User:Lancy1214/Ritualist Skills/Channeling

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Channeling Magic[edit]

Most of the direct damage spells -- including offensive Weapon Spells & Item Spells -- are linked to this attribute, as are a significant portion of the Ritualist's energy management skills. Although Channeling Magic only has five Binding Rituals, many Channeling Magic skills relate to spirits in some way. Channeling magic spells are also dependant upon conditional effects which trigger if you are wielding weapons or holding an item. In-game description: No inherent effect. Many Ritualist skills, especially those related to lightning damage and energy, become more effective with higher Channeling Magic.


Binding Rituals[edit]


5 Energy1 Activation time15 Recharge time - (Channeling Magic) - Elite Binding Ritual. Create a level 1...8...10 Spirit. Non-spirit foes earshot of Fear cannot be influenced by -any- Spirit-based aura-effects -- except Fear which effectively overides all other aura-effects. Fear dies after 15 seconds." For every 3 ranks in Spawning Power, Fear lasts 3 seconds longer.

Non-Elites

5 Energy1 Activation time20 Recharge time - (Channeling Magic) - Binding Ritual. "Create a level 1...8...10 Spirit. It causes 1...5...6 Health loss each second to non-spirit foes within earshot while under 75% Health. Agony dies after 10 seconds." For every 3 ranks in Spawning Power, Agony lasts 1 second longer.

5 Energy2 Activation time15 Recharge time - (Channeling Magic) - Binding Ritual. "Create a level 1...8...10 Spirit. Affects non-spirit foes within earshot. When Destruction dies, it deals 1...5...6 damage for each second this spirit was alive. Destruction dies after 10 seconds. " For every 3 ranks in Spawning Power, Destruction lasts 3 seconds longer.

5 Energy2 Activation time25 Recharge time - (Channeling Magic) - Binding Ritual. "Create a level 1...8...10 Spirit. Hex duration increased by 20...44...50% on foes in range of Lamentation. Whenever a hex ends on those foes, Lamentation deals +5...53...65 damage to all hexed foes while under 75% Health. Lamentation dies after 6 seconds." For every 3 ranks in Spawning Power, Lamentation lasts 1 second longer.

10 Energy1 Activation time20 Recharge time - (Channeling Magic) - Binding Ritual. Destroy target summoned creature. If target was a Spirit, you create a level 1...10...12 Spirit of Fury at your location. This spirit uses the Bloodsong (attack) skill and steals up to 10...22...25 Health, and you are healed for 10...22...25 Health. Spirit of Fury dies after 10 seconds. For every 3 ranks in Spawning Power, Spirit of Fury lasts 2 seconds longer.

5 Energy1 Activation time15 Recharge time - (Channeling Magic) - Binding Ritual. "Create a level 1...10...12 Spirit. Its attacks steal 5...21...25 Health and steals an additional 10...18...20 if target has more Health than Bloodsong. Bloodsong dies after 10 seconds." For every 3 ranks in Spawning Power, Bloodsong lasts 2 seconds longer.


Bundle Item Spells[edit]


5 Energy¾ Activation time5 Recharge time - (Channeling Magic) - Elite Item Spell. (30...54...60 seconds.) Your Ritualist skills have 20% armor penetration. Drop effect: deals 10...82...100 lightning damage to all foes in the area.

15 Energy1 Activation time20 Recharge time - (Channeling Magic) - Elite Item Spell. Hold Kuurong's ashes for up to 15...51...60 seconds. Whenever you would be knocked down while holding his ashes, that foe is knocked down instead and is struck for 15...63...75 lightning damage. When you drop his ashes, foes in the area are struck for 15...63...75 lightning damage and are knocked down.

Non-Elites

15 Energy2 Activation time30 Recharge time - (Channeling Magic) - Elite Item Spell. Item Spell. (15...51...60 seconds.) Your Ritualist skills have 10% armor penetration. Drop effect: deals 10...82...100 lightning damage and removes 1 enchantment to all nearby foes.


Weapon Spells[edit]


5 Energy1 Activation time8 Recharge time - (Channeling Magic) - Elite Weapon Spell. (5...17...20 seconds.) 5...41...50% more adrenaline gain, steal 1...4...5 Health and +1 Energy whenever target ally hits with an attack.

5 Energy1 Activation time10 Recharge time - (Channeling Magic) - Elite Weapon Spell. For 10 seconds, target ally gains double adrenaline from the next 1...4...5 attacks and deals 5...41...50 damage to 3 adjacent foes.

Non-Elites

5 Energy1 Activation time5 Recharge time - (Channeling Magic) - Weapon Spell. For 20 seconds, target ally has a Splinter Weapon. Target ally's next 1...4...5 attacks deal 5...29...35 damage to up to 3 adjacent foes.

5 Energy1 Activation time10 Recharge time - (Channeling Magic) - Weapon Spell. For 12 seconds, target ally has a Nightmare Weapon. Target ally's next 1...4...5 attacks are reduced by 10...42...50 damage and steal up to 10...42...50 Health.

10 Energy1 Activation time20 Recharge time - (Channeling Magic) - Weapon Spell. (3...7...8 seconds.) The next 0...2...2 attack skills will interrupt an action.

