Water Magic
From Guild Wars Wiki
(Redirected from Water magic)
Water Magic is a 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 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. For 10...29...34 seconds, you gain +40 armor against physical damage. Armor of Frost ends if you use any Fire Magic. | 5 | 1 | 45 | Prophecies | ||
| Armor of Mist | Enchantment Spell. For 8...18...20 seconds, you gain +10...34...40 armor and move 33% faster. | 10 | 1 | 30 | Prophecies | ||
| Blurred Vision | Hex Spell. For 4...9...10 seconds, target foe and adjacent foes are Hexed with Blurred Vision. While Hexed, those foes have a 50% chance to miss with attacks. | 10 | 1 | 12 | Core | ||
| Conjure Frost | Enchantment Spell. For 60 seconds, if you're wielding a cold weapon, your attacks strike for an additional 5...17...20 cold damage. | 10 | 1 | 45 | | Core | |
| Deep Freeze | Hex Spell. You cause a Deep Freeze at target foe's location. All foes in this location are struck for 10...70...85 cold damage, and for 10 seconds, they move 66% slower. | 25 | 2 | 15 | | Core | |
| Freezing Gust | Hex Spell. If target foe is under the effect of a Water Magic Hex, that foe is struck for 20...68...80 cold damage. Otherwise, that foe moves 66% slower for 1...5...6 seconds. | 10 | 1 | 5 | Nightfall | ||
| Frigid Armor | Enchantment Spell. For 10...22...25 seconds, you have +10...34...40 armor against physical damage and cannot be set on fire. | 5 | 1 | 20 | Nightfall | ||
| Frozen Burst | Hex Spell. All nearby foes are struck for 10...70...85 cold damage and move 66% slower for 3...7...8 seconds. | 15 | ¾ | 8 | | Prophecies | |
| Glowing Ice | Spell. Target foe is struck for 5...41...50 cold damage. If that foe is under the effects of a water Hex, you gain 5...8...9 Energy. | 5 | 1 | 8 | Eye of the North | ||
| Ice Prison | Hex Spell. For 8...18...20 seconds, target foe's legs are encased in ice, causing the foe to move 66% slower. This effect ends if target takes fire damage. | 10 | 2 | 30 | | Prophecies | |
| Ice Spear | Spell. Send out an Ice Spear, striking target foe for 10...58...70 cold damage if it hits. Ice Spear has half the normal Spell range. | 5 | 1 | | Core | ||
| Ice Spikes | Hex Spell. Target and adjacent foes are struck for 20...68...80 cold damage and move 66% slower for 2...5...6 seconds. | 15 | 2 | 10 | | Core | |
| Icy Prism | Spell. Target foe is struck for 10...54...65 cold damage. If target foe is using a Signet, that Signet is interrupted and all of that foe's Signets are disabled for 3...8...9 seconds. | 10 | 1 | 2 | Factions | ||
| Icy Shackles | Elite Hex Spell. For 4...9...10 seconds, target foe's movement speed is reduced by 66%. While under the effects of an Enchantment, that foe's movement is reduced by 90%. | 5 | 1 | 12 | Nightfall | ||
| Maelstrom | Spell. Create a Maelstrom at target foe's location. For 10 seconds, foes adjacent to that area are struck for 10...22...25 cold damage each second. Maelstrom interrupts Spell-casting when it hits. This Spell causes Exhaustion. | | 25 | 2 | 30 | Core | |
| Mind Freeze | Elite Hex Spell. Target foe suffers 10...34...40 cold damage. If you have more Energy than target foe, that foe suffers an additional 10...34...40 cold damage and moves 90% slower for 1...8...10 seconds. This Spell causes Exhaustion. | | 5 | 1 | 8 | Core | |
| Mirror of Ice | Elite Enchantment Spell. For 60 seconds, the next time an enemy Spell would deal damage to you, that damage is negated and that Spell's caster takes 10...70...85 damage. | 5 | ¼ | 10 | Factions | ||
| Mist Form | Elite Enchantment Spell. For 8...18...20 seconds, you cannot take or deal damage from attacks. | 10 | 1 | 30 | Prophecies | ||
| Rust | Hex Spell. Deals 10...58...70 cold damage. For 5...17...20 seconds, target foe and all adjacent foes take twice as long to activate signets. | 10 | 1 | 8 | Core | ||
| Shard Storm | Hex Spell. Send out an ice shard that strikes target foe for 10...70...85 cold damage if it hits and causing target foe to move 66% slower for 2...5...6 seconds. | 10 | 1 | 10 | | Prophecies | |
| Shatterstone | Elite Hex Spell. Target foe is struck for 25...85...100 cold damage and is Hexed with Shatterstone for 3 seconds. When Shatterstone ends, that foe is struck for 25...85...100 cold damage. | 15 | 2 | 8 | Factions | ||
| Slippery Ground | Spell. If target foe is Blind, that foe is knocked down. (50% failure chance with Water Magic 4 or less.) | 5 | 1 | 10 | Eye of the North | ||
| Steam | Spell. If target foe is on fire, Steam Blinds that foe for 5...9...10 seconds and strikes for 40...88...100 cold damage. Otherwise, that foe is struck for 25...61...70 cold damage. | 5 | 1 | 8 | Nightfall | ||
| Swirling Aura | Enchantment Spell. For 8...18...20 seconds, Swirling Aura has a 50% chance to block projectile attacks. | 10 | 1 | 45 | | Prophecies | |
| Teinai's Prison | Hex Spell. For 8...18...20 seconds, target foe's legs are encased in ice causing the foe to move 66% slower. This effect ends if target takes fire damage. | 10 | 2 | 30 | Factions | ||
| Vapor Blade | Spell. Target foe is struck for 15...111...135 cold damage. Vapor Blade deals half damage if that foe has any Enchantments on them. | 15 | 2 | 7 | Factions | ||
| Ward Against Harm | Elite Ward Spell. Create a Ward Against Harm at this location. For 8...18...20 seconds, non-Spirit allies in this area have 12...50...60 armor against fire damage and 12...22...24 armor against other damage. | 15 | 1 | 20 | Prophecies | ||
| Water Attunement | Enchantment Spell. For 36...55...60 seconds, you are attuned to Water. You gain 1 Energy plus 30% of the base Energy cost of the Skill each time you use Water Magic. | 10 | 2 | 45 | | Core | |
| Water Trident | Elite Spell. Send out a fast-moving Water Trident striking target foe for 10...58...70 cold damage if it hits. If it hits a moving foe, that foe is knocked down. | 5 | 1 | 3 | Prophecies | ||
| Winter's Embrace | Hex Spell. For 2...5...6 seconds, you and target touched foe move 90% slower. | 5 | ¾ | 12 | Eye of the North |































