A Complete Guide to Skills - Roleplay Version
Storm Crow
This is a complete guide to every current GW skill for every proession. But this lists, not the energy and description, but what the action would be for a roleplay situation. Enjoy!
ELEMENTALIST
Air Magic: Baisic Skills
Air Attunement: You set forth a prayer to the Goddess Dwayna, asking her to attune you to the element Air.
Blinding Flash: A bolt of lightning comes from your hands, blinding your foe.
Chain Lightning: You recite an arcane spell, calling lightning to strike 3 of your foes. This lightning pierces armor, but causes exhaustion.
Conjure Lightning: You loose all enchantments currently set on you. For one minute, if weilding a weapon that deals lightning damage, your attacks do extra damage
Enervating Charge: You strike foe with a bolt of lightning, making foe weak. This bolt pierces armor.
Gale: You call a gal of wind to knock over your foe. Calling this wind causes exaustion. (50% chance of failure with 4 months of study or less.)
Lightning Javelin: You throw a javelin of lightning at your foe, if they are attacking, the javelin interrups their action. This javilen peirces armor.
Lightning Orb: You create a ball of bure lightning and hurl it at your foe. This ball pierces their armor.
Lightning Strike: Using an arcane incantation, you call forth a strike of lightning to hit your foe.
Lightning Touch: You toch your foe, sending a strike of lightning through them. If your foe was wet, your touch seals extra damage. This strike pierces armor
Shock: An electrical shock is sent through your (insert weapon here), striking foe and knocking them down. This shock pierces armor, but causes exaustion.
Whirlwind: A fierce whirlwind strikes nearby foes, sending splitting cold through them. If they are attempting to attack you, the whirlwind knocks them down.
Windborne Speed: You call a gust of wind to carry you, making your movement faster.
Elites
Glimmering Mark: You recite an arcane hex and for the next few seconds, whenever you deal lightining damage to your foe, they and foes near them are blinded.
Lightning Surge: You call forth a surge of lightning to strike your foe. After three seconds, they are struck and knocked down. This spell exhausts you
Mind Shock: You concentrate on your foe, dealing some lightning damage. If you have more energy than your foe, they suffer more damage. This spell pierces armor, but exhausts you.
Thunderclap: You recite a few arcane words, and for the next few seconds, if your foe takes lightning damage, it and all surrounding it, are knocked down and you loose energy, or the spell ends.
Earth Magic: Basic Skills
Aftershock: You call forth an ancient power from the center of the earth. When this power splits the earth, all nearby foes are struck with stones and pebbles. Foes already knocked down are thrown into the air, and upon striking the earth again, take additional damage
Armor of Earth: You enchant pieces of earth from the ground around you, and they give you protection, but you move slower, the earth holding you back.
Crystal Wave: A wave of crystal emits from your body, striking all nearby foes. These foes are cured of all negitave conditions. This crystal ignores all armor and magical resistance.
Earth Attunement: You set forth a prayer to the Goddess Melandru, asking her to attune you to the element Earth.
Earthquke: You call an ancient power from the core of the earth. when this power hits the ground, all enemies near your target are knocked down and are pelted with stones and boulders. This spell causes exhastion.
Eruption: With arcane words, molten lava spews from the ground at your foe's location. For the next few seconds, they are burned by the lava, and pelted with stones from the opening in the earth.
Grasping Earth: Enchanted slabs of earth encase your foe's feet in stone, weighing them down andslowing their movement.
Iron Mist: A heavy mist surrounds your target, making it's movement almost impossible. The foe, as a side effect of this mist, gains immunity to all damage sources except lightning.
Kinetic Armor: For the next few seconds, you gain extra armor. Every time you cast a spell, this armor is renewed for eight seconds.
Magenetic Aura: A magnetic mystical aura surrounds you, giving you extra protection against melee damage, as it reflects the iron in axes, swords, and hammers.
Obsidian Flame: A raging purple flame is fired at your target, completely ignoring armor, but causing exhaustion on the caster.