10 Energy1 Activation time15 Recharge time - (Channeling Magic) - Weapon Spell. (3...7...8 seconds.) Interrupts a skill from the next 1...4...5 attacks. Interruption effect: also interrupts all foes in the area."

5 Energy¼ Activation time15 Recharge time - (Channeling Magic) - Weapon Spell. For 5...13...15 seconds, target ally attacks 33% faster, but moves 33% slower.

5 Energy¼ Activation time15 Recharge time - (Spawning Power) - Weapon Spell. (4...9...10 seconds.) Target ally gains 1 energy regeneration. End effect: gain 1 Energy for each successful hit (maximum 3...7...8).


Hex Spells[edit]


5 Energy1 Activation time8 Recharge time - (Channeling Magic) - Elite Hex Spell. Also hexes foes near your target (8 seconds). Causes 0...2...3 Health degeneration. End effect: You gain 10 energy. Initial effect: Deals 20...92...110 lightning damage to target and nearby foes if you are within earshot of a spirit or holding a bundle item.

Non-Elites

10 Energy1 Activation time15 Recharge time - (Channeling Magic) - Hex Spell. Also hexes foes near your target (5...17...20 seconds). Causes 0...2...3 Health degeneration. Initial effect: Deals 10...42...50 damage to these foes if you are within earshot of a spirit or corpse.

15 Energy1 Activation time12 Recharge time - (Channeling Magic) - Hex Spell. Also hexes foes near your target (10...18...20 seconds). Spirits deal 8...18...20 more damage against these foes. Also deals 8...18...20 damage to adjacent foes whenever hit by a Spirit's attack. All of allied spirits gain target enemy as a priority target. (See Enemies Must Die!.)

5 Energy1 Activation time15 Recharge time - (Channeling Magic) - Hex Spell. (8 seconds.) Deals 2...10...12 damage each second. End effect: You gain 1...7...8 energy.


Lightning Spells[edit]


5 Energy1 Activation time4 Recharge time - (Channeling Magic) - Elite Spell. Deals 20...64...75 lightning damage. You gain 5 Energy and 5...41...50 Health, and Caretaker's Charge recharges instantly if are within earshot of a spirit or holding a bundle item. Your other spells are disabled (2 seconds).

5 Energy1 Activation time4 Recharge time - (Channeling Magic) - Elite Spell. Deals 20...64...75 lightning damage. You lose 1 condition, gain 3...7...8 Energy and 5...41...50 Health if you are within earshot of a spirit or holding a bundle item.

Non-Elites

10 Energy2 Activation time4 Recharge time - (Channeling Magic) - Spell. Target foe is struck for 5...77...95 lightning damage. Deals 5...29...35 lightning damage to nearby foes if you are within earshot of a spirit or holding a bundle item.

5 Energy2 Activation time10 Recharge time - (Channeling Magic) - Spell. Deals 20...56...65 lightning damage. Inflicts Blindness condition for 2...5...6 seconds if you are within earshot of a spirit.

5 Energy1 Activation time8 Recharge time - (Channeling Magic) - Spell. Target foe is struck for 15...51...60 lightning damage. You gain 5 Energy plus 1 Energy for every 2 ranks of Spawning Power if you are within earshot of a spirit or holding a bundle item."

5 Energy1 Activation time6 Recharge time - (Channeling Magic) - Spell. Target foe is struck for 5...41...50 lightning damage. Inflicts Burning condition (1...4...5 seconds) if you are within earshot of a spirit or holding a bundle item.

5 Energy1 Activation time3 Recharge time - (Channeling Magic) - Spell. Deals 20...56...65 lightning damage. Spirits you control within earshot gain 20...56...65 Health.

10 Energy2 Activation time5 Recharge time - (Channeling Magic) - Spell. (3 seconds.) End effect: Affects foes adjacent to target's initial location. Deals 25...113...135 lightning damage and inflicts Cracked Armor (5...17...20 seconds).

5 Energy¾ Activation time6 Recharge time - (Channeling Magic) - Spell. Target foe is struck for 5...41...50 lightning damage. If you are under the effects of a weapon or holding a bundle item, you deal an additional 10...34...40 lightning damage.


Other Skills[edit]


1 Energy¼ Activation time15 Recharge time - (Channeling Magic) - Elite Spell. Steal all Energy from one earshot spirit (maximum 15...51...60% energy). Otherwise, you gain 4...11...13 Energy. You do not sacrifice Health if any spirits are within earshot.

Non-Elites

5 Energy¼ Activation time10 Recharge time - (Channeling Magic) - Skill. (3 seconds.) Initial effect: Deals 1...25...31 damage to foes adjacent to target ally. End effect: Deals 5...89...110 damage to foes adjacent to target ally.

5 Energy¼ Activation time15 Recharge time - (Channeling Magic) - Spell. The spirit nearest you loses all Energy. You gain 15...43...50% of that Energy.

0 Energy1 Activation time15 Recharge time - (Channeling Magic) - Signet. (5...29...35 seconds.) All of your spirits within earshot deal 5...17...20 less damage and steal 5...17...20 Health when they attack.


Recycle Bin[edit]