Elementalist |
Name |
Energy |
Type |
Description |
Attribute |
Cast Time |
Recharge Time |
Air Attunement |
10 |
Enchantment |
For 36...62 seconds, you are attuned to air. You gain 1 energy plus 30% of the base energy cost of the spell whenever you use air magic |
Air Magic |
2 |
45 |
Aftershock |
10 |
Spell |
Adjacent foes are struck for 26...105 earth damage. Knocked down foes are struck for 10...72 additional earth damage |
Earth Magic |
3/4 |
10 |
Armour of Earth |
10 |
Enchantment |
For 30 seconds, you gain +24...62 armour, but move 50%...12% slower than normal |
Earth Magic |
3/4 |
15 |
Armour of Frost |
5 |
Enchantment |
For 10...36 seconds, you gain +40 armour against physical damage. Armour of Frost ends if you use any fire magic |
Water Magic |
1 |
45 |
Armour of Mist |
10 |
Enchantment |
For 8...21 seconds, you gain +10...42 armour and move 33% faster |
Water Magic |
1 |
30 |
Aura of Restoration |
10 |
Enchantment |
For sixty seconds, you are healed for 152%...417% of the energy cost each time you cast a spell |
Energy Storage |
1/4 |
5 |
Blinding Flash |
15 |
Spell |
Target foe is blinded for 3...8 seconds |
Air Magic |
3/4 |
4 |
Blurred Vision |
10 |
Hex |
For 4...10 seconds, target foe and adjacent foes are hexed with Blurred Vision. While hexed, those foes have a 50% chance to miss with attacks |
Water Magic |
1 |
12 |
Chain Lightning |
10 |
Spell |
Target foe and up to two other foes near your target are struck for 10...90 lightning damage. This spell has 25% armour penetration and causes exhaustion |
Air Magic |
3 |
10 |
Conjure Flame |
10 |
Enchantment |
For 60 seconds, if you're wielding a fire weapon, your attacks strike for an additional 5...21 fire damage |
Fire Magic |
1 |
45 |
Conjure Frost |
10 |
Enchantment |
For 60 seconds, if you're wielding a cold weapon, your attacks strike for an additional 5...21 cold damage |
Water Magic |
1 |
45 |
Conjure Lightning |
10 |
Enchantment |
For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional 5...21 lightning damage |
Fire Magic |
1 |
45 |
Crystal Wave |
15 |
Spell |
Foes adjacent to you are struck for 10...106 damage, but are cured of any negative conditions |
Earth Magic |
3/4 |
20 |
Deep Freeze |
25 |
Hex |
You cause a Deep Freeze at target foe's location. All foes in this location are struck for 10...90 cold damage, and for 10 seconds they move 66% slower than normal |
Water Magic |
2 |
15 |
Earth Attunement |
10 |
Enchantment |
For 36...62 seconds, you are attuned to earth. You gain 1 energy plus 30% of the base energy cost of the spell each time you use earth magic |
Earth Magic |
2 |
45 |
Earthquake |
25 |
Spell |
You invoke an Earthquake at target foe's location. All foes near this location are knocked down and are struck for 26...105 earth damage. This spell causes exhaustion |
Earth Magic |
3 |
15 |
Enervating Charge |
10 |
Spell |
Target foe is struck for 25...52 lightning damage and suffers from weakness for 5...21 seconds. This spell has 25% armour penetration |
Air Magic |
1 |
8 |
Eruption |
25 |
Spell |
Cause an Eruption at target foe's location. Each second for 5 seconds, foes near this location are struck for 10...42 earth damage and are blinded for 10 seconds |
Earth Magic |
2 |
30 |
Ether Prodigy |
5 |
Elite Enchantment |
Lose all enchantments. For 5...21 seconds, you gain +6 energy regeneration. When Ether Prodigy ends, you lose 3 health for each point of energy you have. This spell causes exhaustion |
Energy Storage |
1 |
5 |
Ether Renewal |
10 |