Stone Daggers: You throw two stone daggers at your target. If they hit, each dagger shatters, pelting your foe with pebbles.
Stoning: Magically enchanted stones are pelted at your foe. If that foe is suffering from wakness, they knock the foe down.
Ward Against Elements: You create a magical ward at your current location, giving all allies in a 20 foot radius extra protection from elemental damage
Ward Against Foes: You create a magical ward at your current location. All foes that enter withtin a 20 foot radius of you are slowed.
Ward Against Melee: You create a magical ward at your current location, giving all allies in a 20 foot radius extra protection against melee damage.
Elites
Obsidian Flesh: You recite an ancient incantation and you gain armor and cannot be the target of enemy spells for the next few seconds, but your movement is slowed.
Fire magic: Basic Skills
Conjure Flame: You loose all enchantments currently set on you. For one minute, if weilding a weapon that deals fire damage, your attacks do extra damage
Fire Attunement: You set forth a prayer to the God Balthazaar, asking him to attune you to the element Fire.
Fire Storm: You recite a spell from the Forbidden Texts, calling a rain of fire from the heavens to strike your foes.
Fireball: You create a raging fireball and hurtle it towards your foe.
Flame Burst: Jets of enchanted flame emerge from the ground, striking all foes near you.
Flare: A small fireball is created from your (insert weapon here) and flies toward your foe.
Immolate: You conjure an arcane flame from the deapths of the earth, setting your foe abalze.
Incendiary Bonds: You conjure an arcane flame from the deapths of the earth, setting you foe, and all adjacent foes, ablaze.
Inferno: You recite a spell from the Forbidden Texts and a ring of fire emits from your body, striking all nearby foes.
Lava Font: Raging molten lava spurts from the ground at your current location, rolling over the feet of all nearby foes.
Mark of Rodgort: You draw an ancient arcane mark in the air with your (insert weapon here), and send it flying towards your foe. While this mark remains on your foe, whenever they are struck with fire damage, they are set ablaze for three seconds.
Meteor: You recite a spell from the Forbidden texts and call forth a meteor from the heavens. The meteor explodes upon impact to the earth. and all foes near it's impact site are knocked down from the blast.
Meteor Shower: You recite a spell from the Forbidden Texts and call forth a shower of meteors from the heavens. Every third meteor explodes upon impact with the earth, knocking down all foes near it's impact site.
Phoenix: You conjure a firey phoenix and send it flying towards your foe. The bird explodes on impact, ending a mass of sparks flying onto foe.
Rodgort's Invocation: With arcane words, your target and all adjacent foes are struck with a fiery blast and set ablaze.
Searing Heat: You conjure a ball of flame at your current location. Heat eminates from this fiery mass and burns all foes who come near.
Elites
Mind Burn: You concentrate on your foe, dealing fire damage to that foe. If you have more energy than your foe, they suffer more damage.
Water Magic: Basic Skills
Armor of Frost: You conjure a mystical frost around yourself, giving you extra armor against physical damage, but less armor against fire damage. This frost disiparates if you use any fire magic.
Armor of Mist: A magical mist surrounds you, giving you extra armr against all types of damage, and making you move faster.
Blurred Vision: You recite an ancient magical spell, frosting your foe's vision, giving them only half the chance to hit you with attacks.
Conjure Frost: You loose all enchantments currently set on you. For one minute, if weilding a weapon that deals water damage, your attacks do extra damage
Deep Freeze: A mystic frost sends a chill of cold through your foe, causing them to move slower
Frozen Burst: You recite an ancient arcane spell and shards of ice emit from your body, striking all foes around you and slowing their movement.
Ice Prison: Enchanted slabs of snow encase your foe's feet in ice, weighing them down and slowing their movement.
Ice Spear: You conjure a spear of ice and throw it towards your foe, but must move closer because of accuracy reasons.
Ice Spikes: Spikes of ice emit from your body, striking all foes near you and slowing their movement.
