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Spell
From Guild Wars Wiki
| Spell | |
|---|---|
| Number of skills | 494 |
| Elite skills | 66 |
| Supertype | Skill |
| Sub types | Enchantment spell Hex spell Item spell Ward spell Weapon spell Well spell |
Skill type. Type representing most magic skills.
Characteristics
- All spells require energy to activate, except for three spells that use adrenaline: Mystic Sandstorm, Mystic Twister, and Test of Faith.
- Spell costs are paid when casting begins; the energy/adrenaline is not refunded should it fail.
- Spells can have additional costs such as sacrifice, exhaustion, or apply negative effects/conditions.
- All spells have an aftercast delay except for flash enchantment spells.
- Under the effects of Signet of Mystic Speed, self-targeting enchantments do not have aftercast delay; however, you will still cease movement (even if you are auto-running).
- All spells require activation time, except for Asuran Scan and flash enchantments.
- Spells cast under the effects of Glyph of Sacrifice or Essence have no activation time.
- Self-targeting spells under the effects of Signet of Mystic Speed also bypass the skill's activation time.
- Most spells require recharge.
- Skills can be instantly recharged under certain circumstances, e.g. under the effects of Glyph of Renewal.
- There are about 30 spells that do not have a recharge time.
Notes
- Many equipment items have upgrade components that trigger on spell usage.
- Warriors, Rangers and Paragons have no spells.
Subtypes
- Enchantment spell: provides a benefit while active; primarily cast on allies and/or self.
- Flash enchantments can be cast instantly to prevent them from interfering with attacking or movement.
- Doublecast enchantments do not expire, but they require an upkeep of one pip (i.e. an energy degeneration rate of ⅓ energy per second).
- Maintained enchantments buff both targets and most cause some type of damage to foes near both the target ally and the caster.
- Hex spell: hinders or diminishes the abilities of the target; primarily cast on foes.
- Item spell: creates a bundle item in the caster's hands, which has an effect while held and often when dropped.
- Ward spell: creates an area of effect around the caster's position; positive effects are similar in nature to enchantments, while negative ones are similar to those from hexes.
- Weapon spell: adds a benefit or change to weapon attacks that cannot be ended prematurely; can only be cast on allies and/or self. Each character can only have one active weapon spell at a time.
- Well spell: exploit the nearest corpse to create a zone of effect around that corpse.