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Elementalist skills quick reference

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Skill quick references
Warrior-icon-smallWarriorRanger-icon-smallRangerMonk-icon-smallMonkNecromancer-icon-smallNecromancerMesmer-icon-smallMesmerElementalist-icon-smallElementalistAssassin-icon-smallAssassinRitualist-icon-smallRitualistParagon-icon-small ParagonDervish-icon-small Dervish

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

Exhaustion - This spell causes Exhaustion.

Energy - Energy requirement

Activation - Activation Time

Recharge - Recharge Time

Air Magic

Air Attunement Air Attunement Enchantment Spell. For 36...55 seconds, you are attuned to Air. You gain 1 Energy plus 30% of the base Energy cost of the skill whenever you use Air Magic.
    10 Energy 1 Activation 30 Recharge
Core   Quest-medium
Arc Lightning Arc Lightning Spell. Target foe is struck for 5...41 lightning damage. If that foe is suffering from a Water Magic Hex, one foe near your target is struck for 15...63 lightning damage. Damage from Arc Lightning has 25% armor penetration.
    5 Energy 1 Activation 6 Recharge
Factions    
Blinding Flash Blinding Flash Spell. Target foe is blinded for 3...7 seconds.
    10 Energy ¾ Activation 6 Recharge
Core   Quest-medium
Blinding Surge Blinding Surge Elite Spell. Target foe is struck for 5...41 lightning damage and that foe and all adjacent foes are Blinded for 3...7 seconds. This spell has 25% armor penetration.
    10 Energy ¾ Activation 6 Recharge
Nightfall    
Chain Lightning Chain Lightning Spell. Target foe and up to two other foes near your target are struck for 10...70 lightning damage. This spell has 25% armor penetration and causes Exhaustion if you are not enchanted.
Exhaustion   10 Energy 2 Activation 10 Recharge
Prophecies    
Chilling Winds Chilling Winds Hex Spell. Target foe is struck for 25...45 cold damage. For 30 seconds, the next water Hex targeting that foe lasts 25...85% longer.
    5 Energy 1 Activation 8 Recharge
Nightfall    
Conjure Lightning Conjure Lightning Enchantment Spell. For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional 5...17 lightning damage.
    10 Energy 1 Activation 45 Recharge
Core    
Enervating Charge Enervating Charge Spell. Target foe is struck for 25...45 lightning damage and suffers from Weakness for 5...17 seconds. This spell has 25% armor penetration.
    10 Energy 1 Activation 8 Recharge
Core    
Gale Gale Spell. Knock down target foe for 2 seconds. This spell causes exhaustion. (50% failure chance with Air Magic 4 or less.)
Exhaustion   10 Energy 1 Activation 5 Recharge
Core   Quest-medium
Glimmering Mark Glimmering Mark Elite Hex Spell. For 10 seconds, target foe takes 5...21 damage each second. This hex ends if you use a skill that targets this foe.
    10 Energy 1 Activation 10 Recharge
Prophecies    
Glyph of Swiftness Glyph of Swiftness Glyph. For 15 seconds, your next 1...3 Spells recharge 25% faster, and projectiles from those spells move 200% faster.
    5 Energy 1 Activation 10 Recharge
Eye of the North    
Gust Gust Elite Spell. Target foe is struck for 10...54 cold damage. If that foe is under an Earth or Water Magic Hex, that foe is knocked down for 3 seconds.
    5 Energy 1 Activation 10 Recharge
Factions    
Invoke Lightning Invoke Lightning Elite Spell. Target foe and up to two other foes near your target are struck for 10...82 lightning damage. This spell has 25% armor penetration. If you are not under the effects of an Enchantment, this spell causes Exhaustion.
Exhaustion   10 Energy 1 Activation 8 Recharge
Nightfall    
Lightning Bolt Lightning Bolt Spell. Send out a Lightning Bolt that strikes for 5...41 lightning damage if it hits. If Lightning Bolt strikes a moving foe, that foe is struck for 5...41 additional lightning damage. This spell has 25% armor penetration.
