Spell

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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

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.