Aftershock |
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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)
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Player Notes:
A higher Earth magic level improves the amount of damage you inflict in both cases.
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Air Attunement |
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For 36...55 seconds you are attuned to air. You gain 30% of the enrgy cost of the spell whenever you use air magic.
10 energy/2 sec cast/60 sec recharge.
cost: 10 | recharge: 60 second(s) | activate: 2 second(s)
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Player Notes:
The duration of the skill scales with higher a higher Air Magic attribute level.
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Blinding Flash |
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Target enemy is blinded for 3...9 seconds.
cost: 15 | recharge: 4 second(s) | activate: 3/4 second(s)
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Player Notes:
A higher level of Air Magic will increase this spell's duration
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Chain Lightning |
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Target foe and up to two other foes are struck for 10...82 lightning damage. This spell has 25% armor penetration and causes Exhaustion.
cost: 10 | recharge: 10 second(s) | activate: 3 second(s)
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Player Notes:
Lightning Damage is pro rated to your attribute level.
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Crystal Wave |
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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)
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Player Notes:
Better Earth Magic increases the amount of damage you deal.
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Earthquake |
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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)
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Player Notes:
Increase the amount of Earth Damage resulting with a higher attribute level.
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Elemental Attunement |
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For 45 seconds you are attuned to air, fire, water, and earth. You gain 50% of the energy cost of the spell each time you use magic associated with any of these elements.
cost: 10 | recharge: 60 second(s) | activate: 2 second(s)
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Player Notes:
Works as intended
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Enervating Charge |
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Target foe is struck for 5...41 lightning damage and suffers from weakness for 5...17 seconds.
cost: 10 | recharge: 8 second(s) | activate: 1 second(s)
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Player Notes:
Both lightning damage amount and spell duration increase with greater amounts of Air Magic.
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Eruption |
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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)
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Player Notes:
You can enahnce the earth damage dealt with more points in Earth Magic.
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Ether Prodigy |
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Lose all enchantments. For 5...17 seconds you gain +6 energy regeneration. When Ether Prodigy ends, you take 2 damaege for each poinbt of energy you have. This spell causes exhaustion.
cost: 5 | recharge: 5 second(s) | activate: 1 second(s)
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Player Notes:
Improving your Energy Storage Attribute will increase the duration only of this elite enchantment.
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Ether Renewal |
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For 7 seconds, each time you cast a Spell, you gain 1 energy and 5 health for each Enchantment on you.
cost: 10 | recharge: 30 second(s) | activate: 1 second(s)
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Player Notes:
Increasing your Energy Storage attribute will boost both the energy and health bonus granted.
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Fireball |
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Fireball flies towards your foe and explodes on impact, striking for 7+ fire damage for AoE damage.
cost: 10 | recharge: 7 second(s) | activate: 2 second(s)
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Player Notes:
A higher Fire Magic level will increase the amount of damage the Fireball creates.
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Flare |
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Send out a flare that strikes target foe for 16 fire damage if it hits.
cost: 5 | recharge: instant second(s) | activate: 1 second(s)
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Player Notes:
Fire damage increases with more attribuet points in Fire Magic.
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Gale |
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Knock down target foe. This spell causes exhaustion.
(50% failure change with Air Magic 4 or less.)
cost: 5 | recharge: 5 second(s) | activate: 1 second(s)
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Player Notes:
Works as indicated. Attribute level does not affect this spell beyond what is indicated.
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Glimmering Mark |
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For 1second whenever target foe suffers lightning damage, that foe and all adjacent foes suffer from blindness for 3 seconds.
cost: 10 | recharge: 15 second(s) | activate: 2 second(s)
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Player Notes:
Increase Gimmering Mark's duration with a higher Air Magic Attribute.
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Ice Spear |
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Send out an Ice Spear and strike the target foe for 5 cold damage if your shot hits. Ice Spear has half hte normal Spell Range.
cost: 5 | recharge: instant second(s) | activate: 1 second(s)
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Player Notes:
This spell should be great for close range attacks. The amount of damage will increase with a higher Water Magic level.