    5 Energy 1 Activation 8 Recharge
Nightfall    
Lightning Hammer Lightning Hammer Spell. Target foe is struck for 10...82 lightning damage. Lightning Hammer has 25% armor penetration.
    25 Energy 2 Activation 4 Recharge
Factions    
Lightning Javelin Lightning Javelin Spell. Send out a Lightning Javelin that strikes for 15...43 lightning damage if it hits. If Lightning Javelin strikes an attacking foe, that foe is interrupted. This spell has 25% armor penetration.
    5 Energy 1 Activation 2 Recharge
Prophecies   Quest-medium
Lightning Orb Lightning Orb Spell. Send out a Lightning Orb that strikes target foe for 10...82 lightning damage and that foe has Cracked Armor for 5...17 seconds if it hits. This spell has 25% armor penetration.
    15 Energy 2 Activation 5 Recharge
Core   Quest-medium
Lightning Strike Lightning Strike Spell. Strike target foe for 5...41 lightning damage. This spell has 25% armor penetration.
    5 Energy 1 Activation 5 Recharge
Core   Quest-medium
Lightning Surge Lightning Surge Elite Hex Spell. After 3 seconds, target foe is knocked down and struck for 14...83 lightning damage.
    15 Energy 2 Activation 10 Recharge
Core    
Lightning Touch Lightning Touch Skill. Target touched foe and all adjacent foes are struck for 10...50 lightning damage. Foes suffering from a Water Magic hex are blinded for 3...7 seconds. This skill has 25% armor penetration.
    5 Energy ¾ Activation 10 Recharge
Core    
Mind Shock Mind Shock Elite Spell. Target foe suffers 10...42 lightning damage. If you have more energy than target foe, that foe suffers 10...42 additional lightning damage and is knocked down. This spell has 25% armor penetration. This spell causes exhaustion.
Exhaustion   5 Energy 1 Activation 8 Recharge
Prophecies    
Ride the Lightning Ride the Lightning Elite Spell. You ride the lightning to target foe. That foe is struck for 10...82 lightning damage. This spell has 25% armor penetration and causes Exhaustion.
Exhaustion   10 Energy 1 Activation 5 Recharge
Factions    
Shell Shock Shell Shock Spell. Target foe takes 10...34 lightning damage and has Cracked Armor for 5...17 seconds. This spell has 25% armor penetration.
    5 Energy 1 Activation 8 Recharge
Eye of the North    
Shock Shock Skill. Target touched foe is knocked down and struck for 10...50 lightning damage. This skill has 25% armor penetration and causes exhaustion.
Exhaustion   5 Energy ¾ Activation 10 Recharge
Prophecies    
Shock Arrow Shock Arrow Spell. Send out a shocking arrow that flies swiftly towards target foe, striking for 5...41 lightning damage. If Shock Arrow strikes an attacking foe, you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage. Shock Arrow has 25% armor penetration.
    5 Energy 1 Activation 8 Recharge
Factions    
Storm Djinn's Haste Storm Djinn's Haste Enchantment Spell. For 10...22 seconds, you move 25% faster. Each second that you are moving, you lose 1 energy.
    5 Energy ¼ Activation 10 Recharge
Nightfall    
Teinai's Wind Teinai's Wind Spell. All adjacent foes take 15...51 cold damage. Attacking foes struck by Teinai's Wind are knocked down.
    5 Energy ¾ Activation 8 Recharge
Factions Whirlwind  
Thunderclap Thunderclap Elite Spell. Create a massive lightning strike at target foe's location, dealing 15...63 damage. After 3 seconds, that foe and all adjacent foes are Dazed for 1...8 seconds. This spell has 25% armor penetration.
    10 Energy 1 Activation 20 Recharge
Prophecies    
Whirlwind Whirlwind Spell. All adjacent foes take 15...51 cold damage. Attacking foes struck by Whirlwind are knocked down.
    5 Energy ¾ Activation 8 Recharge
Prophecies Teinai's Wind Quest-medium
Windborne Speed Windborne Speed Enchantment Spell. For 5...10 seconds, target ally moves 33% faster.
    10 Energy ¾ Activation 5 Recharge
Prophecies   Quest-medium

