An arc of lightning stretches from the caster to a targeted nearby enemy and chains on to additional targets.
Fires a frozen skull projectile that leaves a trail of ground ice behind it. It explodes on impact, creating more ground ice and damaging targets within an area.
Critical Weakness, while not terribly strong on its own, gets incredibly effective in the hands of the right player. A character heavily invested in increased Critical Chance will absolutely decimate their foes when they afflict them with this weakness. While it's not the most direct of curses, Critical Weakness stands among the best when utilized correctly.
Curses all targets in an area, making them more vulnerable to Critical Strikes. Killing the cursed targets will grant life and mana, and a chance to gain a power charge.
Consumes a corpse, granting all of your minions the power to block both attacks and spells. The skill consumes other nearby corpses, increasing the duration for each corpse consumed.
Casts an aura that grants mana regeneration to you and your allies.
Damage isn't everything. Weavers of Magic often find themselves facing a difficult dilemma in combat: fight or flight. When the latter option is decided, nothing does a better job of ensuring safety than Cold Snap. With a snap of the fingers, the caster summons a clump of freezing ice crystals from the ground. These frosty shards stab upward at the targeted location, impaling and freezing anything they strike. Though the damage from Cold Snap is low, it is a powerful when employed against other players in combat.
Ice crystals protrude from the ground at target location. Monsters in this area take damage and become frozen. The cooldown can be bypassed by expending a Power Charge.
Curses all targets in an area, making them less resistant to lightning damage and giving them a chance to be shocked by lightning damage.
Throws a trap that, when triggered by an enemy, converts that enemy to your side for a short duration. Does not affect unique monsters or players.
Blasting enemies with waves of frost and lightning isn't just a talent reserved for pure weavers of magic. With the Discharge skill, any combatant can channel accumulated charges into a swirling tower of seething energy. The composition of the blast varies depending on the type of charges consumed, dealing cold with Frenzy, fire from Endurance, and lightning from Power. Regardless of the charge type, surrounding foes are blown to bits.
Discharge all the character's charges to deal elemental damage to all nearby monsters.
Casts an aura that grants energy shield to you and your allies.
A favorite of Witches and other masters of magic, the Elemental Weakness curse strips away resistances to cold, fire and lightning. Once afflicted by the curse, an enemy will suffer grievous harm from any elemental attack, even if they have natural resistances.
Curses all targets in an area, making them less resistant to elemental damage.
Not all curses are offensive. When the situation dictates it, a caster sometimes employs the Curse of Enfeeblement. This powerful spell saps the very strength from all targets in an area, draining them of vigor and causing their attacks to land with far less violence. Arena combatants have been driven nearly insane by this curse, with their weakened assaults unable to even pierce their enemy's energy shield. Enfeeble definitely shines when employed against fellow players.
Curses all targets in an area, making their attacks and spells less effective.
Tapping into the chaotic, hungry elemental force of fire, the caster sends a roaring ball of flame hurling at the target. This searing projectile flies unerringly outward, impacting with tremendous force, and burning not only the target, but adjacent foes as well. Skilled wielders of flame can ignite the enemy, causing them to burn for additional damage. A master of the fireball lays waste to all who beset him, reducing his enemies to cinders.
Unleashes a ball of fire towards a target which explodes, damaging nearby foes.
Perhaps the most feared area effect skill in the Witch's arsenal, the mighty Firestorm skill is legendary for its power and cruelty. The incantation tears a rift in the heavens that showers a wide swath of ground in a rain of searing flames. These bolts pound down without mercy, exploding violently to cause even more harm.
Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
Channels to build up a large explosion, which is released when you stop using the skill. The longer you channel, the larger the area of effect and damage of the explosion.
Channels to build up a large explosion. The longer you channel, the larger the area of effect and damage of the explosion. The explosion occurs after using another skill or after a short period without casting.
Curses all targets in an area, making them less resistant to fire damage and giving them a chance to be ignited by fire damage.
Consumes a corpse, which temporarily empowers your minions with swiftness. The skill consumes other nearby corpses, increasing the duration for each corpse consumed.
Sometimes a spellcaster just needs crowd control. When beset by a hostile throng, masters of ice magic frequently employ the deadly Freezing Pulse. The spell pierces easily through the thickest hide and the toughest armour, spinning and freezing in an icy whirl until it impacts a distant target. The Pulse is at peak strength when it's cast, so it has the greatest effect on enemies that are right up next to the caster. Of course, these are also the enemies presenting the most threat, and they are left frozen solid or slain outright.
An icy projectile which has a chance to freeze enemies it passes through. The projectile fades quickly, reducing damage and freezing chance until it runs out of time and dissipates completely.
Curses all targets in an area, making them less resistant to cold damage and giving them a chance to be frozen by cold damage.
The Bandits drew closer and they were gaining confidence. The first few volleys of Fireballs had been more than enough to drive them away, killing several in the process. They retreated to the underbrush, where they regrouped and planned. Now they advanced again, shields up, safe in their great numbers. The Witch surveyed her opponents, wand resting lightly in hand, waiting for the right moment.
It came soon enough, for the Bandits raised their weapons aloft, and came on with a cry. Their blood lust overcame their caution, and the Witch made her move. She flicked her wand quickly, and at once a great wall of solid ice sprang up in the Bandit's path. They crashed into it full force, and before they could recover, three other towering walls rose around them, locking them in an icy prison. Smiling, the Witch conjured a roaring pillar of fire in the center of the freezing prison, and delighted in the shrieks of her trapped enemies roasting alive.
