed matches your Illusion Magic attribute. |
| Magnetic Flux | Mesmer | Inspiration Magic | Enchantment Spell | 5 | 1 | 20 | For 3...17...19 seconds, all foes in earshot of you suffer from -1 Energy Degeneration for every signet they have equipped. You gain 1 Energy for every foe in earshot when this enchantment ends. |
| Anosognosia | Mesmer | Inspiration Magic | Spell | 5 | 1/4 | 25 | Remove all hexes from yourself. After 1...9...10 seconds, reapply all those hexes onto yourself for their remaining durations. |
| Aura Drain | Mesmer | Inspiration Magic | Spell | 15 | 2 | 25 | Remove an enchantment from target foe. If an enchantment was removed, steal 2...9...12 Energy from that foe. If the enchantment removed was a Flash Enchantment, steal an additional 50% Energy. |
| Embarrass | Mesmer | Inspiration Magic | Hex Spell | 5 | 2 | 5 | For 30 seconds, target foe loses 0...8...10 Energy every time they create a creature. |
| Ether Banquet | Mesmer | Inspiration Magic | Spell | 15 | 1 | 25 | Target foe and all foes in the area lose 2 Energy. For each point of Energy lost, you are healed for 5...15...20 Health. For each foe affected, you gain 1 Energy. |
| Fade Out | Mesmer | Inspiration Magic | Elite Skill | 5 | | 10 | Lose all conditions, hexes, stances and enchantments. For 3 seconds, effects placed on you expire 20...80...90% faster. |
| Hounds of Ether | Mesmer | Inspiration Magic | Hex Spell | 10 | 2 | 20 | For 7 seconds, target foe loses 0...1...1 Energy every second. If that foe is casting a spell, that foe and all adjacent foes lose 2...5...6 Energy instead. |
| Infungibility | Mesmer | Inspiration Magic | Hex Spell | 10 | 2 | 20 | For 10...24...30 seconds, every time target foe casts a spell on one of their own allies, the hexed foe loses a random amount of Energy between 1...1...2 and 3...8...10. |
| Inspirational Aura | Mesmer | Inspiration Magic | Enchantment Spell | 10 | 3 | 30 | For 2...20...25 seconds, allies adjacent to you, not including yourself, gain +1 Energy regeneration. |
| Inveiglement | Mesmer | Inspiration Magic | Hex Spell | 5 | 1 | 25 | For 8 seconds, the next time target foe successfully casts a spell, you gain 6...15...19 Energy. |
| Magic Hourglass | Mesmer | Inspiration Magic | Elite Hex Spell | 5 | 2 | 7 | For 20 seconds, every time target foe casts a spell on any target other than themselves, that foe loses 1...4...5 Energy and gives it to their target. |
| Magic Missiles | Mesmer | Inspiration Magic | Spell | 5 | 1 | 7 | Fire 5 projectiles moving at random speeds at target foe. Each one deals 2...10...13 damage and strips 1 Energy from the target foe if they hit. |
| Mantra of Inertia | Mesmer | Inspiration Magic | Stance | 10 | | 45 | For 1...25...30 seconds, the next 0...2...3 times you would be knocked down, you are interrupted and lose 10...3...2 Energy instead. |
| Mantra of Opulence | Mesmer | Inspiration Magic | Stance | 5 | | 30 | For 20 seconds, you gain 2 Energy every time you cast a Mesmer hex spell. When this stance ends, you lose 15...5...3 Energy. |
| Mind Squall | Mesmer | Inspiration Magic | Elite Spell | 5 | 1 | 13 | If you have more Energy than target foe, you gain 3...16...18 Energy. |
| Mind Tap | Mesmer | Inspiration Magic | Elite Spell | 5 | 1 | 14 | Steal 2 Energy from target foe for every spell they have equipped. (Max: 1...9...10) |
| Mismanage Magic | Mesmer | Inspiration Magic | Hex Spell | 5 | 3 | 5 | For 12 seconds, every time target foe casts a spell, you gain 10...33...37% of the Energy cost back as Energy, rounded up. |
| Muse's Aura | Mesmer | Inspiration Magic | Elite Enchantment Spell | 5 | 1/4 | 5 | For 30 seconds, all of your non-spell, non-signet skills use your Inspiration Magic attribute. |
| Osmose | Mesmer | Inspiration Magic | Spell | 5 | 1/4 | 15 | If target foe is casting a spell, that foe is interrupted and you are healed for 40...110...130 Health. |
| Pensive Incantation | Mesmer | Inspiration Magic | Enchantment Spell | 5 | 1 | 25 | For 30 seconds, the next spell you cast takes twice as long to cast, but you gain 50...150...160% of its Energy cost as Energy. |
| Supposition | Mesmer | Inspiration Magic | Spell | 5 | 1/4 | 10 | If target foe is casting a spell with an Energy cost, you gain 100...150...155% of that Energy cost. (Maximum: 5...25...27) |
| Telekinetic Meditation | Mesmer | Inspiration Magic | Enchantment Spell | 5 | 2 | 30 | For 30 seconds, whenever you either directly gain or lose Energy from a skill you use, or a skill used on you, the Energy amount is increased by 10...50...75%, rounded up. |
| Temporal Gambit | Mesmer | Inspiration Magic | Enchantment Spell | 5 | 1 | 20 | For 30 seconds, every time you use a Mesmer interruption spell to successfully interrupt a foe's skill, you gain 0...7...9 Energy. Every time you use a Mesmer interruption spell but fail to interrupt a skill, you lose 3 Energy. |
| Therapy | Mesmer | Inspiration Magic | Spell | 5 | 1 | 10 | Remove a hex from target ally. If a hex was removed in this way, that ally is healed for 3...50...55 Health and gains 2...4...5 Energy. |
| Wastrel's Woe | Mesmer | Inspiration Magic | Hex Spell | 5 | 1/4 | 9 | For 1...4...5 seconds, target foe loses 1 Energy for every second Wastrel's Woe has been in effect. This hex ends prematurely if that foe uses a skill. |
| Charm Collapse | Mesmer | No Attribute | Spell | 5 | 1/4 | 20 | For 20 seconds, if target foe's Energy falls to zero, that foe loses all enchantments and this hex ends. |
| Power Fizzle | Mesmer | No Attribute | Spell | 5 | 1/4 | 20 | If target foe is casting a spell, interrupt that spell and remove an enchantment from that foe. |
| Power Struggle | Mesmer | No Attribute | Spell | 5 | 1/4 | 30 | Interrupt target foe. This skill recharges instantly if you are interrupted while it is recharging. |
| Signet of Disillusionment | Mesmer | No Attribute | Signet | | 1 | 20 | If target foe is casting a spell, that foe loses an enchantment. |
| Time Vault | Mesmer | No Attribute | Elite Skill | 5 | 1 | 20 | Time Vault has no initial effect. The next time you select a spell to cast, you begin casting it at your location with no selected target. When the spell is cast, nothing happens, and it is instead stored in Time Vault. The next time you activate Time Vault on an appropriate target, the spell is executed immediately at no cost and Time Vault ends. |