Elite Enchantment |
For 5...21 seconds, each time you cast a spell, you gain 1...4 energy and 5...21 health for each enchantment on you |
Energy Storage |
1 |
30 |
Fire Attunement |
10 |
Enchantment |
For 36...62 seconds, you are attuned to fire. You gain 1 energy plus 30% of the base energy cost of the spell each time you use fire magic |
Fire Magic |
2 |
45 |
Fire Storm |
10 |
Spell |
Create a Fire Storm at target foe's location. For 10 seconds, foes adjacent to that location are struck for 5...37 fire damage each second |
Fire Magic |
2 |
30 |
Fireball |
10 |
Spell |
Send out a ball of fire that strikes target foe and all adjacent foes for 7...119 fire damage |
Fire Magic |
2 |
7 |
Flame Burst |
15 |
Spell |
All nearby foes are struck by jets of flame for 15...127 fire damage |
Fire Magic |
3/4 |
5 |
Flare |
5 |
Spell |
Flare flies towards target foe, striking for 20...68 fire damage if it hits |
Fire Magic |
1 |
n/a |
Frozen Burst |
15 |
Hex |
All nearby foes are stuck for 10...90 cold damage and move 66% slowewr for 3...8 seconds |
Water Magic |
3/4 |
8 |
Gale |
10 |
Spell |
Knock down target foe for 2 seconds. This spell causes exhaustion (50% failure chance with air magic 4 or less) |
Air Magic |
1 |
5 |
Glimmering Mark |
10 |
Elite Hex |
For 1...17 seconds, whenever target foe suffers lightning damage, that foe and all adjacent foes suffer from blindness for 5 seconds |
Air Magic |
2 |
5 |
Glyph of Concentration |
5 |
Glyph |
For 15 seconds, your next 1 spell cannot be interrupted and ignores the effects of being dazed |
n/a |
1 |
10 |
Glyph of Elemental Power |
5 |
Glyph |
For 25 seconds, your elemental attributes are boosted by 2 for your next 10 spells |
n/a |
1 |
5 |
Glyph of Energy |
5 |
Glyph |
For 15 seconds, your next spell costs 10...37 less energy to cast and does not cause exhaustion |
Energy Storage |
1 |
10 |
Glyph of Lesser Energy |
5 |
Glyph |
For the next 15 seconds, your next 2 spells cost 10...19 less energy to cast |
Energy Storage |
1 |
30 |
Glyph of Renewal |
5 |
Elite Glyph |
For 15 seconds, your next spell instantly recharges |
n/a |
1 |
10 |
Glyph of Sacrifice |
5 |
Glyph |
For 15 seconds, your next spell casts instantly, but takes an additional 30 seconds to recharge |
n/a |
1 |
15 |
Grasping Earth |
5 |
Hex |
For 8...21 seconds, all nearby foes move 50% slower |
Earth Magic |
3/4 |
12 |
Ice Prison |
10 |
Hex |
For 8...21 seconds, target foe's legs are encased in ice, causing the foe to move 66% slower than normal. This effect ends if target takes fire damage |
Water Magic |
2 |
30 |
Ice Spear |
5 |
Spell |
Ice Spear flies towards target foe, striking for 10...74 cold damage if it hits. Ice Spear has half the normal spell range |
Water Magic |
1 |
n/a |
Ice Spikes |
15 |
Hex |
Target and adjacent foes are struck for 20...84 cold damage and move 66% slower for 2...6 seconds |
Water Magic |
2 |
10 |
Immolate |
10 |
Spell |
Target foe is struck for 15...63 fire damage and is set on fire for 1...3 seconds |
Fire Magic |
1 |
3 |
Incendiary Bonds |
15 |
Hex |
After 3 seconds, target foe and all nearby foes are struck for 20...84 fire damage and are set on fire for 1...3 seconds |
Fire Magic |
2 |
15 |
Inferno |
10 |
Spell |
All adjacent foes are struck for 30...142 fire damage |
Fire Magic |
3/4 |
10 |
Iron Mist |
10 |
Hex |
For 5...18 seconds, target foe moves 90% slower than normal. That foe gains immunity to damage from all sources except lightning |
Earth Magic |
2 |
30 |
Kinetic Armour |
15 |
Enchantment |