Earth Magic

Aftershock Aftershock Spell. Adjacent foes are struck for 26...85 earth damage. Knocked down foes are struck for 10...56 additional earth damage.
    10 Energy ¾ Activation 10 Recharge
Core    
Armor of Earth Armor of Earth Enchantment Spell. For 30 seconds, you gain 24...53 armor, but move 50...21% slower.
    10 Energy ¾ Activation 15 Recharge
Core   Quest-medium
Ash Blast Ash Blast Spell. Target foe is struck for 35...59 earth damage. If Ash Blast strikes a knocked-down foe, that foe is Blinded for 3...13 seconds.
    5 Energy 1 Activation 8 Recharge
Factions    
Churning Earth Churning Earth Spell. Create Churning Earth at target foe's location. For the next 5 seconds, Churning Earth strikes for 10...34 earth damage each second. Any foe moving faster than normal when struck by Churning Earth is knocked down.
    15 Energy 3 Activation 30 Recharge
Factions    
Crystal Wave Crystal Wave Spell. Foes adjacent to you are struck for 10...82 damage, but are cured of any negative Conditions.
    15 Energy ¾ Activation 20 Recharge
Prophecies Teinai's Crystals  
Dragon's Stomp Dragon's Stomp Spell. You invoke a Dragon's Stomp at target foe's location. All foes near this location are knocked down and are struck for 26...85 earth damage. This Spell causes Exhaustion.
Exhaustion   25 Energy 3 Activation 15 Recharge
Factions Earthquake  
Earth Attunement Earth Attunement Enchantment Spell. For 36...55 seconds, you are attuned to Earth. You gain 1 Energy plus 30% of the base Energy cost of the skill each time you use Earth Magic.
    10 Energy 1 Activation 30 Recharge
Core   Quest-medium
Earthen Shackles Earthen Shackles Hex Spell. For 5...17 seconds, target and all adjacent foes move 66% slower while Burning.
    10 Energy 1 Activation 15 Recharge
Eye of the North    
Earthquake Earthquake Spell. You invoke an Earthquake at target foe's location. All foes near this location are knocked down and are struck for 26...85 earth damage. This spell causes exhaustion.
Exhaustion   25 Energy 3 Activation 15 Recharge
Prophecies Dragon's Stomp Quest-medium
Ebon Hawk Ebon Hawk Spell. Send a projectile that strikes for 10...70 earth damage and causes Weakness for 5...13 seconds if it hits.
    10 Energy 1 Activation 5 Recharge
Nightfall    
Eruption Eruption Spell. Cause an Eruption at target foe's location. Each second for 5 seconds, foes near this location are struck for 10...34 earth damage and are Blinded for 10 seconds.
    25 Energy 2 Activation 30 Recharge
Prophecies   Quest-medium
Glowstone Glowstone Spell. Send a projectile that strikes for 5...41 earth damage if it hits. If this spell strikes a weakened foe, you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage.
    5 Energy 1 Activation 7 Recharge
Nightfall    
Grasping Earth Grasping Earth Hex Spell. For 5...17 seconds, all nearby foes move 50% slower.
    10 Energy ¾ Activation 12 Recharge
Prophecies   Quest-medium
Iron Mist Iron Mist Hex Spell. For 5...15 seconds, target foe moves 90% slower. That foe gains immunity to damage from all sources except lightning.
    10 Energy 2 Activation 30 Recharge
Prophecies   Quest-medium
Kinetic Armor Kinetic Armor Enchantment Spell. For 8 seconds, you gain +20...68 armor. Whenever you cast a spell, Kinetic Armor is renewed for 8 seconds.
    15 Energy 3 Activation 60 Recharge
Prophecies    
Magnetic Aura Magnetic Aura Enchantment Spell. For 5...17 seconds, Magnetic Aura has a 75% chance to block melee attacks.
    5 Energy ¼ Activation 60 Recharge
Prophecies   Quest-medium
Magnetic Surge Magnetic Surge Spell. Target foe takes 15...63 damage. If target foe is under the effects of an Enchantment, that foe takes 30...102 damage instead.
    10 Energy 2 Activation 10 Recharge
Eye of the North    
Obsidian Flame Obsidian Flame Spell. Deal 22...94 damage to target foe. This Spell ignores armor but causes Exhaustion.
