Armor of Frost |
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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)
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Player Notes:
Increase the duration of this Enchantment by improving your attribute level for Water Magic.
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Armor of Mist |
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For 8...18 seconds, you gain +10 armor and move 33% faster.
cost: 10 | recharge: 30 second(s) | activate: 2 second(s)
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Player Notes:
Boost both the duration and armor bonus with more Water Magic.
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Blurred Vision |
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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)
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Player Notes:
More Water Magic attributes will improve the duration of this hex spell.
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Conjure Frost |
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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)
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Player Notes:
You may only increase the amount of cold damage with an increase in attribute level.
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Deep Freeze |
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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)
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Player Notes:
cold damage increases with greater Water Magic attributes.
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Frozen Burst |
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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)
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Player Notes:
More Water Magic attribute points will increase the amount of cold damage dealt and the duration of the hex.
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Ice Prison |
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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)
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Player Notes:
Affect the amount of damage inflicted with more attribute points invested into Water Magic.
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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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Ice Spikes |
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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)
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Player Notes:
Damage and duration are both modified with a higher level of Water Magic.
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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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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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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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Rust |
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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)
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Player Notes:
Improve your Water Magic attribute to improve the duration of this Hex.
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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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Swirling Aura |
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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)
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Player Notes:
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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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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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