For 8 seconds, you gain +20...84 armour. Whenever you cast a spell, Kinetic Armour is renewed for 8 seconds |
Earth Magic |
3 |
60 |
Lava Font |
10 |
Spell |
For 5 seconds, foes adjacent to the location where this spell was cast are struck for 5...53 fire damage each second |
Fire Magic |
2 |
4 |
Lightning Javelin |
5 |
Spell |
Send out a Lightning Javelin that strikes for 15...52 lightning damage if it hits. If Lightning Javelin strikes an attacking foe, that foe is interrupted. This spell has 25% armour penetration |
Air Magic |
1 |
2 |
Lightning Orb |
15 |
Spell |
Lightning Orb flies toward target foe and strikes for 10...106 lightning damage and causes cracked armour for 5...21 seconds, if it hits. This spell has 25% armour penetration |
Air Magic |
2 |
5 |
Lightning Strike |
5 |
Spell |
Strike target foe for 5...53 lightning damage. This spell has 25% armour penetration |
Air Magic |
1 |
5 |
Lightning Surge |
15 |
Elite Hex |
After 3 seconds, target foe is knocked down and struck for 14...106 lightning damage |
Air Magic |
2 |
10 |
Lightning Touch |
5 |
Skill |
Target touched foe and all adjacent foes are struck for 10...63 lightning damage. Foes suffering from a water magic hex are blinded for 3...8 seconds. This spell has 25% armour penetration |
Air Magic |
3/4 |
10 |
Maelstrom |
25 |
Spell |
Create a Maelstrom at target foe's location. For 10 seconds, foes in that area are struck for 10...26 cold damage each second. Maelstrom interrupts spell-casting when it hits. This spell causes exhaustion |
Water Magic |
2 |
30 |
Magnetic Aura |
5 |
Enchantment |
For 5...21 seconds, Magnetic Aura has a 75% chance to block melee attacks |
Earth Magic |
1/4 |
60 |
Mark of Rodgort |
15 |
Hex |
Target foe and all nearby foes are hexed with Mark of Rodgort. For 10...37 seconds, whenever each foe is struck for fire damage, that foe is set on fire for 1...4 seconds |
Fire Magic |
1 |
15 |
Meteor |
5 |
Spell |
Call down a fiery meteor on your target foe. The meteor explodes, striking target foe and all adjacent foes for 7...119 damage and knocking down anyone it hits. This spell causes exhaustion |
Fire Magic |
3 |
30 |
Meteor Shower |
25 |
Spell |
Exploding meteors strike the area near your target. For 9 seconds, foes adjacent to that location are struck for 7...119 fire damage and knocked down every 3 seconds. This spell causes exhaustion |
Fire Magic |
5 |
60 |
Mind Burn |
5 |
Elite Spell |
Target foe takes 15...63 fire damage. If you have more energy than target foe, that foe takes an additional 15...63 fire damage and is set on fire for 1...7 seconds. This spell causes exhaustion |
Fire Magic |
1 |
5 |
Mind Freeze |
5 |
Elite Hex |
Target foe suffers 10...42 cold damage. If you have more energy than target foe, that foe suffers an additional 10...42 cold damage and moves 90% slower for 1...11 seconds. This spell causes exhaustion |
Water Magic |
1 |
8 |
Mind Shock |
5 |
Elite Spell |
Target foe suffers 10...53 lightning damage. If you have more Energy than target foe, that foe suffers 10...53 additional lightning damage and is knocked down. This spell has 25% armour penetration and causes exhaustion |
Air Magic |
1 |
8 |
Mist Form |
10 |
Elite Enchantment |
For 8...21 seconds, you cannot take or deal damage from attacks |
Water Magic |
1 |
30 |
Obsidian Flame |
5 |
Spell |
Deal 22...118 damage to target foe. This spell ignores armour but causes exhaustion |
Earth Magic |
2 |
5 |
Obsidian Flesh |
10 |
Elite Enchantment |
