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Water Magic skills

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

Exhaustion This skill causes Exhaustion.

Energy Energy requirement

Activation Activation time

Recharge Recharge time

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    

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