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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 Water Magic Skills


Armor of Frost
For 10...29 seconds, you gain +40 armor against physical damage, but -24 armor against fire damage. Armor of frost ends if you use any fire magic.

cost: 5 | recharge: 45 second(s) | activate: 1 second(s)
Player Notes:
Increase the duration of this Enchantment by improving your attribute level for Water Magic.

Armor of Mist
For 8...18 seconds, you gain +10 armor and move 33% faster.

cost: 10 | recharge: 30 second(s) | activate: 2 second(s)
Player Notes:
Boost both the duration and armor bonus with more Water Magic.

Blurred Vision
For 8...18 seconds, target foe and nearby foes are hexed with blurred vision. While hexed, those foes have a 50% chance to miss with attacks.

cost: 15 | recharge: 20 second(s) | activate: 1 second(s)
Player Notes:
More Water Magic attributes will improve the duration of this hex spell.

Conjure Frost
Lose all enchantments. For 60 seconds, if you're wielding a cold damage weapon, your attacks strike for an additional1 cold damage.

cost: 10 | recharge: 60 second(s) | activate: 1 second(s)
Player Notes:
You may only increase the amount of cold damage with an increase in attribute level.

Deep Freeze
You cause a deep freeze at target's location. All foes near this location are struck for 10...76 cold damage. For 10 seconds, all foes move 66% slower.

cost: 25 | recharge: 15 second(s) | activate: 3 second(s)
Player Notes:
cold damage increases with greater Water Magic attributes.

Frozen Burst
All nearby foes are struck for 20 cold damage and move 66% slower for 5 seconds.

cost: 15 | recharge: 30 second(s) | activate: 3/4 second(s)
Player Notes:
More Water Magic attribute points will increase the amount of cold damage dealt and the duration of the hex.

Ice Prison
For 8...18 seconds, target foe's legs are encased in ice, causing the foe to move 66% slower. This affect ends if target takes fire damage.

cost: 10 | recharge: 30 second(s) | activate: 2 second(s)
Player Notes:
Affect the amount of damage inflicted with more attribute points invested into Water Magic.

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.

Ice Spikes
Target and adjacent foes are struck for 20 cold damage and are slowed 66% for 2...5 seconds.

cost: 15 | recharge: 15 second(s) | activate: 2 second(s)
Player Notes:
Damage and duration are both modified with a higher level of Water Magic.

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.

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.

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.

Rust
For 6...35 seconds, target foe and all nearby foes take 3 times as long to activate signets.

cost: 5 | recharge: 30 second(s) | activate: 2 second(s)
Player Notes:
Improve your Water Magic attribute to improve the duration of this Hex.

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.

Swirling Aura
For 5...10 seconds, swirling aura has a 75% chance to block arrows and magical projectiles.

cost: 25 | recharge: 30 second(s) | activate: 1 second(s)
Player Notes:

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.

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.



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