Water Magic

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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 Image:Tango-exhaustion.png Energy Activation time Recharge time Campaign
Image:Armor of Frost.jpg 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. 0 5 Energy 1 Activation time 45 Recharge time Prophecies
Image:Armor of Mist.jpg Armor of Mist Enchantment Spell. For 8...18...20 seconds, you gain +10...34...40 armor and move 33% faster. 0 10 Energy 1 Activation time 30 Recharge time Prophecies
Image:Blurred Vision.jpg 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. 0 10 Energy 1 Activation time 12 Recharge time Core
Image:Conjure Frost.jpg 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. 0 10 Energy 1 Activation time 45 Recharge time Quest reward Core
Image:Deep Freeze.jpg 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. 0 25 Energy 2 Activation time 15 Recharge time Quest reward Core
Image:Freezing Gust.jpg 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. 0 10 Energy 1 Activation time 5 Recharge time Nightfall
Image:Frigid Armor.jpg Frigid Armor Enchantment Spell. For 10...22...25 seconds, you have +10...34...40 armor against physical damage and cannot be set on fire. 0 5 Energy 1 Activation time 20 Recharge time Nightfall
Image:Frozen Burst.jpg Frozen Burst Hex Spell. All nearby foes are struck for 10...70...85 cold damage and move 66% slower for 3...7...8 seconds. 0 15 Energy 0.75 ¾ Activation time 8 Recharge time Quest reward Prophecies
Image:Glowing Ice.jpg 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. 0 5 Energy 1 Activation time 8 Recharge time Eye of the North
Image:Ice Prison.jpg 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. 0 10 Energy 2 Activation time 30 Recharge time Quest reward Prophecies
Image:Ice Spear.jpg 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. 0 5 Energy 1 Activation time 0 Quest reward Core
Image:Ice Spikes.jpg 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. 0 15 Energy 2 Activation time 10 Recharge time Quest reward Core
Image:Icy Prism.jpg 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. 0 10 Energy 1 Activation time 2 Recharge time Factions
Image:Icy Shackles.jpg 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%. 0 5 Energy 1 Activation time 12 Recharge time Nightfall
Image:Maelstrom.jpg 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. -10 Exhaustion 25 Energy 2 Activation time 30 Recharge time Core
Image:Mind Freeze.jpg 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. -10 Exhaustion 5 Energy 1 Activation time 8 Recharge time Core
Image:Mirror of Ice.jpg 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. 0 5 Energy 0.25 ¼ Activation time 10 Recharge time Factions
Image:Mist Form.jpg Mist Form Elite Enchantment Spell. For 8...18...20 seconds, you cannot take or deal damage from attacks. 0 10 Energy 1 Activation time 30 Recharge time Prophecies
Image:Rust.jpg 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. 0 10 Energy 1 Activation time 8 Recharge time Core
Image:Shard Storm.jpg 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. 0 10 Energy 1 Activation time 10 Recharge time Quest reward Prophecies
Image:Shatterstone.jpg 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. 0 15 Energy 2 Activation time 8 Recharge time Factions
Image:Slippery Ground.jpg Slippery Ground Spell. If target foe is Blind, that foe is knocked down. (50% failure chance with Water Magic 4 or less.) 0 5 Energy 1 Activation time 10 Recharge time Eye of the North
Image:Steam.jpg 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. 0 5 Energy 1 Activation time 8 Recharge time Nightfall
Image:Swirling Aura.jpg Swirling Aura Enchantment Spell. For 8...18...20 seconds, Swirling Aura has a 50% chance to block projectile attacks. 0 10 Energy 1 Activation time 45 Recharge time Quest reward Prophecies
Image:Teinai's Prison.jpg 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. 0 10 Energy 2 Activation time 30 Recharge time Factions
Image:Vapor Blade.jpg 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. 0 15 Energy 2 Activation time 7 Recharge time Factions
Image:Ward Against Harm.jpg 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. 0 15 Energy 1 Activation time 20 Recharge time Prophecies
Image:Water Attunement.jpg 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. 0 10 Energy 2 Activation time 45 Recharge time Quest reward Core
Image:Water Trident.jpg 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. 0 5 Energy 1 Activation time 3 Recharge time Prophecies
Image:Winter's Embrace.jpg Winter's Embrace Hex Spell. For 2...5...6 seconds, you and target touched foe move 90% slower. 0 5 Energy 0.75 ¾ Activation time 12 Recharge time Eye of the North
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