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Immolate |
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Target foe is struck for 5 fire damage and is set on fire for 1 second.
cost: 10 | recharge: 5 second(s) | activate: 1 second(s)
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Player Notes:
Burn your foes harsher and longer with more points in Fire Magic.
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Inferno |
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All adjacent foes are struck for 15 fire damage.
cost: 10 | recharge: 20 second(s) | activate: 3/4 second(s)
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Player Notes:
More Fire Magic attributes = more damage.
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Lava Font |
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For 5 seconds, foes near this location are struck for 5...24 fire damage.
cost: 10 | recharge: 4 second(s) | activate: 2 second(s)
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Player Notes:
Make more fire damage with more Fire Magic
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Lightning Javelin |
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Send out a lightning javelin that strikes for 15 lightning damage if it hits. If lightning javeling strikes an attacking foe, that foe is interrupted. This spell has 25% armor penetration.
cost: 10 | recharge: 5 second(s) | activate: 1 second(s)
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Player Notes:
boost your lightning damage dealt with more attribute points in Air Magic.
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Lightning Orb |
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Lightning orb flies toward target foe and strikes for 10...82 lightning damage if it hits.
cost: 15 | recharge: 5 second(s) | activate: 2 second(s)
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Player Notes:
Enhance your lightning damage with a higher Air Magic attribute level.
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Lightning Strike |
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Strike target for for 5...41 lightning damage. This spell has 25% armor penetration.
cost: 5 | recharge: 5 second(s) | activate: 1 second(s)
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Player Notes:
More Air Magic = More Lightning Damage Goodness.
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Lightning Surge |
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Hex Spell. After 3 seconds, target foe is knocked down and struck for 14...83 lightning damage. This spell causes Exhaustion.
cost: 10 | recharge: 10 second(s) | activate: 2 second(s)
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Player Notes:
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Maelstrom |
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Create a maelstrom at target foe's location. For 10 seconds, foes in that area are struck for 10 cold damge each second. Maelstrom interrupts spell-casting when it hits. This spell causes exhaustion.
cost: 25 | recharge: 30 second(s) | activate: 4 second(s)
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Player Notes:
More Water Magic attribute = more cold damage.
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Meteor |
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Target foe and all adjecent foes are struck for 7 fire damage and knocked down. The spell causes exhaustion.
cost: 5 | recharge: 30 second(s) | activate: 3 second(s)
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Player Notes:
Increase the damage with more Fire Magic.
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Meteor Shower |
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Create a meteor shower at target foe's location. For 9 seconds, foes adjacent to that foe are struck for 7 fire damage and knocked down every 3 seconds.
cost: 25 | recharge: 60 second(s) | activate: 5 second(s)
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Player Notes:
Increasing your level of Fire Magic will only modify the amount of fire damage.
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Mind Burn |
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Target foe takes 15 fire damage. If you have more Energy than target foe, that foe takes an additional 15 fire damage and is set on fire for 1 second. This spell causes exhaustion.
cost: 15 | recharge: 20 second(s) | activate: 1 second(s)
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Player Notes:
Boost both instances of fire damage and the duration of this elite spell with more attribuute points into Fire Magic.
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Mind Freeze |
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Target foe suffers 10 cold damage. If you have more energy than target foe, that foe suffers an additional 10 cold damage and moves 90% slower for 2 seconds. This spell causes exhaustion.
cost: 10 | recharge: 20 second(s) | activate: 1 second(s)
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Player Notes:
You will be able to boost the amount of damage and the duration of this Hex with more attribute points invested into Water Magic.
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Mind Shock |
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Target foe suffers 10 lightning damage. If you have more Energy than target foe, that foe suffers 10 additional lightning damage and is knocked down. This spell has a 25% armor penetration and causes Exhaustion.
cost: 10 | recharge: 20 second(s) | activate: 1 second(s)
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Player Notes:
Both lightning damage numbers increase with a higher level of Air Magic.