For 8...21 seconds, you gain +20 armour and cannot be the target of enemy spells, but move 50% slower |
Earth Magic |
1 |
30 |
Phoenix |
15 |
Spell |
A fiery phoenix rises at your location, striking adjacent foes for 7...119 fire damage, and flies out to your target, exploding on impact. This explosion strikes for an additional 15...95 fire damage |
Fire Magic |
2 |
10 |
Rodgort's Invocation |
25 |
Spell |
Target foe and all nearby foes are struck for 15...127 fire damage and set on fire for 1...3 seconds |
Fire Magic |
2 |
8 |
Rust |
10 |
Hex |
Deals 10...74 cold damage. For 5...21 seconds, target foe and all adjacent foes take twice as long to activate signets |
Water Magic |
1 |
8 |
Searing Heat |
15 |
Spell |
Cause Searing Heat at target foe's location. For 5 seconds, foes near this location are struck for 10...42 fire damage each second. When Searing Heart ends, foes in the area of effect are set on fire for 3 seconds |
Fire Magic |
2 |
30 |
Shard Storm |
10 |
Hex |
Send out an ice shard that strikes target foe for 10...90 cold damage if it hits, and causes target foe to move 66% slower for 2...6 seconds |
Water Magic |
1 |
10 |
Shock |
5 |
Skill |
Target touched foe is struck for 10...63 lightning damage and is knocked down. This spell has 25% armour penetration and causes exhaustion |
Air Magic |
3/4 |
10 |
Stone Daggers |
5 |
Spell |
You send out two Stone Daggers. If it hits, each Stone Dagger strikes for 8...35 earth damage |
Earth Magic |
1 |
n/a |
Stoning |
15 |
Spell |
Send out a large stone, striking target foe for 45...109 earth damage if it hits. If Stoning hits a foe suffering from weakness, that foe is knocked down |
Earth Magic |
1 |
5 |
Swirling Aura |
10 |
Enchantment |
For 8...21 seconds, Swirling Aura has a 50% chance to block projectile attacks |
Water Magic |
1 |
45 |
Thunderclap |
10 |
Elite Hex |
For 8...21 seconds, if target foe is struck for lightning damage, that foe and adjacent foes are knocked down, and you lose 15...6 energy or Thunderclap ends |
Air Magic |
2 |
15 |
Ward Against Elements |
15 |
Ward |
You create a Ward Against Elements at your current location. For 8...21 seconds, non-spirit allies in this area gain +24 armour against elemental damage |
Earth Magic |
1 |
20 |
Ward Against Foes |
15 |
Ward |
You create a Ward Against Foes at your current location. For 8...21 seconds, non-spirit foes in this area moves 50% slower |
Earth Magic |
1 |
20 |
Ward Against Melee |
15 |
Ward |
You create a Ward Against Melee at your current location. For 5...21 seconds, non-spirit allies in this area have a 50% chance to block melee attacks |
Earth Magic |
1 |
30 |
Ward Against Harm |
15 |
Ward |
You create a Ward Against Harm at your current location. For 8...21 seconds, non-spirit allies in this area have 12...63 armour against fire damage and 12...25 armour against other damage |
Water Magic |
1 |
20 |
Water Attunement |
10 |
Enchantment |
For 36...62 seconds, you are attuned to water. You gain 1 energy plus 30% of the base energy cost of the spell each time you use water magic |
Water Magic |
2 |
45 |
Water Trident |
5 |
Elite Spell |
Send out a fast-moving Water Trident at target foe. Water Trident strikes for 10...74 cold damage if it hits. If it hits a moving foe, that foe is knocked down |
Water Magic |
1 |
3 |
Whirlwind |
5 |
Spell |
All adjacent foes take 15...63 cold damage. Attacking foes struck by Whirlwind are knocked down |
Air Magic |
3/4 |
8 |
Windborne Speed |
10 |
Enchantment |
For 5...11 seconds, target ally moves 33% faster |
Air Magic |
1 |
5 |