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Welcome to the Guild Wars Mesmer Skills and Attributes Database
The Mesmer Attributes Menu Domination Magic Home
Fast Casting Illusion Magic Inspiration Magic No Attribute
A List of Mesmer Inspiration Magic Skills


Channeling
For 8...46 seconds, whenever you cast a spell, you gain 1 energy from each foe in the area.

cost: 5 | recharge: 15 second(s) | activate: 1 second(s)
Player Notes:
Improve your inspiration magic attribute to increase the duration of this enchantment.

Drain Enchantment
Remove an enchantment from target foe. If an enchantment is removed, you gain 10...20 energy.

cost: 10 | recharge: 25 second(s) | activate: 1 second(s)
Player Notes:
You gain more or less energy as you invest more or less into Inspiration Magic.

Elemental Resistance
For 30 seconds, you gain +40 armor against elemental damage, but you lose 24 armor against physical damage.

cost: 10 | recharge: 20 second(s) | activate: instant second(s)
Player Notes:
Elemental and physical armor bonuses are altered by the amount of points you add to Inspiration Magic.

Energy Drain
Target foe loses 4-10 energy. You gain 2 points of Energy for each point of energy lost.

cost: 5 | recharge: 30 second(s) | activate: 1 second(s)
Player Notes:
You targetted foe can lose more energy, and as a result you gain more energy, as you place more points into Inspiration Magic.

Energy Tap
Target foe loses 4-7 energy. You gain 2 points of energy for each point your foe loses.

cost: 5 | recharge: 30 second(s) | activate: 3 second(s)
Player Notes:
The little sister spell to Energy Drain. This spell has a smaller energy cap.

Ether Feast
Target foe loses 3 energy. You are healed for 17...47 for each point of energy lost.

cost: 5 | recharge: 8 second(s) | activate: 2 second(s)
Player Notes:
The amount for which you are healed will adjust as you add more points into Inspiration Magic.

Ether Lord
You lose all energy. For 5-9 seconds, target foe suffers energy degeration of 1-3, and you experience energy regeneration of 1-x.

cost: 5 | recharge: 20 second(s) | activate: 2 second(s)
Player Notes:
Longevity, and both instances of energy are modified by Inspiration Magic.

Inspired Enchantment
Remove an enchantment from target foe and gain 3...13 energy. For 20 seconds inspired enchantment is replaced with the enchantment removed from target foe.

cost: 10 | recharge: instant second(s) | activate: 1 second(s)
Player Notes:
Add points to Inspiration Magic to increase the amount of energy gained.

Inspired Hex
Remove a hex from target ally and gain 3...13 energy. For 20 seconds, inspired hex is replaced with the hex that was removed.

cost: 5 | recharge: instant second(s) | activate: 1 second(s)
Player Notes:
You can gain more energy with a greater investment into Inspiration Magic.

Keystone Signet
All of your Signets except Kystone Signet are recharged. All of your non-signet skills are disabled for 17...7 seconds.

cost: 0 | recharge: 30 second(s) | activate: 2 second(s)
Player Notes:
Your other skills will be disabled for less time with more points placed into the Inspiration Magic attribute.

Leech Signet
Interrupt target foe's action. If that action was a spell, you gain 3...13 energy.

cost: 0 | recharge: 45 second(s) | activate: 1/4 second(s)
Player Notes:
As you add to Inspiration Magic, your energy gained increases.

Mantra of Concentration
For 60 seconds, the next time you would be interrupted while performing a skill, you are not interrupted.

cost: 5 | recharge: 20 second(s) | activate: instant second(s)
Player Notes:
The staying power for this stance is modified with greater investment into Inspiration Magic.

Mantra of Earth
For 30 seconds, while you maintain this stance, whenever you take earth damage, the damage is reduced by 26% and you gain 1 energy.

cost: 10 | recharge: 20 second(s) | activate: instant second(s)
Player Notes:
The duration and damage reduction can be improved with greater Inspiration Magic attribute points.

Mantra of Flame
While you maintain this stance, whenever you take fire damage, the damage is reduced by 26%...45% and you gain 1 energy.

cost: 10 | recharge: 20 second(s) | activate: instant second(s)
Player Notes:
The duration and damage reduction can be improved with greater Inspiration Magic attribute points.

Mantra of Frost
While you maintain this stance, whenever you take cold damage, the damage is reduced by 26%...45% and you gain 1 energy.

cost: 10 | recharge: 20 second(s) | activate: instant second(s)
Player Notes:
The duration and damage reduction can be improved with greater Inspiration Magic attribute points.

Mantra of Inscriptions
While you maintain this enchantment, your Signets recharge 25%...45% faster.

cost: 10 | recharge: 20 second(s) | activate: instant second(s)
Player Notes:
Adding points to Inspiration Magic will increase duration and recharge of your skills.

Mantra of Lightning
While you maintain this stance, whenever you take lightning damage, the damage is reduced by 26%...45% and you gain 1 energy.

cost: 10 | recharge: 20 second(s) | activate: instant second(s)
Player Notes:
The duration and damage reduction can be improved with greater Inspiration Magic attribute points.

Mantra of Persistence
While you maintain this stance, any illusion magic hex you cast lasts 20%...84% longer. 15 energy/20 sec recharge.

cost: 15 | recharge: 15 second(s) | activate: instant second(s)
Player Notes:
The duration of your Illusion Magic hexes can be improved with greater Inspiration Magic attribute points.

Mantra of Recall
For 20 seconds, you gain no benefit from this enchantment. You gain 13 energy when mantra of recall ends.

cost: 10 | recharge: 20 second(s) | activate: 1 second(s)
Player Notes:
You gain more energy when Mantra of Recall ends when you add mpre points into Inspiration Magic.

Mantra of Resolve
For 30 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 7 energy or Mantra of Resolve ends.

cost: 10 | recharge: 20 second(s) | activate: instant second(s)
Player Notes:
The duration is increased and energy loss reduced when you add more points into Inspiration Magic.

Mantra of Signets
For 10 seconds, the next time you use a signet, it recharges immediately.

cost: 15 | recharge: 30 second(s) | activate: instant second(s)
Player Notes:
Investing more points into Inspiration Magic will increase the length of this stance.

Physical Resistance
For 30 seconds, you gain +40 armor against physical damage, but you lose 24 armor against elemental damage.

cost: 10 | recharge: 20 second(s) | activate: instant second(s)
Player Notes:
The duration and damage reduction can be improved with greater Inspiration Magic attribute points.

Power Drain
If target foe is casting a spell, the spell is interrupted and you gain 1...25 energy.

cost: 5 | recharge: 25 second(s) | activate: 1/4 second(s)
Player Notes:
Adding points to Inspiration Magic will improve the amount of energy you gain.

Spirit of Failure
For 30 seconds, target foe has a 25% chance to miss with attacks. You gain 1-4 energy for each miss by your foe in combat.

cost: 10 | recharge: 10 second(s) | activate: 3 second(s)
Player Notes:
The only number modified by attribute adjustments is that for Energy gains.

Spirit Shackles
For 8...24 seconds, target foe loses 5 energy whenever that foe attacks.

cost: 10 | recharge: 5 second(s) | activate: 3 second(s)
Player Notes:
Make this Hex last longer by adding to your Inspiration Magic points.



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