Earth Magic
From Guild Wars Wiki
Earth Magic is a elementalist secondary attribute.
No inherent effect. Many Elementalist skills, especially spells that protect you and your allies or deal earth damage, become more effective with higher Earth Magic.–In-game description
[edit] Notes
- The variety of Earth Magic is huge. An Earth Elementalist can concentrate their power on a single target, as well as use devastating AoE spells, PBAoE spells and/or wards to defend their team.
- One of the advantages of Earth Magic is that there are several skills especially designed to provide armor bonuses and other defensive boosts to the caster. The Earth Elementalist can be as resilient as an armored warrior.
- Earth elementalists can easily overcome armored targets, using spells like Magnetic Surge, Obsidian Flame and Crystal Wave, which deal armor-ignoring damage to the target. Crystal Wave hits multiple enemies, but also cures them of all conditions. Obsidian Flame hits only one enemy, but has low energy cost and recharge time (it causes exhaustion though, preventing the player from spamming too often).
- Earth Magic spells are especially effective against physical characters, as they induce blindness, weakness or knockdown on foes. Defensive skills like Sliver Armor, Magnetic Aura and Ward Against Melee help defend against melee fighters. Since most physical combatants rely heavily on their armor for defense, the previously mentioned armor ignoring skills are especially devastating to them.
- Several Earth spells, like Earthen Shackles or Grasping Earth, can be used to snare foes.
- One type of spells that is almost exclusive to Earth Magic is the ward spell (some PvE-only wards exist, as well as one Water Magic ward called Ward Against Harm). Wards can have different effects, including defensive boosts, knockdown prevention and the slowing of enemies.
[edit] Earth Magic skills
| Icon | Name | Description | | | | | Campaign | |
|---|---|---|---|---|---|---|---|---|
| Aftershock | Spell. Adjacent foes are struck for 26...85...100 earth damage. Knocked down foes are struck for 10...56...68 additional earth damage. | 10 | ¾ | 10 | Core | ||
| Armor of Earth | Enchantment Spell. For 30 seconds, you gain 24...53...60 armor, but move 50...21...14% slower. | 10 | ¾ | 15 | | Core | |
| Ash Blast | Spell. Target foe is struck for 35...59...65 earth damage. If Ash Blast strikes a knocked-down foe, that foe is Blinded for 3...13...15 seconds. | 5 | 1 | 8 | Factions | ||
| Churning Earth | Spell. Create Churning Earth at target foe's location. For the next 5 seconds, Churning Earth strikes foes near that location for 10...34...40 earth damage each second. Any foe moving faster than normal when struck by Churning Earth is knocked down. | 15 | 3 | 30 | Factions | ||
| Crystal Wave | Spell. Foes adjacent to you are struck for 10...82...100 damage but are cured of any negative Conditions. | 15 | ¾ | 20 | Prophecies | ||
| Dragon's Stomp | Spell. You invoke a Dragon's Stomp at target foe's location. All foes near this location are knocked down and are struck for 26...85...100 earth damage. This Spell causes Exhaustion. | | 25 | 3 | 15 | Factions | |
| Earth Attunement | Enchantment Spell. For 36...55...60 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. | 10 | 2 | 45 | | Core | |
| Earthen Shackles | Hex Spell. For 5...17...20 seconds, target foe moves 90% slower while Burning. | 10 | 2 | 15 | Eye of the North | ||
| Earthquake | Spell. You invoke an Earthquake at target foe's location. All foes near this location are knocked down and are struck for 26...85...100 earth damage. This Spell causes Exhaustion. | | 25 | 3 | 15 | | Prophecies |
| Ebon Hawk | Spell. Send a projectile that strikes for 45...89...100 earth damage if it hits. If this Spell hits a moving or attacking foe, that foe suffers from Weakness for 5...13...15 seconds. | 10 | 2 | 5 | Nightfall | ||
| Eruption | Spell. Cause an Eruption at target foe's location. Each second for 5 seconds, foes near this location are struck for 10...34...40 earth damage and are Blinded for 10 seconds. | 25 | 2 | 30 | | Prophecies | |
| Glowstone | Spell. Send a projectile that strikes for 5...41...50 earth damage if it hits. If this Spell hits a weakened foe, you gain 1...7...9 Energy. | 5 | 1 | 7 | Nightfall | ||
| Grasping Earth | Hex Spell. For 8...18...20 seconds, all nearby foes move 50% slower. | 5 | ¾ | 12 | | Prophecies | |