Exhaustion   5 Energy 2 Activation 5 Recharge
Core   Quest-medium
Obsidian Flesh Obsidian Flesh Elite Enchantment Spell. For 8...18 seconds, you gain +20 armor and cannot be the target of enemy spells, but cannot attack and have -2 energy degeneration.
    25 Energy 1 Activation 30 Recharge
Core    
Sandstorm Sandstorm Elite Spell. Create a Sandstorm at target foe's location. For 10 seconds, nearby foes are struck for 10...26 earth damage each second and attacking foes are struck for an additional 10...26 earth damage each second.
    15 Energy 2 Activation 30 Recharge
Nightfall    
Shockwave Shockwave Elite Spell. Adjacent foes take 15...51 earth damage, nearby foes take 15...51 earth damage, and foes in the area take 15...51 earth damage.
    10 Energy 1 Activation 15 Recharge
Factions    
Sliver Armor Sliver Armor Enchantment Spell. For 5...10 seconds, you have 25...45% chance to block attacks and whenever you are the target of a hostile Spell or attack one nearby foe is struck for 5...29 earth damage.
    10 Energy 1 Activation 30 Recharge
Factions    
Stone Daggers Stone Daggers Spell. Send out two Stone Daggers. Each Stone Dagger strikes target foe for 8...28 earth damage if it hits.
    5 Energy 1 Activation    
Core   Quest-medium
Stone Sheath Stone Sheath Elite Hex Spell. For 10...30 seconds, attacks made by target foe and all nearby foes deal earth damage and cannot cause a critical hit.
    5 Energy 1 Activation 15 Recharge
Nightfall    
Stone Striker Stone Striker Enchantment Spell. For 5...25 seconds, whenever you take or deal elemental or physical damage, that damage is converted to earth damage.
    5 Energy ¼ Activation 20 Recharge
Nightfall    
Stoneflesh Aura Stoneflesh Aura Enchantment Spell. For 5...13 seconds, damage you receive is reduced by 1...25 and you are immune to critical attacks.
    10 Energy 2 Activation 15 Recharge
Nightfall    
Stoning Stoning Spell. Send out a large stone, striking target foe for 45...93 earth damage if it hits. If Stoning hits a foe suffering from Weakness, that foe is knocked down.
    15 Energy 1 Activation 5 Recharge
Core   Quest-medium
Teinai's Crystals Teinai's Crystals Spell. Foes adjacent to you are struck for 10...82 damage, but are cured of any negative Conditions.
    15 Energy ¾ Activation 20 Recharge
Factions Crystal Wave  
Unsteady Ground Unsteady Ground Elite Spell. You create Unsteady Ground at target foe's location. For 5 seconds, nearby foes take 10...34 earth damage each second. Attacking foes struck by Unsteady Ground are knocked down.
    10 Energy 2 Activation 20 Recharge
Factions    
Ward Against Elements Ward Against Elements Ward Spell. You create a Ward Against Elements at your current location. For 8...18 seconds, non-Spirit allies in this area gain +24 armor against elemental damage.
    15 Energy 1 Activation 20 Recharge
Prophecies   Quest-medium
Ward Against Foes Ward Against Foes Ward Spell. You create a Ward Against Foes at your current location. For 8...18 seconds, non-Spirit foes in this area move 50% slower.
    15 Energy 1 Activation 20 Recharge
Core   Quest-medium
Ward Against Melee Ward Against Melee Ward Spell. You create a Ward Against Melee at your current location. For 5...17 seconds, non-Spirit allies in this area have a 50% chance to block melee attacks.
    15 Energy 1 Activation 30 Recharge
Core   Quest-medium
Ward of Stability Ward of Stability Ward Spell. Create a Ward of Stability at your current location. For 10...22 seconds, non-Spirit allies cannot be knocked down.
    10 Energy 1 Activation 30 Recharge
Factions    
Ward of Weakness Ward of Weakness Ward Spell. You create a Ward of Weakness at your current location. For 5...17 seconds, foes in the area become Weakened for 5...17 seconds whenever they take elemental damage.
    10 Energy 1 Activation 20 Recharge
Eye of the North    

