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Welcome to the Guild Wars Elementalist Skills and Attributes Database
The Elementalist Attributes Menu Index Home
Elite Skills Spells Enchantments Glyphs Hexes
A List of Elementalistist Spells


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.

Air Attunement
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)
Player Notes:
The duration of the skill scales with higher a higher Air Magic attribute level.

Blinding Flash
Target enemy is blinded for 3...9 seconds.

cost: 15 | recharge: 4 second(s) | activate: 3/4 second(s)
Player Notes:
A higher level of Air Magic will increase this spell's duration

Chain Lightning
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)
Player Notes:
Lightning Damage is pro rated to your attribute level.

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.

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.

Elemental Attunement
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)
Player Notes:
Works as intended

Enervating Charge
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)
Player Notes:
Both lightning damage amount and spell duration increase with greater amounts of Air Magic.

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.

Ether Prodigy
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)
Player Notes:
Improving your Energy Storage Attribute will increase the duration only of this elite enchantment.

Ether Renewal
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)
Player Notes:
Increasing your Energy Storage attribute will boost both the energy and health bonus granted.

Fireball
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)
Player Notes:
A higher Fire Magic level will increase the amount of damage the Fireball creates.

Flare
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)
Player Notes:
Fire damage increases with more attribuet points in Fire Magic.

Gale
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)
Player Notes:
Works as indicated. Attribute level does not affect this spell beyond what is indicated.

Glimmering Mark
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)
Player Notes:
Increase Gimmering Mark's duration with a higher Air Magic Attribute.

Ice Spear
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)
Player Notes:
This spell should be great for close range attacks. The amount of damage will increase with a higher Water Magic level.

Immolate
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)
Player Notes:
Burn your foes harsher and longer with more points in Fire Magic.

Inferno
All adjacent foes are struck for 15 fire damage.

cost: 10 | recharge: 20 second(s) | activate: 3/4 second(s)
Player Notes:
More Fire Magic attributes = more damage.

Lava Font
For 5 seconds, foes near this location are struck for 5...24 fire damage.

cost: 10 | recharge: 4 second(s) | activate: 2 second(s)
Player Notes:
Make more fire damage with more Fire Magic

Lightning Javelin
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)
Player Notes:
boost your lightning damage dealt with more attribute points in Air Magic.

Lightning Orb
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)
Player Notes:
Enhance your lightning damage with a higher Air Magic attribute level.

Lightning Strike
Strike target for for 5...41 lightning damage. This spell has 25% armor penetration.

cost: 5 | recharge: 5 second(s) | activate: 1 second(s)
Player Notes:
More Air Magic = More Lightning Damage Goodness.

Lightning Surge
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)
Player Notes:

Maelstrom
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)
Player Notes:
More Water Magic attribute = more cold damage.

Meteor
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)
Player Notes:
Increase the damage with more Fire Magic.

Meteor Shower
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)
Player Notes:
Increasing your level of Fire Magic will only modify the amount of fire damage.

Mind Burn
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)
Player Notes:
Boost both instances of fire damage and the duration of this elite spell with more attribuute points into Fire Magic.

Mind Freeze
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)
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.

Mind Shock
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)
Player Notes:
Both lightning damage numbers increase with a higher level of Air Magic.

Mist Form
For 8...18 seconds, you cannot take or deal physical damage.

cost: 10 | recharge: 30 second(s) | activate: 2 second(s)
Player Notes:
Boost your Water Magic attributes to lengthen this skill's duration.

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.

Phoenix
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)
Player Notes:
more and more fire damage with more Fire Magic attribute skills.

Rodgorts Invocation
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)
Player Notes:
Increase the fire damage with more Fire Magic attributes.

Searing Heat
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)
Player Notes:
fire fire everywhere. fire fire and plenty to spare. Just boost your Fire Magic attribute to cause more damage.

Shard Storm
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)
Player Notes:
Damage amount and spell length are adjusted through the modification of the 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

Thunderclap
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)
Player Notes:
Increase the duration for, and decrease your energy loss from this skill with a better Air Magic attribute.

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 Harm
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)
Player Notes:
Both armor bonuses and the spell's duration are prorated to the attribute level.

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:

Water Attunement
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)
Player Notes:
You can improve the duration of this enchantment with a higher level of Water Magic.

Water Trident
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)
Player Notes:
Gain more cold damage in your attack with more Water Magic.

Whirlwind
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)
Player Notes:
Damage adjacent foes with even more cold damage by improving your Air Magic attribute.



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