Maelstrom: With arcane words, you start a maelstrom at your foes location. This maelstrom interrupts all spellcasting.
Rust: You hex your foe with slowed signet-casting.
Shard Storm: You utter arcane words and shards of ice are pelted at your foe, slowing their movement.
Swirling Aura: With arcane words a swirling watery aura is conjured to protect you. This aura reflects arrows and magical proojectiles
Water Attunement: You set forth a prayer to the God Grenth, asking him to attune you to the element Water.
Elites
Mind Freeze: You concentrate on your foe, dealing water damage to that foe. If you have more energy than your foe, they suffer more damage.
Mist Form: A heavy mist surrounds you, protecting you from all damage, but also stopping you from attacking.
Ward Against Harm: You create a magical ward at your current location, giving all allies in a 20 foot radius extra protection against fire damage and melee damage.
Water Trident: You conjure a watery trident and fire it at your foe. If it strikes a moving foe, he is knocked down
Energy Storage: Basic Skills
Aura of Restoration: With arcane words, you cast a healing Aura of Restoration on yourself that heals you each time you cast a spell.
Elites
Ether Prodigy: You loose all enchantments currently set on you. For the next few seconds, you gain energy regeneration. When this spell expires you tae two damage for every point of energy you have.
Ether Renewal: You utter arcane words and for the next few seconds you gain energy and health for each enchantment on you.
Elementalist General: Basic Skills
Glyph of Concentration: You draw a Glyph in the air with your (insert weapon here), wich protects your next skill from being interrupted and ignores the effects of being dazed.
Glyph of Elemental Power: You draw a Glyph in the air with your (insert weapon here), which boosts your elemental attributes for your next spell.
Glyph of Lesser Energy: You draw a Glyph in the air with your (insert weapon here), which decreases the energy needed for your next spell.
Glyph of Sacrifice: You draw a Glyph in the air with your (insert weapon here), which allows you next skill to be cast instantly, but gives it a longer recharge time.
Elites
Elementak Attunement: You set forth a prayer to the Old Gods, asking them to attune you to all the elements.
Glyph of Elergy: You draw a Glyph in the air with your (insert weapon here), which eliminates twenty energy from the cost of your next skill, and eliminates exhaustion.
Glyph of Renewal: You draw a Glyph in the air with your (insert weapon here), which recharges your next skill instantly.
MESMER
Domination Magic: Basic Skills
Arcane Theivery: You concentrate on your foe, stealing a spell from their memory and replacing Arcane Therivery with that skill.
Backfire: You hex your traget, so that whenever they cast any kind of spell for the next few seconds, they take damage.
Blackout: You touch your target, disabling all their skills, and disabiling your own skills for a few seconds.
Chaos Storm: With arcane words, you create a Chaos Storm at your foe's location. For the next few seconds, all enemies near this location take chaos damage and are drained of energy when casting spells.
Cry of Frustration: You shout something random at your target, interrupting that foe's, and all adjacent foe's, actions.
Diversion: You hex target foe so if they use a skill in the next few seconds, that foe sees something that causes his skill to recharge slower.
Empathy: You hex your foe, so that, for the next few seconds, they take damage whenever they attack.
Energy Burn: You recite a few arcane words and drain energy from your target, making them take damage for each point of their energy that was lost.
Guilt: You hex your foe so that for the next few second, if your target casts an offensuve spell, that spell fails to complete, and you take some energy from them.
Hex Breaker: You stand in your defnsive stance, and the next time you are he target of a hex, while in this stance, that hex is reflected.
Ignorance: You hex your foe, so that for the next few seconds, your target cannot enable the use of signet rings.
Mind Wrack: You hex your foe, so that for the next few seconds, if their energy is completely drained, that foe takes damage.
Power Leak: Strange images flow through your target's mind, interrupting it's spell, and draining some of their energy.
Power Spike: see "Power Leak"
Shame: You hex your foe so that for the next few seconds, if a spell is cast on an ally, that spell fails and you steal energy from that foe.