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Mist Form |
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For 8...18 seconds, you cannot take or deal physical damage.
cost: 10 | recharge: 30 second(s) | activate: 2 second(s)
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Player Notes:
Boost your Water Magic attributes to lengthen this skill's duration.
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Obsidian Flame |
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Deal 22 damage to target foe. This spell ignores armor but causes exhaustion.
cost: 5 | recharge: 5 second(s) | activate: 2 second(s)
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Player Notes:
More Earth Mgic = More damage.
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Obsidian Flesh |
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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)
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Player Notes:
Durations is affected by attribute level.
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Phoenix |
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A fiery phoenix rises at your location, striking adjacent foes for 7 fire damage and flies out to your target, exploding on impact. This explosion strikes for an additional 15...75 fire damage.
cost: 15 | recharge: 25 second(s) | activate: 3 second(s)
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Player Notes:
more and more fire damage with more Fire Magic attribute skills.
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Rodgorts Invocation |
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Target foe and all foes in the area are struck for 7 fire damage and set on fire for 1 second.
cost: 25 | recharge: 15 second(s) | activate: 3 second(s)
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Player Notes:
Increase the fire damage with more Fire Magic attributes.
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Searing Heat |
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Cause searing heat at target foe's location. For 5 seconds, foes near this location are struck for 5...24 fire damage each second. When searing heat ends, enemies in the area of effect are set on fire for 30 seconds.
cost: 25 | recharge: 30 second(s) | activate: 3 second(s)
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Player Notes:
fire fire everywhere. fire fire and plenty to spare. Just boost your Fire Magic attribute to cause more damage.
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Shard Storm |
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Send out an ice shard that strikes target foe for 10 cold damage if it hits and causing target foe to move 66% slower for 2 seconds.
cost: 10 | recharge: 10 second(s) | activate: 1 second(s)
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Player Notes:
Damage amount and spell length are adjusted through the modification of the attribute level.
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Stone Daggers |
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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)
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Player Notes:
The earth damage inflicted improves with higher Earth Magic.
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Stoning |
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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)
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Player Notes:
Higher Earth Magic = More Earth Damage
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Thunderclap |
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Hex Spell. For 8 seconds, the next time target foe is struck for lightning damage, that foe and adjacent foes are knocked down, and you lose 15 energy or thunderclap ends.
cost: 10 | recharge: 15 second(s) | activate: 2 second(s)
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Player Notes:
Increase the duration for, and decrease your energy loss from this skill with a better Air Magic attribute.
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Ward Against Elements |
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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)
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Player Notes:
If you put more points into Earth Magic, this spell will last longer.
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Ward Against Foes |
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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)
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Player Notes:
Slow down your foes for longer with greater Earth Magic.
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Ward Against Harm |
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Create a Ward Against Harm here. For 8...18 seconds, nearby allies have 12...50 armor against fire damage and 12...22 armor against other damage.
cost: 15 | recharge: 20 second(s) | activate: 1 second(s)
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Player Notes:
Both armor bonuses and the spell's duration are prorated to the attribute level.
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Ward Against Melee |
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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)
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Player Notes:
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Water Attunement |
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For 36 seconds, you are attuned toWater. You gain 30% of the energy cost of the skill each time you use Water Magic.
cost: 10 | recharge: 60 second(s) | activate: 2 second(s)
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Player Notes:
You can improve the duration of this enchantment with a higher level of Water Magic.
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Water Trident |
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Send out a water trident at target foe for 5 cold damage if it hits. If it hits a moving foe, that foe is knocked down.
cost: 5 | recharge: 3 second(s) | activate: 1 second(s)
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Player Notes:
Gain more cold damage in your attack with more Water Magic.
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Whirlwind |
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All adjacent foes take 15...51 cold damage. Attacking foes struck by whirlwind are knocked down.
cost: 10 | recharge: 10 second(s) | activate: 3/4 second(s)
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Player Notes:
Damage adjacent foes with even more cold damage by improving your Air Magic attribute.
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