Energy Storage

Aura of Restoration Aura of Restoration Enchantment Spell. For 60 seconds, you gain 0...1 Energy and are healed for 200...440% of the Energy cost each time you cast a spell.
    5 Energy ¼ Activation 12 Recharge
Core   Quest-medium
Elemental Attunement Elemental Attunement Elite Enchantment Spell. For 30...50 seconds, you are attuned to Air, Fire, Water, and Earth. You gain 50% of the base Energy cost of the skill each time you use magic associated with any of those elements.
    10 Energy 2 Activation 45 Recharge
Core    
Energy Blast Energy Blast Spell. Target foe takes 1...2 damage for each point of Energy you have (maximum 130 damage).
    10 Energy 2 Activation 20 Recharge
Eye of the North    
Energy Boon Energy Boon Elite Skill. For 20 seconds, you have +0...32 maximum Energy and +5 Health regeneration. When Energy Boon ends you gain 0...16 Energy and 0...80 Health.
    5 Energy     40 Recharge
Factions    
Ether Prism Ether Prism Elite Skill. For 3 seconds, all damage you take is reduced by 75%. When Ether Prism ends, you gain 5...17 Energy.
    5 Energy     25 Recharge
Nightfall    
Ether Prodigy Ether Prodigy Elite Enchantment Spell. Lose all enchantments. For 5...17 seconds, you gain +6 energy regeneration. When Ether Prodigy ends, you lose 3 health for each point of energy you have. This Spell causes Exhaustion.
Exhaustion   5 Energy 1 Activation 5 Recharge
Prophecies    
Ether Renewal Ether Renewal Elite Enchantment Spell. For 5...17 seconds, each time you cast a spell, you gain 1...3 Energy and 5...17 Health for each Enchantment on you.
    10 Energy 1 Activation 30 Recharge
Prophecies    
Glyph of Energy Glyph of Energy Elite Glyph. For 15 seconds, your next spell costs 10...30 less energy to cast and does not cause exhaustion.
    5 Energy 1 Activation 10 Recharge
Prophecies    
Glyph of Lesser Energy Glyph of Lesser Energy Glyph. For 15 seconds, your next two spells cost 10...16 less Energy to cast.
    5 Energy 1 Activation 30 Recharge
Core   Quest-medium
Glyph of Restoration Glyph of Restoration Glyph. For 15 seconds, your next 2 Spells heal you for 30...90 Health, and you are healed for 150...350% of the Energy cost of that Spell.
    5 Energy 1 Activation 8 Recharge
Nightfall    
Master of Magic Master of Magic Elite Enchantment Spell. For 1...49 seconds, all of your elemental attributes are set to 12 and you gain +0...2 Energy regeneration. This enchantment ends if you use a non-elementalist skill.
    5 Energy 1 Activation 20 Recharge
Nightfall    

