- This skill may be earned from a quest. See skill information for details.
- This spell causes Exhaustion.
- Energy requirement
- Activation Time
- Recharge Time
Air Magic
Air Attunement [edit]
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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. |
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Blinding Flash [edit]
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Spell. Target foe is blinded for 3...7 seconds. |
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Conjure Lightning [edit]
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Enchantment Spell. For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional 5...17 lightning damage. |
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Enervating Charge [edit]
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Spell. Target foe is struck for 25...45 lightning damage and suffers from Weakness for 5...17 seconds. This spell has 25% armor penetration. |
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Gale [edit]
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Spell. Knock down target foe for 2 seconds. This spell causes exhaustion. (50% failure chance with Air Magic 4 or less.) |
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Lightning Orb [edit]
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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. |
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Lightning Strike [edit]
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Spell. Strike target foe for 5...41 lightning damage. This spell has 25% armor penetration. |
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Lightning Surge [edit]
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Elite Hex Spell. After 3 seconds, target foe is knocked down and struck for 14...83 lightning damage. |
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Lightning Touch [edit]
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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. |
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Earth Magic
Aftershock [edit]
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Spell. Adjacent foes are struck for 26...85 earth damage. Knocked down foes are struck for 10...56 additional earth damage. |
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Armor of Earth [edit]
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Enchantment Spell. For 30 seconds, you gain 24...53 armor, but move 50...21% slower. |
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Earth Attunement [edit]
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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. |
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Obsidian Flame [edit]
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Spell. Deal 22...94 damage to target foe. This Spell ignores armor but causes Exhaustion. |
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Obsidian Flesh [edit]
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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. |
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Stone Daggers [edit]
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Spell. Send out two Stone Daggers. Each Stone Dagger strikes target foe for 8...28 earth damage if it hits. |
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Stoning [edit]
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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. |
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Ward Against Foes [edit]
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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. |
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Ward Against Melee [edit]
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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. |
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Energy Storage
Aura of Restoration [edit]
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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. |
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Elemental Attunement [edit]
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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. |
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Glyph of Lesser Energy [edit]
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Glyph. For 15 seconds, your next two spells cost 10...16 less Energy to cast. |
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Fire Magic
Conjure Flame [edit]
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Enchantment Spell. For 60 seconds, if you're wielding a fire weapon, your attacks strike for an additional 5...17 fire damage. |
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Fire Attunement [edit]
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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. |
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Fire Storm [edit]
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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. |
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Fireball [edit]
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Spell. Send out a ball of fire that strikes target foe and all adjacent foes for 7...91 fire damage. |
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Flare [edit]
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Spell. Send out a flare that strikes target foe for 20...56 fire damage if it hits. |
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Immolate [edit]
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Spell. Target foe is struck for 20...64 fire damage and is set on fire for 1...3 seconds. |
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Inferno [edit]
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Spell. All adjacent foes are struck for 30...114 fire damage. |
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Meteor [edit]
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Spell. Target foe and all adjacent foes are struck for 7...91 fire damage and knocked down. This spell causes Exhaustion. |
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Mind Burn [edit]
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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. |
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Water Magic
Blurred Vision [edit]
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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]
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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]
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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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Ice Spear [edit]
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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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Ice Spikes [edit]
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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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Maelstrom [edit]
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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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Mind Freeze [edit]
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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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Rust [edit]
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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. |
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Water Attunement [edit]
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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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No Attribute
Glyph of Elemental Power [edit]
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Glyph. For 25 seconds, your elemental attributes are boosted by 2 for your next 10 spells. |
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