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Elementalist skills quick reference (Core)

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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
Blinding Flash Blinding Flash Spell. Target foe is blinded for 3...7 seconds.
    10 Energy ¾ Activation 6 Recharge
Core   Quest-medium
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
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    

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
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
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    
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
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
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

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    
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


Fire Magic

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    
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
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
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    
Inferno Inferno Spell. All adjacent foes are struck for 30...114 fire damage.
    10 Energy ¾ Activation 10 Recharge
Core   Quest-medium
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
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    


Water Magic

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
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
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    
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    
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


No Attribute

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

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