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Mesmer skills quick reference (Prophecies)

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

Energy Energy requirement

Activation Activation time

Recharge Recharge time

Domination Magic

Arcane Thievery Arcane Thievery Spell. For 5...29 seconds, one random spell is disabled for target foe, and Arcane Thievery is replaced by that spell.
    10 Energy 1 Activation    
Prophecies Arcane Larceny Quest-medium
Blackout Blackout Skill. For 2...5 seconds, all of touched target foe's skills are disabled, and all of your skills are disabled for 5 seconds.
    10 Energy 1 Activation 12 Recharge
Prophecies   Quest-medium
Chaos Storm Chaos Storm Spell. Create a Chaos Storm at target foe's location that lasts for 10 seconds. Each second, foes adjacent to this location take 5...21 damage and lose 0...2 Energy.
    5 Energy 2 Activation 30 Recharge
Prophecies   Quest-medium
Guilt Guilt Hex Spell. For 6 seconds, the next time target foe casts a spell that targets a foe, the spell fails and you steal up to 5...12 Energy from that foe.
    5 Energy 2 Activation 25 Recharge
Prophecies   Quest-medium
Panic Panic Elite Hex Spell. For 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.
    10 Energy 1 Activation 15 Recharge
Prophecies    
Power Block Power Block Elite Spell. If target 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.
    15 Energy ¼ Activation 20 Recharge
Prophecies    
Power Leak Power Leak Spell. If target foe is casting a spell or chant, that skill is interrupted and target foe loses 3...14 Energy.
    10 Energy ¼ Activation 20 Recharge
Prophecies   Quest-medium
Shame Shame Hex Spell. For 6 seconds, the next time target foe casts a spell that targets an ally, the spell fails and you steal up to 5...12 Energy from that foe.
    10 Energy 2 Activation 30 Recharge
Prophecies    
Shatter Delusions Shatter Delusions Spell. Remove one Mesmer hex from target foe. If a hex was removed, that foe and all adjacent foes take 15...63 damage.
    5 Energy ¼ Activation 6 Recharge
Prophecies   Quest-medium
Signet of Weariness Signet of Weariness Signet. Target foe and all nearby foes lose 3...7 Energy and suffer from Weakness for 1...8 seconds.
        2 Activation 30 Recharge
Prophecies    
Wastrel's Worry Wastrel's Worry Hex Spell. After 3 seconds, target foe and all adjacent foes take 20...84 damage. If that foe successfully uses a skill, Wastrel's Worry ends prematurely and does no damage.
    5 Energy ¼ Activation 1 Recharge
Prophecies   Quest-medium

Inspiration Magic

Keystone Signet Keystone Signet Elite Signet. All of your signets except Keystone Signet are recharged. For 20 seconds, the next 0...5 times you use a signet that targets a foe, all other foes adjacent to your target take 15...51 damage and are interrupted.
        1 Activation 15 Recharge
Prophecies    

Illusion Magic

Distortion Distortion Stance. For 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.
    5 Energy     8 Recharge
Prophecies   Quest-medium
Ethereal Burden Ethereal Burden Hex Spell. For 10 seconds, target foe moves 50% slower. When Ethereal Burden ends, you gain 10...20 Energy.
    15 Energy 1 Activation 30 Recharge
Prophecies Kitah's Burden Quest-medium
Fevered Dreams Fevered Dreams Elite Hex Spell. For 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.
    10 Energy 2 Activation 10 Recharge
Prophecies    
Illusion of Weakness Illusion of Weakness Enchantment Spell. You lose 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.
    10 Energy 2 Activation 30 Recharge
Prophecies   Quest-medium
Illusionary Weaponry Illusionary Weaponry Elite Enchantment Spell. For 30 seconds, your 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.
    5 Energy 1 Activation 25 Recharge
Prophecies    
Ineptitude Ineptitude Elite Hex Spell. For 4 seconds, the next time the target foe or any adjacent foe attacks, they take 30...114 damage and are Blinded for 10 seconds.
    10 Energy 1 Activation 15 Recharge
Prophecies    
Migraine Migraine Elite Hex Spell. For 5...17 seconds, target foe suffers -1...7 Health degeneration and takes 100% longer to activate skills.
    10 Energy 2 Activation 12 Recharge
Prophecies    
Phantom Pain Phantom Pain Hex Spell. For 10 seconds, target foe suffers -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.
    5 Energy 2 Activation 15 Recharge
Prophecies   Quest-medium
Sympathetic Visage Sympathetic Visage Enchantment Spell. For 4...9 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 Energy.
    10 Energy 1 Activation 20 Recharge
Prophecies Ancestor's Visage  

Inspiration Magic

Channeling Channeling Enchantment Spell. For 8...46 seconds, whenever you cast a spell, you gain 1 Energy for each foe in the area.
    5 Energy 1 Activation 15 Recharge
Prophecies   Quest-medium
Elemental Resistance Elemental Resistance Stance. For 30...78 seconds, You[sic] gain +40 armor against elemental damage but you lose 24...14 armor against physical damage.
    10 Energy     20 Recharge
Prophecies   Quest-medium
Ether Lord Ether Lord Hex Spell. You lose all Energy. For 5...9 seconds, target foe suffers -1...3 Energy degeneration, and you experience +1...3 Energy regeneration.
    5 Energy 2 Activation 20 Recharge
Prophecies   Quest-medium
Inspired Enchantment Inspired Enchantment Spell. Remove an enchantment from target foe and gain 3...13 Energy. For 20 seconds, Inspired Enchantment is replaced with the enchantment removed from target foe.
    10 Energy 1 Activation    
Prophecies Revealed Enchantment Quest-medium
Inspired Hex Inspired Hex Spell. Remove a hex from target ally and gain 4...9 Energy. For 20 seconds, Inspired Hex is replaced with the hex that was removed.
    5 Energy 1 Activation    
Prophecies Revealed Hex Quest-medium
Mantra of Concentration Mantra of Concentration Stance. For 1...31 seconds, the next time you would be interrupted, you are not interrupted.
    5 Energy     30 Recharge
Prophecies    
Mantra of Recall Mantra of Recall Elite Enchantment Spell. For 20 seconds, you gain no benefit from it. You gain 10...22 Energy when Mantra of Recall ends.
    10 Energy 1 Activation 30 Recharge
Prophecies    
Mantra of Signets Mantra of Signets Stance. For 10...34 seconds, you have +3 armor for each signet you have equipped. Whenever you use a signet, you gain 5...49 Health.
    5 Energy     20 Recharge
Prophecies    
Physical Resistance Physical Resistance Stance. For 30...78 seconds, You[sic] gain +40 armor against physical damage, but you lose 24...14 armor against elemental damage.
    10 Energy     20 Recharge
Prophecies    
Spirit of Failure Spirit of Failure Hex Spell. For 30 seconds, target foe has a 25% chance to miss with attacks. You gain 1...3 Energy whenever that foe fails to hit in combat.
    15 Energy 3 Activation 20 Recharge
Prophecies   Quest-medium

No Attribute

Signet of Midnight Signet of Midnight Elite Signet. You and target touched foe become Blinded for 15 seconds.
        2 Activation 10 Recharge
Prophecies    

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