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Welcome to the Guild Wars Elementalist Skills and Attributes Database
The Elementalist Attributes Menu Air Magic Home
Earth Magic Energy Storage Fire Magic Water Magic No Attribute
A List of Elementalist Earth Magic Skills


Aftershock
Nearby enemies are struck for 26...85 damage. Knocked down foes are struck for 10...56 additional damage.

cost: 10 | recharge: 10 second(s) | activate: 3/4 second(s)
Player Notes:
A higher Earth magic level improves the amount of damage you inflict in both cases.

Armor of Earth
For 30 seconds, you gain 24...53 armor, but move 50%...21% slower than normal. 10 energy/1 sec cast/15 sec recharge.

cost: | recharge: second(s) | activate: second(s)
Player Notes:

Armor of Earth
For 30 seconds, you gain 24...53 armor, but move 50%...21% slower.

cost: 10 | recharge: 15 second(s) | activate: 3/4 second(s)
Player Notes:
Gain more armor bonus and reduce the slowing affect with a higher Earth Magic attribute.

Crystal Wave
Foes adjacent to you are struck for 10 damage but are cured of any negative conditions. Yhis spell ignores armor and magic resistance.

cost: 15 | recharge: 20 second(s) | activate: 3/4 second(s)
Player Notes:
Better Earth Magic increases the amount of damage you deal.

Earth Attunement
For 36...55 seconds, you are attuned to earth. You gain 30% of the energy cost of the spell each time you use earth magic.

cost: 10 | recharge: 60 second(s) | activate: 2 second(s)
Player Notes:
More Earth Magic attributes will increase the duration of this enchantment.

Earthquake
You invoke an earthquake at target foe's location. All foes near this location are knocked down and are struck for 26...85 earth damage. This spell causes exhaustion.

cost: 25 | recharge: 15 second(s) | activate: 3 second(s)
Player Notes:
Increase the amount of Earth Damage resulting with a higher attribute level.

Eruption
Cause an eruption at target foe's location. For 5 seconds, foes near this locationa re struck for 5...28 earth damage each second. When eruption ends, foes in the area of effect are blinded for 10 seconds.

cost: 25 | recharge: 30 second(s) | activate: 3 second(s)
Player Notes:
You can enahnce the earth damage dealt with more points in Earth Magic.

Grasping Earth
For 8 seconds, all nearby foes move 50% slower but have +24 armor against physical damage.

cost: 5 | recharge: 30 second(s) | activate: 3/4 second(s)
Player Notes:
Make your foes move slower for longer. Add more points to Earth Magic.

Iron Mist
For 5...15 seconds, target foe moves 66% slower than normal. That foe gains immunity to damage from all sources except lightning.

cost: 10 | recharge: 30 second(s) | activate: 2 second(s)
Player Notes:
The duration of the spell alters with a higher attribute level.

Kinetic Armor
For 8 seconds, you gain +20 armor. Whenever you cast a Spell, Kinetic Armor is renewed for 8 seconds.

cost: 15 | recharge: 60 second(s) | activate: 3 second(s)
Player Notes:

Magnetic Aura
For 5...10 seconds, Magnetic aura has a 75% chance to block melee attacks.

cost: 5 | recharge: 60 second(s) | activate: 1/4 second(s)
Player Notes:
Make this spell last longer with more Earth Magic attribute points.

Obsidian Flame
Deal 22 damage to target foe. This spell ignores armor but causes exhaustion.

cost: 5 | recharge: 5 second(s) | activate: 2 second(s)
Player Notes:
More Earth Mgic = More damage.

Obsidian Flesh
Enchantment. For 8...18 seconds, you gain +20 armor and cannot be the target of enemy spells, but you move 50% slower.

cost: 10 | recharge: 30 second(s) | activate: 1 second(s)
Player Notes:
Durations is affected by attribute level.

Stone Daggers
You send out 2 stone daggers. Each stone dagger strikes target foe for 3 earth damage if it hits.

cost: 5 | recharge: instant second(s) | activate: 1 second(s)
Player Notes:
The earth damage inflicted improves with higher Earth Magic.

Stoning
You send a flurry of stones at target foe. The stones strike for 20...76 earth damage if they hit. If Stoning hits a foe suffering from Weakness, that foe is knocked down.

cost: 15 | recharge: 5 second(s) | activate: 1 second(s)
Player Notes:
Higher Earth Magic = More Earth Damage

Ward Against Elements
You create a Ward Against Elements at your current location; all allies in this area gain +24 armor against elemental damage.

cost: 15 | recharge: 20 second(s) | activate: 1 second(s)
Player Notes:
If you put more points into Earth Magic, this spell will last longer.

Ward Against Foes
You create a ward against foes at your current location. For 8...18 seconds, foes in this area move 50% slower.

cost: 15 | recharge: 20 second(s) | activate: 1 second(s)
Player Notes:
Slow down your foes for longer with greater Earth Magic.

Ward Against Melee
You create a ward against melee at your current location. For 8...18 seconds, Allies in this area have a 50% chance to evade melee attacks.

cost: 10 | recharge: 20 second(s) | activate: 1 second(s)
Player Notes:



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