Creates a wall of ice which holds back enemies. Targets under the wall are damaged and pushed back.
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area.
Reaching deep within, the caster of the mighty Ice Nova assaults surrounding enemies with a shivering blast of pure rime. The shock wave from this nova is often enough to slay outright, and those who survive the blast will be frozen, their very blood chilled solid. With precise use, a master weaver of frost can annihilate his enemies without suffering a scratch.
A chilling circle of ice expands from the caster. If the caster targets near one of their Frostbolt projectiles, it will expand from the projectile instead.
Harnessing the freezing might of the far North, the caster conjures a lance of razor sharp ice crystal, and launches it at a target. The Ice Spear pierces armour and flesh alike, rocketing towards an enemy and exploding in a blast of deadly rime. The blast will freeze the blood of its target, locking them in place for a substantial duration. Enemies pierced by the spear take significant damage, but will avoid the paralysis of the main explosion.
Launches a shard of ice that pierces close enemies, before exploding on a distant enemy with a much higher critical strike chance.
Launches a torrent of fire from your hand. The longer you repeatedly cast the spell from the same location, the larger and more damaging the flames become.
Continuously launches a torrent of fire from your hand. The longer you channel this spell, the larger and more damaging the flames become.
Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets.
They had the Witch pinned up against the cliffs, soaking in the waterfall, yet the Bandit leader somehow sensed a trap. Wary, he muttered a command that only half his men move forward to finish things. Those appointed advanced slowly, blades drawn, cautious. They encircled the Witch for one brief moment, now only an arm's length away. Then, in a flash of light, the frail woman vanished, and in her place crackled a ring of deadly lightning!
The surrounding enemies fell as one, burning, twitching, thrashing in the freezing water. The remaining bandits paused for a second, scarcely believing their eyes, and then the Witch reappeared among them. With her arrival came another shocking blast, and the remaining bandits fell at her feet, scorched and dead. On Wraeclast, even teleportation is a weapon.
Casts a delayed teleport to a target destination. When the teleport occurs, lightning damage is dealt to the area around both where the player was and where they teleported to.
Fires your wand, dealing increased damage and granting you a power charge if an enemy is killed by, or soon after, the hit.
Purity of Elements
Casts an aura that grants elemental resistances to you and your allies.
True masters of the dark arts learn to use their enemy's greatest strengths against them, binding the souls of the fallen to their bidding. With a dark incantation, the caster's words imbue a slain being with dark energy, animating it with sinister strength and purpose. The raised entity possesses all the abilities it had while living, augmented further by the skill of its new master. With practice, many raised specters can be controlled at once, creating an army of undead to lay waste to everything in its path.
Raises a spectral version of a defeated foe as a minion to fight for you in battle.
Wraeclast is a cursed place, where the dead walk freely. Novice occultists have learned to harness this quality of the land, summoning an undead minion to do their bidding. The incantation is a minor one, so the only required reagent is some fresh kill lying about. Once summoned, the mindless creature will wander about defending its master. Higher levels of skill will summon an entity that moves quicker, hits harder, and absorbs more damage.
Raises a zombie minion from a corpse, which will follow you and attack enemies.
Engulfs you in magical fire that rapidly burns you and nearby enemies. Your spell damage is substantially increased while under this effect. The effect ends when you have 1 life remaining.
Harnessing the power of raw thunder, the caster opens a rift around them that draws a ring of crackling lightning around their body. The deadly voltage will harm anything it touches, but the gap near the caster in the centre of the ring is unaffected, so the skill is best used when surrounded by many distant foes.
Casts a shocking ring of lightning which deals damage to monsters it touches. Monsters in the centre of the ring receive no damage.
Lightning is a fickle servant. However, skilled casters have learned to harness this frenetic element to devastating effect. With a single incantation, two pulsing strands of electric energy appear, and begin to move erratically around the battlefield. Whenever one contacts an enemy, it discharges, dealing tremendous damage and frequently causing paralysis.
Launches unpredictable sparks that move randomly until they hit an enemy or expire.
Sets a marker at a location. After a short duration, lightning strikes the marker, dealing damage around it. When this happens, it will also set off the lightning at any other markers you've cast.
Summon Raging Spirit
Summons a short-lived flaming skull that rushes at nearby enemies and attacks them rapidly. Enemies will not directly engage these spirits, and can pass through them.
Summons slow moving skeletal minions that decay over time. Does not require a corpse to be consumed.
Enchants your shield with the power of storms, which lashes out to deal arcing lightning damage to attackers when you block them. Blocking refreshes the duration of Tempest Shield.
Though they generally feared sorcery, even the Marauders came to learn the value of the powerful Vulnerability Curse. Before charging into battle, a caster on the front lines would speak the curse, throwing it far and wide on their assembled enemies. The Marauders would come on with a roar, a tidal wave of rage and steel crashing against their foes. The Vulnerability curse could hardly be seen, but its effects were dire. Blows from the Marauders hit far harder, sundering helm and shield like tin. Those not killed immediately would be stunned inert, unable to defend themselves from the onslaught. Even masters of magic were vulnerable, for the curse corrupted the force of their protective shields.
Curses all targets in an area, making them take increased physical damage and degeneration.
Casts an aura that adds lightning damage to the attacks of you and your allies, and makes your spells deal more lightning damage.