Spell

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Spell
Number of skills 468
Elite skills 63
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 learnable spells require energy to activate.
  • Like all energy skills, you pay the energy cost at the beginning of casting. Should the casting fail, the energy will not be refunded.
  • Spells may have additional costs such as sacrifice, exhaustion or suffering negative effects/conditions.
  • Most spells have an aftercast delay.

Notes

  • Many equipment items have upgrade components that trigger on spell usage.
  • Warriors, Rangers and Paragons have no spells.

Subtypes

  • Enchantment spell: Can only be cast on friendlies and/or self.
  • Hex spell: Can only be cast on foes.
  • Item spell: Creates a bundle item in the caster's hands.
  • Ward spell: Creates a zone of effect around the caster, mostly protective in nature.
  • Weapon spell: Creates a buff. Unlike enchantments, it is unremovable, but a character can only be affected by one at a time.
  • Well spell: Creates a zone of effect around an exploited corpse.