Fire Magic

Bed of Coals Bed of Coals Spell. Create a Bed of Coals at your location. For 10 seconds, foes standing still near this location are struck for 5...24 fire damage each second. Any foe knocked down on the Bed of Coals is set on fire for 3...6 seconds.
    10 Energy 1 Activation 30 Recharge
Factions    
Breath of Fire Breath of Fire Spell. Create Breath of Fire at target foe's current location. For 5 seconds, foes adjacent to that location are struck for 10...34 fire damage each second.
    5 Energy 2 Activation 30 Recharge
Factions    
Burning Speed Burning Speed Enchantment Spell. For 5 seconds, you are set on fire and move 30...42% faster. When Burning Speed ends, all adjacent foes are set on fire for 3...8 seconds.
    10 Energy ¼ Activation    
Factions    
Conjure Flame Conjure Flame Enchantment Spell. For 60 seconds, if you're wielding a fire weapon, your attacks strike for an additional 5...17 fire damage.
    10 Energy 1 Activation 45 Recharge
Core    
Double Dragon Double Dragon Elite Spell. All nearby foes are struck for 7...91 fire damage. For 10...22 seconds, your Fire Magic attribute is increased by +0...2.
    5 Energy ¾ Activation 15 Recharge
Factions    
Elemental Flame Elemental Flame Hex Spell. For 5...17 seconds, whenever an Elemental hex is applied to target foe, that foe is set on fire for 3...5 seconds.
    5 Energy 1 Activation 5 Recharge
Nightfall    
Fire Attunement Fire Attunement Enchantment Spell. For 36...55 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the skill each time you use Fire Magic.
    10 Energy 1 Activation 30 Recharge
Core   Quest-medium
Fire Storm Fire Storm Spell. Create a Fire Storm at target foe's location. For 10 seconds, foes adjacent to that location are struck for 5...29 fire damage each second.
    10 Energy 2 Activation 30 Recharge
Core   Quest-medium
Fireball Fireball Spell. Send out a ball of fire that strikes target foe and all adjacent foes for 7...91 fire damage.
    10 Energy 2 Activation 7 Recharge
Core   Quest-medium
Flame Burst Flame Burst Spell. All nearby foes are struck for 15...99 fire damage.
    15 Energy ¾ Activation 5 Recharge
Prophecies   Quest-medium
Flame Djinn's Haste Flame Djinn's Haste Enchantment Spell. All adjacent foes are struck for 15...99 fire damage. For 8...13 seconds, you move 25% faster. Flame Djinn's Haste recharges 50% faster if a foe was struck by this spell.
    10 Energy ¾ Activation 20 Recharge
Nightfall    
Flare Flare Spell. Send out a flare that strikes target foe for 20...56 fire damage if it hits.
    5 Energy 1 Activation    
Core   Quest-medium
Glowing Gaze Glowing Gaze Spell. Target foe takes 5...41 fire damage. If that foe is on Fire[sic], you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage.
    5 Energy 1 Activation 8 Recharge
Nightfall    
Glyph of Immolation Glyph of Immolation Glyph. For 15 seconds, your next 1...3 Spells that target a foe also cause Burning for 1...3 seconds.
    5 Energy 1 Activation 10 Recharge
Eye of the North    
Immolate Immolate Spell. Target foe is struck for 20...64 fire damage and is set on fire for 1...3 seconds.
    10 Energy 1 Activation 5 Recharge
Core    
Incendiary Bonds Incendiary Bonds Hex Spell. After 3 seconds, target foe and all nearby foes are struck for 20...68 fire damage and are set on fire for 1...3 seconds.
    15 Energy 2 Activation 15 Recharge
Prophecies   Quest-medium
Inferno Inferno Spell. All adjacent foes are struck for 30...114 fire damage.
    10 Energy ¾ Activation 10 Recharge
Core   Quest-medium
Lava Arrows Lava Arrows Spell. Lava Arrows fly toward up to 3 foes near your target and strike for 20...56 fire damage if they hit.
    5 Energy 1 Activation 2 Recharge
Factions    
Lava Font Lava Font Spell. For 5 seconds, foes adjacent to the location where this spell was cast are struck for 5...41 fire damage each second.
    10 Energy 2 Activation 4 Recharge
Prophecies   Quest-medium
Liquid Flame Liquid Flame Spell. Target foe is struck for 7...91 fire damage. If that foe is attacking or casting a Spell, nearby foes are also struck for 7...91 fire damage.
    10 Energy 1 Activation 15 Recharge
Nightfall    
Mark of Rodgort Mark of Rodgort Hex Spell. Target foe and all nearby foes are hexed with Mark of Rodgort. For 10...30 seconds, whenever each foe is struck for fire damage, that foe is set on fire for 1...3 seconds.
    15 Energy 1 Activation 15 Recharge
Prophecies    
Meteor Meteor Spell. Target foe and all adjacent foes are struck for 7...91 fire damage and knocked down. This spell causes Exhaustion.
Exhaustion   5 Energy 2 Activation 30 Recharge
Core   Quest-medium
Meteor Shower Meteor Shower Spell. Create a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for 7...91 fire damage and knocked down every 3 seconds. This Spell causes Exhaustion.
Exhaustion   25 Energy 5 Activation 60 Recharge
Prophecies    
Mind Blast Mind Blast Elite Spell. Target foe is struck for 15...51 fire damage. If you have more Energy than target foe, you gain 1...7 Energy.
    5 Energy 1 Activation 2 Recharge
Nightfall    
Mind Burn Mind Burn Elite Spell. Target foe takes 15...51 fire damage. If you have more energy than target foe, that foe takes an additional 15...51 fire damage and is set on fire for 1...6 seconds. This spell causes exhaustion.
Exhaustion   5 Energy 1 Activation 5 Recharge
Core    
Phoenix Phoenix Spell. A fiery phoenix rises at your location, striking adjacent foes for 7...91 fire damage, and flies out to your target, exploding on impact. This explosion strikes your target and adjacent foes for an additional 15...75 fire damage.
    15 Energy 2 Activation 10 Recharge
Prophecies    
Rodgort's Invocation Rodgort's Invocation Spell. Target foe and all nearby foes are struck for 15...99 fire damage and set on fire for 1...3 seconds.
    25 Energy 2 Activation 8 Recharge
Prophecies    
Savannah Heat Savannah Heat Elite Spell. You create Savannah Heat at target foe's location. For 5 seconds, all nearby foes take 5...17 fire damage for each second this spell has been in effect.
    5 Energy 2 Activation 25 Recharge
Nightfall    
Searing Flames Searing Flames Elite Spell. Target foe and all nearby foes are struck with Searing Flames. Foes already on fire when this skill is cast are struck for 10...82 fire damage. Foes not already on fire begin Burning for 1...6 seconds.
    15 Energy 1 Activation 2 Recharge
Nightfall    
Searing Heat Searing Heat Spell. Cause searing heat at target foe's location. For 5 seconds, foes near this location are struck for 10...34 fire damage each second. When Searing Heat ends, enemies in the area of effect are set on fire for 3 seconds.
    15 Energy 2 Activation 30 Recharge
Prophecies Teinai's Heat  
Smoldering Embers Smoldering Embers Hex Spell. Target foe is struck for 7...91 fire damage. After 3 seconds, if target foe is not moving that foe is set on fire for 3 seconds.
    10 Energy 2 Activation 7 Recharge
Factions    
Star Burst Star Burst Elite Spell. Target touched foe and all nearby foes are struck for 7...91 fire damage. If more than one foe was struck, you lose 5 Energy.
    5 Energy ¾ Activation 10 Recharge
Factions    
Teinai's Heat Teinai's Heat Spell. Create Teinai's Heat at target foe's location. For 5 seconds, foes near that location are struck for 10...34 fire damage each second. When Teinai's Heat ends, foes in the area of effect are set on fire for 3 seconds.
    15 Energy 2 Activation 30 Recharge
Factions Searing Heat  

