Fail
From Guild Wars Wiki
When a skill fails, its activation is disrupted, it recharges instantly and the energy used on its activation is lost. Unlike interruption and knock down, there are currently no effects which prevent skill failure. Some skills also have a chance to fail if the user does not have attributes at a high enough level.
Skill failure also occurs if the target of a skill dies during the activation of that skill (excluding AoE skills like Fireball and Phoenix).
An assassin's off-hand attack and dual attack skills fail if the criteria for the attacks are not met.
See also: Disable, Interrupt, Knock down, Shutdown
[edit] Skills which cause skill failure

Spell Breaker (elite): Enchantment Spell; Causes incoming hostile spells to fail.

Spell Shield: Enchantment Spell; Causes incoming hostile spells to fail, but only while the monk is casting spells.

Mark of Subversion: Hex Spell; The next spell hexed foe casts on an ally fails, and you steal health from the hexed foe.

Guilt: Hex Spell; The next spell hexed foe casts on a foe fails, you steal energy from the hexed foe.

Shame: Hex Spell; The next spell hexed foe casts on an ally fails, you steal energy from the hexed foe.

Mistrust: Hex Spell; The next spell hexed foe casts on a foe fails and causes area damage.

Shadow Form (elite): Enchantment Spell; Causes incoming hostile spells to fail. Also causes all incoming attacks to miss, and causes health loss when it ends.

"Can't Touch This!": Shout; Causes the next 1...4...5 touch skills against you to fail.
[edit] Skills which fail at low attributes

Earth Shaker (elite): Hammer Attack; 50% failure chance with Hammer Mastery 4 or less. Knocks down target foe and adjacent foes.

Oath Shot (elite): Bow Attack. If Oath Shot hits, all of your skills except Oath Shot are recharged. If it misses, all of your skills are disabled for 10 seconds. (50% miss chance with Expertise 7 or less.)

Charm Animal (Codex): Skill. Your animal companion will travel with you whenever you have Charm Animal equipped. Failure unless Beast Mastery 8 or higher.

Unyielding Aura (PvP) (elite): Enchantment Spell; 50% failure chance with Divine Favor 4 or less. Brings back party member at full health and energy. If enchantment is removed, party member will die with no extra dp.

Dark Fury: Enchantment Spell; 50% failure chance with Blood Magic 4 or less. Sacrifice health and give party members that hit with an attack an extra strike of adrenaline.

Plague Signet (elite): Signet; 50% failure chance with Curses 4 or less. Transfer conditions and their remaining durations to target foe.

Verata's Aura: Enchantment Spell; 50% failure chance with Death Magic 4 or less. Binds hostile animated undead in the area to you. Bindings end when enchantment ends.

Verata's Gaze: Spell; 50% failure chance with Death Magic 4 or less. Target hostile animated undead with a master becomes unbound. If target is already unbound, you become its master.

Well of the Profane: Well Spell; 50% failure chance with Death Magic 4 or less. Exploit target corpse and foes in the area lose enchantments and cannot receive further enchantments.

Gale: Spell; 50% failure chance with Air Magic 4 or less. Knock down target foe for 2 seconds. Also causes exhaustion.

Slippery Ground: Spell; 50% failure chance with Water Magic 4 or less. Knocks down target foe if the target is blind or moving.

Psychic Instability (elite): Spell; 50% failure with Fast Casting 4 or less. Interrupts skills and causes Knock down if that skill was a spell.

