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This skill may be earned from a quest. See skill information for details.
. For Spell 5...29 seconds, one random spell is disabled for target foe, and Arcane Thievery is replaced by that spell.
. For Skill 2...5 seconds, all of touched target foe's skills are disabled, and all of your skills are disabled for 5 seconds.
. Create a Chaos Storm at target foe's location that lasts for 10 seconds. Each second, foes Spell adjacent to this location take 5...21 damage and lose 0...2 Energy.
. For 6 seconds, the next time target foe casts a Hex Spell spell that targets a foe, the spell fails and you steal up to 5...12 Energy from that foe.
. For Elite Hex Spell 1...8 seconds, target foe and all nearby foes are hexed with Panic. When a foe hexed with Panic successfully uses a skill, all other nearby foes are interrupted.
. If target Elite Spell foe is casting a spell or chant, that skill and all skills of the same attribute are disabled for 1...10 seconds and that skill is interrupted.
. If target foe is casting a Spell spell or chant, that skill is interrupted and target foe loses 3...14 Energy.
. For 6 seconds, the next time target foe casts a Hex Spell spell that targets an ally, the spell fails and you steal up to 5...12 Energy from that foe.
. Remove one Spell Mesmer hex from target foe. If a hex was removed, that foe and all adjacent foes take 15...63 damage.
Signet of Weariness
. Target foe and all Signet nearby foes lose 3...7 Energy and suffer from Weakness for 1...8 seconds.
. After 3 seconds, target foe and all Hex Spell adjacent foes take 20...84 damage. If that foe successfully uses a skill, Wastrel's Worry ends prematurely and does no damage.
. For Stance 1...4 seconds, you have a 75% chance to block attacks. Whenever you block an attack this way, you lose 2 Energy or Distortion ends.
. For 10 seconds, target foe moves 50% slower. When Ethereal Burden ends, you gain Hex Spell 10...20 Energy.
. For Elite Hex Spell 10...22 seconds, whenever target foe suffers from a new condition, all foes in the area suffer from that condition as well. If target foe has two or more conditions, that foe is Dazed for 1...3 seconds.
Illusion of Weakness
. You lose Enchantment Spell 50...202 Health. Illusion of Weakness ends if damage drops your Health below 25% of your maximum. When Illusion of Weakness ends, you gain 50...202 Health.
. For 30 seconds, your Elite Enchantment Spell melee attacks neither hit nor fail to hit. Instead, Illusionary Weaponry deals 8...34 damage to your targets for each melee attack. You have +5 armor for each equipped Illusion Magic skill.
. For 4 seconds, the next time the target foe or any Elite Hex Spell adjacent foe attacks, they take 30...114 damage and are Blinded for 10 seconds.
. For Elite Hex Spell 5...17 seconds, target foe suffers - 1...7 Health degeneration and takes 100% longer to activate skills.
. For 10 seconds, target foe suffers - Hex Spell 1...3 Health degeneration. When Phantom Pain ends, that foe suffers a Deep Wound, lowering that foe's maximum Health by 20% for 5...17 seconds.
. For Enchantment Spell 4...9 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 Energy.
. For Enchantment Spell 8...46 seconds, whenever you cast a spell, you gain 1 Energy for each foe in the area.
. For Stance 30...78 seconds, You [ gain +40 sic] armor against elemental damage but you lose 24...14 armor against physical damage.
. You lose all Hex Spell Energy. For 5...9 seconds, target foe suffers - 1...3 Energy degeneration, and you experience + 1...3 Energy regeneration.
. Remove an Spell enchantment from target foe and gain 3...13 Energy. For 20 seconds, Inspired Enchantment is replaced with the enchantment removed from target foe.
. Remove a Spell hex from target ally and gain 4...9 Energy. For 20 seconds, Inspired Hex is replaced with the hex that was removed.
Mantra of Concentration
. For Stance 1...31 seconds, the next time you would be interrupted, you are not interrupted.
Mantra of Recall
. For 20 seconds, you gain no benefit from it. You gain Elite Enchantment Spell 10...22 Energy when Mantra of Recall ends.
Mantra of Signets
. For Stance 10...34 seconds, you have +3 armor for each signet you have equipped. Whenever you use a signet, you gain 5...49 Health.
. For Stance 30...78 seconds, You [ gain +40 sic] armor against physical damage, but you lose 24...14 armor against elemental damage.
Spirit of Failure
. For 30 seconds, target foe has a 25% chance to Hex Spell miss with attacks. You gain 1...3 Energy whenever that foe fails to hit in combat.