Water Magic

Armor of Frost Armor of Frost Enchantment Spell. For 10...29 seconds, you gain +40 armor against physical damage. Armor of Frost ends if you use any Fire Magic.
    5 Energy 1 Activation 45 Recharge
Prophecies    
Armor of Mist Armor of Mist Enchantment Spell. For 8...18 seconds, you gain +10...34 armor and move 33% faster.
    10 Energy 1 Activation 30 Recharge
Prophecies    
Blurred Vision Blurred Vision Hex Spell. For 4...9 seconds, target foe and adjacent foes are hexed with Blurred Vision. While hexed, those foes have a 50% chance to miss with attacks.
    10 Energy 1 Activation 12 Recharge
Core    
Conjure Frost Conjure Frost Enchantment Spell. For 60 seconds, if you're wielding a cold weapon, your attacks strike for an additional 5...17 cold damage.
    10 Energy 1 Activation 45 Recharge
Core   Quest-medium
Deep Freeze Deep Freeze Hex Spell. You cause a Deep Freeze at target foe's location. All foes in this area are struck for 10...70 cold damage, and for 10 seconds, they move 66% slower.
    25 Energy 2 Activation 15 Recharge
Core   Quest-medium
Freezing Gust Freezing Gust Hex Spell. If target foe is under the effect of a Water Magic hex, that foe is struck for 20...68 cold damage. Otherwise, that foe moves 66% slower for 1...5 seconds.
    10 Energy 1 Activation 5 Recharge
Nightfall    
Frigid Armor Frigid Armor Enchantment Spell. For 10...22 seconds, you have +10...34 armor against physical damage and cannot be set on fire.
    5 Energy 1 Activation 20 Recharge
Nightfall    
Frozen Burst Frozen Burst Hex Spell. All nearby foes are struck for 10...70 cold damage and move 66% slower for 3...7 seconds.
    15 Energy ¾ Activation 8 Recharge
Prophecies   Quest-medium
Glowing Ice Glowing Ice Spell. Target foe is struck for 5...41 cold damage. If that foe is under the effects of a Water Magic hex, you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage.
    5 Energy 1 Activation 8 Recharge
Eye of the North    
Ice Prison Ice Prison Hex Spell. For 8...18 seconds, target foe's legs are encased in ice, causing that foe to move 66% slower. This effect ends if target takes fire damage.
    10 Energy 2 Activation 30 Recharge
Prophecies Teinai's Prison Quest-medium
Ice Spear Ice Spear Spell. Send out an Ice Spear, striking target foe for 10...58 cold damage if it hits. Ice Spear has half the normal spell range.
    5 Energy 1 Activation    
Core   Quest-medium
Ice Spikes Ice Spikes Hex Spell. Target and adjacent foes are struck for 20...68 cold damage and move 66% slower for 2...5 seconds.
    15 Energy 2 Activation 10 Recharge
Core   Quest-medium
Icy Prism Icy Prism Spell. Target foe is struck for 10...54 cold damage. If target foe is using a signet, that signet is interrupted and all of that foe's signets are disabled for 3...8 seconds.
    10 Energy 1 Activation 2 Recharge
Factions    
Icy Shackles Icy Shackles Elite Hex Spell. For 1...8 seconds, target foe's movement is reduced by 66%. While under the effects of an enchantment, that foe's movement is reduced by 90%.
    10 Energy 1 Activation 12 Recharge
Nightfall    
Maelstrom Maelstrom Spell. Create a maelstrom at target foe's location. For 10 seconds, foes adjacent to that area are struck for 10...22 cold damage each second. Maelstrom interrupts spell-casting when it hits. This spell causes exhaustion.
Exhaustion   25 Energy 2 Activation 30 Recharge
Core    
Mind Freeze Mind Freeze Elite Hex Spell. Target foe suffers 10...34 cold damage. If you have more energy than target foe, that foe suffers an additional 10...34 cold damage and moves 90% slower for 1...8 seconds. This spell causes exhaustion.
Exhaustion   5 Energy 1 Activation 8 Recharge
Core    
Mirror of Ice Mirror of Ice Elite Enchantment Spell. For 36...55 seconds, you deal an additional 5...29 cold damage whenever you cast a Water Magic hex.
    15 Energy 2 Activation 45 Recharge
Factions    
Mist Form Mist Form Elite Enchantment Spell. For 8...18 seconds, you cannot take or deal damage from attacks.
    10 Energy 1 Activation 30 Recharge
Prophecies    
Rust Rust Hex Spell. Deals 10...58 cold damage to target and adjacent foes. For 5...17 seconds, target foe and all adjacent foes take twice as long to activate signets.
    10 Energy 1 Activation 8 Recharge
Core    
Shard Storm Shard Storm Hex Spell. Send out an ice shard that strikes target foe for 10...70 cold damage if it hits and causes target foe to move 66% slower for 2...5 seconds.
    10 Energy 1 Activation 10 Recharge
Prophecies   Quest-medium
Shatterstone Shatterstone Elite Hex Spell. Target foe is struck for 25...85 cold damage and is Hexed with Shatterstone for 3 seconds. When Shatterstone ends, that foe is struck for 25...85 cold damage.
    15 Energy 2 Activation 8 Recharge
Factions    
Slippery Ground Slippery Ground Spell. If target foe is Blind or moving, that foe is knocked down. (50% failure chance with Water Magic 4 or less.)
    5 Energy 1 Activation 20 Recharge
Eye of the North    
Steam Steam Spell. Target foe is struck for 5...41 cold damage. If target foe is on fire, Steam Blinds that foe for 5...9 seconds.
    5 Energy 1 Activation 8 Recharge
Nightfall    
Swirling Aura Swirling Aura Enchantment Spell. For 8...18 seconds, Swirling Aura has a 50% chance to block projectiles.
    10 Energy 1 Activation 45 Recharge
Prophecies   Quest-medium
Teinai's Prison Teinai's Prison Hex Spell. For 8...18 seconds, target foe's legs are encased in ice causing the foe to move 66% slower. This effect ends if target takes fire damage.
    10 Energy 2 Activation 30 Recharge
Factions Ice Prison  
Vapor Blade Vapor Blade Spell. Target foe is struck for 15...111 cold damage. Vapor Blade deals half damage if that foe has any enchantments on them.
    15 Energy 2 Activation 7 Recharge
Factions    
Ward Against Harm Ward Against Harm Elite Ward Spell. Create a Ward Against Harm at this location. For 8...18 seconds, non-spirit allies in this area have 12...50 armor against fire damage and 12...22 armor against other damage.
    15 Energy 1 Activation 20 Recharge
Prophecies    
Water Attunement Water Attunement Enchantment Spell. For 36...55 seconds, you are attuned to Water. You gain 1 Energy plus 30% of the base Energy cost of the skill each time you use Water Magic.
    10 Energy 1 Activation 30 Recharge
Core   Quest-medium
Water Trident Water Trident Elite Spell. Send out a fast-moving Water Trident striking target foe for 10...58 cold damage if it hits. If it hits a moving foe, that foe is knocked down.
    5 Energy 1 Activation 3 Recharge
Prophecies    
Winter's Embrace Winter's Embrace Hex Spell. For 2...5 seconds, target foe moves 66% slower and takes 5...13 damage while moving.
    10 Energy ¾ Activation 15 Recharge
Eye of the North    

