Water Magic skills
From GuildWiki
This skill may be earned from a quest. See skill information for details.
This skill causes Exhaustion.
Water Magic
| Armor of Frost [edit]
| Enchantment Spell. For 10...29 seconds, you gain +40 armor against physical damage. Armor of Frost ends if you use any Fire Magic. |
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| Armor of Mist [edit]
| Enchantment Spell. For 8...18 seconds, you gain +10...34 armor and move 33% faster. |
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| Prophecies | |||||||||||||
| Blurred Vision [edit]
| 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. |
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| Conjure Frost [edit]
| Enchantment Spell. For 60 seconds, if you're wielding a cold weapon, your attacks strike for an additional 5...17 cold damage. |
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| Deep Freeze [edit]
| 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. |
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| Core | | ||||||||||||
| Freezing Gust [edit]
| 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. |
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| Nightfall | |||||||||||||
| Frigid Armor [edit]
| Enchantment Spell. For 10...22 seconds, you have +10...34 armor against physical damage and cannot be set on fire. |
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| Frozen Burst [edit]
| Hex Spell. All nearby foes are struck for 10...70 cold damage and move 66% slower for 3...7 seconds. |
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| Prophecies | | ||||||||||||
| Glowing Ice [edit]
| 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. |
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| Eye of the North | |||||||||||||
| Ice Prison [edit]
| 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. |
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| Prophecies | | | |||||||||||
| Ice Spear [edit]
| 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. |
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| Core | | ||||||||||||
| Ice Spikes [edit]
| Hex Spell. Target and adjacent foes are struck for 20...68 cold damage and move 66% slower for 2...5 seconds. |
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| Core | | ||||||||||||
| Icy Prism [edit]
| 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. |
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| Icy Shackles [edit]
| 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%. |
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| Nightfall | |||||||||||||
| Maelstrom [edit]
| 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. |
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| Core | |||||||||||||
| Mind Freeze [edit]
| 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. |
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| Mirror of Ice [edit]
| Elite Enchantment Spell. For 5 seconds and 3 seconds more for every rank of Energy Storage, you deal an additional 5...29 cold damage whenever you cast a Water Magic hex. |
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| Mist Form [edit]
| Elite Enchantment Spell. For 8...18 seconds, you cannot take or deal damage from attacks. |
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| Prophecies | |||||||||||||
| Rust [edit]
| Hex Spell. Deals 10...58 cold damage. For 5...17 seconds, target foe and all adjacent foes take twice as long to activate signets. |
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| Shard Storm [edit]
| 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. |
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| Prophecies | | ||||||||||||
| Shatterstone [edit]
| 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. |
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| Slippery Ground [edit]
| Spell. If target foe is Blind or Moving, that foe is knocked down. (50% failure chance with Water Magic 4 or less.) |
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| Eye of the North | |||||||||||||
| Steam [edit]
| Spell. Target foe is struck for 5...41 cold damage. If target foe is on fire, Steam Blinds that foe for 5...9 seconds. |
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| Nightfall | |||||||||||||
| Swirling Aura [edit]
| Enchantment Spell. For 8...18 seconds, Swirling Aura has a 50% chance to block projectiles. |
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| Teinai's Prison [edit]
| 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. |
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| Vapor Blade [edit]
| Spell. Target foe is struck for 15...111 cold damage. Vapor Blade deals half damage if that foe has any enchantments on them. |
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| Ward Against Harm [edit]
| 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. |
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| Prophecies | |||||||||||||
| Water Attunement [edit]
| 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. |
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| Core | | ||||||||||||
| Water Trident [edit]
| 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. |
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| Prophecies | |||||||||||||
| Winter's Embrace [edit]
| Hex Spell. For 2...5 seconds, target foe moves 66% slower and takes 5...13 damage while moving. |
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| Eye of the North | |||||||||||||






























