This skill may be earned from a quest. See skill information for details.
This skill causes Exhaustion.
Water Magic
Armor of Frost [edit]
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Enchantment Spell. For 10...29...34 seconds, you gain +40 armor against physical damage and have +1 Water Magic. |
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Armor of Mist [edit]
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Enchantment Spell. For 8...18...20 seconds, you gain +10...34...40 armor and move 33% faster. |
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Frozen Burst [edit]
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Hex Spell. All nearby foes are struck for 10...70...85 cold damage and move 66% slower for 3...7...8 seconds. |
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Ice Prison [edit]
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Hex Spell. For 8...18...20 seconds, target foe's legs are encased in ice, causing the foe to move 66% slower. |
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Mist Form [edit]
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Elite Enchantment Spell. For 10...38...45 seconds, you take 33% less damage from foes under the effect of Water Magic hexes. Whenever you cast an elemental spell, all non-spirit allies in earshot are healed for 50...210...250% of the Energy cost of the spell. |
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Shard Storm [edit]
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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. |
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Swirling Aura [edit]
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Enchantment Spell. For 5 seconds, you are enchanted with Swirling Aura and have 1...5...6 Health regeneration and a 50% chance to block projectiles. If you are Overcast when you cast this spell, all party members in earshot are also enchanted. |
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Ward Against Harm [edit]
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Elite Ward Spell. Create a Ward Against Harm at this location. For 5...13...15 seconds, non-spirit allies in this area have +1...3...3 Health regeneration, +12...22...24 armor, and an additional +12...22...24 armor against elemental damage. This spell is disabled for 20 seconds. |
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Water Trident [edit]
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Elite Spell. Send out a fast-moving Water Trident, striking target foe and up to 2 adjacent foes for 10...74...90 cold damage if it hits. If it hits a moving foe, that foe is knocked down. |
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