This skill may be earned from a quest. See skill information for details.
This skill causes Exhaustion.
Water Magic
Armor of Frost [edit]
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Enchantment Spell. For 10...29...34 seconds, you gain +40 armor against physical damage and have +1 Water Magic. |
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Armor of Mist [edit]
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Enchantment Spell. For 8...18...20 seconds, you gain +10...34...40 armor and move 33% faster. |
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Blurred Vision [edit]
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Hex Spell. For 4...9...10 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...20 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...85 cold damage, and for 10 seconds, they move 66% slower. |
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Freezing Gust [edit]
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Hex Spell. If target foe is under the effect of a Water Magic hex, that foe is struck for 20...68...80 cold damage. Otherwise, that foe moves 66% slower for 1...4...5 seconds. |
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Frigid Armor [edit]
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Enchantment Spell. For 10...22...25 seconds, you have +10...34...40 armor against physical damage and cannot be set on fire. |
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Frozen Burst [edit]
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Hex Spell. All nearby foes are struck for 10...70...85 cold damage and move 66% slower for 3...7...8 seconds. |
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Ice Prison [edit]
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Hex Spell. For 8...18...20 seconds, target foe's legs are encased in ice, causing the foe to move 66% slower. |
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Ice Spear [edit]
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Enchantment Spell. Send out an Ice Spear, striking target foe for 10...50...60 cold damage if it hits. If you are Overcast, you gain +1...3...4 Health regeneration for 5 seconds. |
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Ice Spikes [edit]
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Hex Spell. Target and adjacent foes are struck for 20...68...80 cold damage and move 66% slower for 2...5...6 seconds. |
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Icy Shackles [edit]
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Elite Hex Spell. For 1...8...10 seconds, target foe's movement speed is reduced by 66%. While under the effects of an enchantment, that foe's movement is reduced by 90%. |
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Icy Prism [edit]
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Spell. Target foe is struck for 15...63...75 cold damage. If that foe has a Water Magic hex, Icy Prism deals +15...63...75 cold damage to all other nearby foes. |
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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...25 cold damage each second. Maelstrom interrupts spell-casting when it hits. |
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Mind Freeze [edit]
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Elite Hex Spell. Target foe takes 10...50...60 cold damage. If you have more Energy than target foe, that foe suffers an additional 10...50...60 cold damage and moves 90% slower for 1...4...5 seconds. |
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Mirror of Ice [edit]
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Elite Hex Spell. Shatter a Mirror of Ice. All foes near you and target ally take 15...59...70 cold damage and move 66% slower for 2...5...6 seconds. If you strike a foe hexed with Water Magic, Mirror of Ice recharges 50% faster. |
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Mist Form [edit]
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Elite Enchantment Spell. For 10...38...45 seconds, you take 33% less damage from foes under the effect of Water Magic hexes. Whenever you cast an elemental spell, all non-spirit allies in earshot are healed for 50...210...250% of the Energy cost of the spell. |
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Rust [edit]
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Hex Spell. Deals 10...58...70 cold damage to target and adjacent foes. For 5...17...20 seconds, target foe and all adjacent foes take twice as long to activate signets. If you are Overcast, foes struck with Rust have their signets interrupted and disabled for 1...8...10 seconds. |
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Shard Storm [edit]
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Hex Spell. Send out an ice shard that strikes target foe for 10...70...85 cold damage if it hits and causing target foe to move 66% slower for 2...5...6 seconds. |
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Shatterstone [edit]
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Elite Hex Spell. Target foe is struck for 25...85...100 cold damage and is hexed with Shatterstone for 3 seconds. When Shatterstone ends, that foe and all nearby foes are struck for 25...85...100 cold damage. |
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Steam [edit]
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Spell. Target foe is struck for 20...52...60 cold damage. If target foe is on fire, Steam Blinds that foe for 5...9...10 seconds. |
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Nightfall | |||||||||||||
Swirling Aura [edit]
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Enchantment Spell. For 5 seconds, you are enchanted with Swirling Aura and have 1...5...6 Health regeneration and a 50% chance to block projectiles. If you are Overcast when you cast this spell, all party members in earshot are also enchanted. |
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Teinai's Prison [edit]
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Hex Spell. For 1...5...6 seconds, target foe's legs are encased in ice, causing the foe to move 66% slower. If that foe has Cracked Armor, the chill seeps through causing 5...8...9 Health degeneration. |
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Vapor Blade [edit]
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Spell. Target foe is struck for 15...111...135 cold damage. Vapor Blade deals half damage if that foe has any enchantments on them. |
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Ward Against Harm [edit]
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Elite Ward Spell. Create a Ward Against Harm at this location. For 5...13...15 seconds, non-spirit allies in this area have +1...3...3 Health regeneration, +12...22...24 armor, and an additional +12...22...24 armor against elemental damage. This spell is disabled for 20 seconds. |
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Water Attunement [edit]
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Enchantment Spell. For 36...55...60 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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Water Trident [edit]
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Elite Spell. Send out a fast-moving Water Trident, striking target foe and up to 2 adjacent foes for 10...74...90 cold damage if it hits. If it hits a moving foe, that foe is knocked down. |
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Prophecies |