| Iron Mist | Hex Spell. For 5...15...17 seconds, target foe moves 90% slower. That foe gains immunity to damage from all sources except lightning. | 10 | 2 | 30 | | Prophecies | |
| Kinetic Armor | Enchantment Spell. For 8 seconds, you gain +20...68...80 armor. Whenever you cast a Spell, Kinetic Armor is renewed for 8 seconds. | 15 | 3 | 60 | Prophecies | ||
| Magnetic Aura | Enchantment Spell. For 5...17...20 seconds, Magnetic Aura has a 75% chance to block melee attacks. | 5 | ¼ | 60 | | Prophecies | |
| Magnetic Surge | Spell. Target foe takes 15...63...75 damage. If target foe is under the effects of an enchantment, that foe takes 30...102...120 damage instead. | 10 | 2 | 10 | Eye of the North | ||
| Obsidian Flame | Spell. Deal 22...94...112 damage to target foe. This Spell ignores armor but causes Exhaustion. | | 5 | 2 | 5 | | Core |
| Obsidian Flesh | Elite Enchantment Spell. For 8...18...20 seconds, you gain +20 armor and cannot be the target of enemy Spells, but move 50% slower. | 10 | 1 | 30 | Core | ||
| Sandstorm | Elite Spell. Create a Sandstorm at target foe's location. For 10 seconds, nearby foes are struck for 10...26...30 earth damage each second and attacking foes are struck for an additional 10...26...30 earth damage each second. | 15 | 2 | 30 | Nightfall | ||
| Shockwave | Elite Spell. Adjacent foes take 15...51...60 earth damage, nearby foes take 15...51...60 earth damage, and foes in the area take 15...51...60 earth damage. | 10 | 1 | 15 | Factions | ||
| Sliver Armor | Enchantment Spell. For 5...10...11 seconds, you have 25...45...50% chance to block attacks and whenever you are the target of a hostile Spell or attack one nearby foe is struck for 5...29...35 earth damage. | 10 | 1 | 30 | Factions | ||
| Stone Daggers | Spell. Send out two Stone Daggers. Each Stone Dagger strikes target foe for 8...28...33 earth damage if it hits. | 5 | 1 | | Core | ||
| Stone Sheath | Elite Hex Spell. For 10...30...35 seconds, attacks made by target foe and all nearby foes deal earth damage and cannot cause a critical hit. | 5 | 1 | 15 | Nightfall | ||
| Stone Striker | Enchantment Spell. For 5...25...30 seconds, whenever you take or deal elemental or physical damage, that damage is converted to earth damage. | 5 | ¼ | 20 | Nightfall | ||
| Stoneflesh Aura | Enchantment Spell. For 5...13...15 seconds, damage you receive is reduced by 1...25...31, and you are immune to critical attacks. | 10 | 2 | 15 | Nightfall | ||
| Stoning | Spell. Send out a large stone, striking target foe for 45...93...105 earth damage if it hits. If Stoning hits a foe suffering from Weakness, that foe is knocked down. | 15 | 1 | 5 | | Core | |
| Teinai's Crystals | Spell. Foes adjacent to you are struck for 10...82...100 damage but are cured of any negative Conditions. | 15 | ¾ | 20 | Factions | ||
| Unsteady Ground | Elite Spell. You create Unsteady Ground at target foe's location. For 5 seconds, nearby foes take 10...34...40 earth damage each second. Attacking foes struck by Unsteady Ground are knocked down. | 10 | 2 | 20 | Factions | ||
| Ward Against Elements | Ward Spell. You create a Ward Against Elements at your current location. For 8...18...20 seconds, non-Spirit allies in this area gain +24 armor against elemental damage. | 15 | 1 | 20 | | Prophecies | |
| Ward Against Foes | Ward Spell. You create a Ward Against Foes at your current location. For 8...18...20 seconds, non-Spirit foes in this area move 50% slower. | 15 | 1 | 20 | | Core | |
| Ward Against Melee | Ward Spell. You create a Ward Against Melee at your current location. For 5...17...20 seconds, non-Spirit allies in this area have a 50% chance to block melee attacks. | 15 | 1 | 30 | | Core | |
| Ward Against Melee (PvP) | Ward Spell. You create a Ward Against Melee at your current location. For 1...15...18 seconds, non-Spirit allies in this area have a 50% chance to block melee attacks. | 15 | 1 | 30 | Core | ||
| Ward of Stability | Ward Spell. Create a Ward of Stability at your current location. For 10...22...25 seconds, non-Spirit allies cannot be knocked down. | 10 | 1 | 30 | Factions | ||
| Ward of Weakness | Ward Spell. You create a Ward of Weakness at your current location. For 5...17...20 seconds, foes in this area become Weakened for 5...17...20 seconds whenever they take elemental damage. | 10 | 1 | 20 | Eye of the North |




































