Water Magic
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Water Magic is an elementalist secondary attribute.
“No inherent effect. Many Elementalist skills, especially spells that deal cold damage and slow or hinder your foes, become more effective with higher Water Magic.
— In-game description
[edit] Notes
- Water Magic skills usually deal cold damage, making it more effective against fire based enemies, such as Destroyers, Flame Djinn and Fire Imps.
- Water magic skills are especially useful for slowing down/snaring melee opponents such as Warriors, Assassins, or opponents that are kiting, such as Rangers.
[edit] Water Magic skills
| Icon | Name | Description | | | | | Campaign | |
|---|---|---|---|---|---|---|---|---|
| Armor of Frost | Enchantment Spell. (10...29...34 seconds.) You have +40 armor against physical damage. Ends if you use Fire Magic. | 5 | 1 | 45 | Prophecies | ||
| Armor of Mist | Enchantment Spell. (8...18...20 seconds.) You have +10...34...40 armor and move 33% faster. | 10 | 1 | 30 | Prophecies | ||
| Blurred Vision | Hex Spell. Also hexes foes adjacent to target (4...9...10 seconds). They have 50% chance to miss. | 10 | 1 | 12 | Core | ||
| Conjure Frost | Enchantment Spell. (60 seconds.) Your attacks hit for +5...17...20 cold damage. No effect unless your weapon deals cold damage. | 10 | 1 | 45 | | Core | |
| Deep Freeze | Hex Spell. Also hexes foes in the area of your target (10 seconds). These foes move 66% slower. Initial effect: deals 10...70...85 cold damage. | 25 | 2 | 15 | | Core | |
| Freezing Gust | Hex Spell. Deals 20...68...80 cold damage if target foe is hexed with Water Magic. Otherwise, this foe moves 66% slower (1...5...6 seconds). | 10 | 1 | 5 | Nightfall | ||
| Frigid Armor | Enchantment Spell. (10...22...25 seconds.) You have +10...34...40 armor against physical damage and immunity to Burning. | 5 | 1 | 20 | Nightfall | ||
| Frozen Burst | Hex Spell. Hexes foes near you. These foes move 66% slower (3...7...8 seconds). Initial effect: deals 10...70...85 cold damage to foes near you. | 15 | ¾ | 8 | | Prophecies | |
| Glowing Ice | Spell. Deals 5...41...50 cold damage. You gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage if target foe is hexed with Water Magic. | 5 | 1 | 8 | Eye of the North | ||
| Ice Prison | Hex Spell. (8...18...20 seconds.) Target foe moves 66% slower. Ends if this foe takes fire damage. | 10 | 2 | 30 | | Prophecies | |
| Ice Spear | Half Range Spell. Projectile: deals 10...58...70 cold damage. | 5 | 1 | | Core | ||
| Ice Spikes | Hex Spell. Also hexes foes adjacent to target (2...5...6 seconds). These foes move 66% slower. Initial effect: deals 20...68...80 cold damage. | 15 | 2 | 10 | | Core | |
| Icy Prism | Spell. Deals 10...54...65 cold damage. Interrupts a signet. Interruption effect: disables target foe's signets (3...8...9 seconds). | 10 | 1 | 2 | Factions | ||
| Icy Shackles | Elite Hex Spell. (1...8...10 seconds.) Target foe moves 66% slower. This foe moves 90% slower if enchanted. | 10 | 1 | 12 | Nightfall | ||
| Maelstrom | Spell. Deals 10...22...25 cold damage and interrupts spells each second (10 seconds). Hits foes adjacent to target's initial location. You are Exhausted. | | 25 | 2 | 30 | Core | |
| Mind Freeze | Elite Hex Spell. Deals 10...34...40 cold damage. Deals 10...34...40 more cold damage and causes 90% slower movement (1...8...10 seconds) if you have more Energy than target foe. You are Exhausted. | | 5 | 1 | 8 | Core | |
| Mirror of Ice | Elite Enchantment Spell. (5 seconds plus 3 seconds more for every rank of Energy Storage.) You deal +5...29...35 cold damage whenever you cast a Water Magic hex. | 5 | 1 | 30 | Factions | ||
| Mist Form | Elite Enchantment Spell. (8...18...20 seconds.) You cannot take damage from attacks. You cannot deal damage with attacks. | 10 | 1 | 30 | Prophecies | ||
| Rust | Hex Spell. Deals 10...58...70 cold damage to target foe. Hexes target and adjacent foes (5...17...20 seconds). Doubles signet activation time. | 10 | 1 | 8 | Core | ||
| Shard Storm | Hex Spell. Projectile: deals 10...70...85 cold damage. Target foe moves 66% slower (2...5...6 seconds). | 10 | 1 | 10 | | Prophecies | |
| Shatterstone | Elite Hex Spell. (3 seconds.) Initial effect: deals 25...85...100 cold damage. End effect: deals 25...85...100 cold damage. | 15 | 2 | 8 | Factions | ||
| Slippery Ground | Spell. Causes knock-down if this foe is Blind or moving. 50% failure chance unless Water Magic 5 or higher. | 5 | 1 | 20 | Eye of the North | ||
| Steam | Spell. Deals 5...41...50 cold damage. Inflicts Blindness condition (5...9...10 seconds) if target foe is Burning. | 5 | 1 | 8 | Nightfall | ||
| Swirling Aura | Enchantment Spell. (8...18...20 seconds.) You have 50% chance to block projectile attacks. | 10 | 1 | 45 | | Prophecies | |
| Teinai's Prison | Hex Spell. (8...18...20 seconds.) Target foe moves 66% slower. Ends if this foe takes fire damage. | 10 | 2 | 30 | Factions | ||
| Vapor Blade | Spell. Deals 15...111...135 cold damage. Half damage if target foe is enchanted. | 15 | 2 | 7 | Factions | ||
| Ward Against Harm | Elite Ward Spell. (8...18...20 seconds.) Allies in this ward have +12...50...60 armor against fire damage and +12...22...24 armor against other damage. Spirits are unaffected. | 15 | 1 | 20 | Prophecies | ||
| Water Attunement | Enchantment Spell. (36...55...60 seconds.) You gain 1 Energy plus 30% of the Energy cost when you use a Water Magic skill. | 10 | 2 | 45 | | Core | |
| Water Trident | Elite Spell. Fast Projectile: deals 10...58...70 cold damage; knocks-down moving foes. | 5 | 1 | 3 | Prophecies | ||
| Winter's Embrace | Hex Spell. (2...5...6 seconds.) Target foe moves 66% slower and takes 5...13...15 damage while moving. | 5 | ¾ | 12 | Eye of the North |