No Attribute

Glyph of Concentration Glyph of Concentration Glyph. For 15 seconds, your next 1 spell cannot be interrupted and ignores the effects of being Dazed.
    5 Energy 1 Activation 10 Recharge
Prophecies    
Glyph of Elemental Power Glyph of Elemental Power Glyph. For 25 seconds, your elemental attributes are boosted by 2 for your next 10 spells.
    5 Energy 1 Activation 5 Recharge
Core   Quest-medium
Glyph of Essence Glyph of Essence Glyph. For 15 seconds, your next spell casts instantly but causes you to lose all Energy.
    5 Energy 1 Activation 20 Recharge
Factions    
Glyph of Renewal Glyph of Renewal Elite Glyph. For 15 seconds, your next spell instantly recharges.
    5 Energy 1 Activation 10 Recharge
Prophecies    
Glyph of Sacrifice Glyph of Sacrifice Glyph. For 15 seconds, your next spell may be cast instantly, but it takes an additional 30 seconds to recharge.
    5 Energy 1 Activation 15 Recharge
Prophecies    
Second Wind Second Wind Elite Spell. You gain 1 Energy for each point of Energy lost due to Exhaustion. This spell causes Exhaustion.
Exhaustion   5 Energy 2 Activation 5 Recharge
Factions    

Allegiance rank

Elemental Lord (Kurzick) Elemental Lord (Luxon)
Elemental Lord Enchantment Spell. For 40...56 seconds, your elemental attributes are boosted by 1. Each time you cast a spell, you gain 1 Energy for every 10 ranks of Energy Storage and are healed for 100...260% of the spell's Energy cost.
    5 Energy ¼ Activation 45 Recharge
Factions PvE
only
 

Sunspear rank

Intensity Intensity Enchantment Spell. For 10 seconds, the next time you deal elemental damage with a spell to a target, you deal 40...50% of that damage to all other nearby foes.
    5 Energy 1 Activation 45 Recharge
Nightfall PvE
only
 


Skill quick references
Warrior-icon-smallWarriorRanger-icon-smallRangerMonk-icon-smallMonkNecromancer-icon-smallNecromancerMesmer-icon-smallMesmerElementalist-icon-smallElementalistAssassin-icon-smallAssassinRitualist-icon-smallRitualistParagon-icon-small ParagonDervish-icon-small Dervish

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