Shatter Delusions: You say some arcane words and lift one Mesmer hex from your foe, making that foe take damage.
Shatter Enchantment: You recite an ancient spell and lift one enchantment from your foe and that foe takes damage.
Shatter Hex: Remove one hex from an ally. Foes near that ally take damage.
Signet of Wariness: You draw a Signet in the air with your (insert weapon here) and drain energy from all nearby foes.
Wastrel's Worry: You hex your foe with emotional worry, making them take damage after a few seconds, but this hex ends if your target uses a skill.
Elites
Energy Surge: You recite a few arcane words and drain energy from your target, making them, and adjacent foes, take damage for each point of their energy that was lost.
Panic: You hex your foe, so that they suffer energy degeneration, and cannot enable the use of signet rings.
Power Block: Arcane images interrupt your target's spell. All skills in the attribute of the interrupted spell are disabled for that foe.
Illusion Magic: Basic Skills
Arcane Conundrum: You wave an ancient wand over your target. The vibrations from this wand cause your target to take twice as long to remember incantations.
Clumsiness: Your foe begins to fall unaware of his surroundings, making him clumsy. When he attempts an attack, he trips, and is interrupted.
Conjure Phantasm: Your foe is haunted by a phantom, which slowly drains his health.
Distortion: You take on a stance which distorts your foe's vision, causing him to be slower and you evede attacks.
Etheral Burden: Foe's strength suddenly drops, causing him to move much more slowly. When their strength returns, you take on energy.
Fragility: Whenever your foe recovers from a condition, their strength backfires, causing them to stumble.
Illusion of Haste: Your foe imagines that you have been suddenly healed of your cripple. After a moment, however, this image is taken, and you are crippled once again.
Illusion of Weakness: You sacrifice your own health to draw a foe into a false security. Once you have them lulled into believing you are almost dead, your health suddenly comes back.
Imagined Burden: Your foe imagines that they are carrying more weight than they are, and move half as fast.
Phantom Pain: A phantom suddenly haunts your foe, causing their health to degenerate. When this phantom leaves your foe, he rips into his flesh, causing a deep wound.
Soothing Images: A string of happy memories runs through your foe's mind, causing his adrenaline level to become stationary.
Simpathetic Visage: When an ally is hit by a Warrior, all of your adjacent foes are suddenly struck with simpathy for them and stop their adrenaline rush.
Elites
Crippling Anguish: Your foe is suddenly overcome with anguish, and does not have barely the ability to walk.
Fevered Dreams: Your foe goes into a dreamlike state, and when he is infected with a condition, gives his adjacent allies the same condition.
Illusionary Weaponry: You lull your foe into an illusion, in which you slash at him repeatedly. When your foe comes out of the illusion, he finds that you ahve done no damage to him, and yet he suffered horrendously.
Ineptitude: You hex your foe so in the event of an attack, he becomes blinded.
Migrane: Your foe suffers from an intense migrane, and his health degenerates. In the event that he attempts to cast a spell, that spell takes twice as long to cast.
ELEMENTALIST
Air Magic: Baisic Skills
Air Attunement: You set forth a prayer to the Goddess Dwayna, asking her to attune you to the element Air.
Blinding Flash: A bolt of lightning comes from your hands, blinding your foe.
Chain Lightning: You recite an arcane spell, calling lightning to strike 3 of your foes. This lightning pierces armor, but causes exhaustion.
Conjure Lightning: You loose all enchantments currently set on you. For one minute, if weilding a weapon that deals lightning damage, your attacks do extra damage
Enervating Charge: You strike foe with a bolt of lightning, making foe weak. This bolt pierces armor.
Gale: You call a gal of wind to knock over your foe. Calling this wind causes exaustion. (50% chance of failure with 4 months of study or less.)
Lightning Javelin: You throw a javelin of lightning at your foe, if they are attacking, the javelin interrups their action. This javilen peirces armor.
Lightning Orb: You create a ball of bure lightning and hurl it at your foe. This ball pierces their armor.
Lightning Strike: Using an arcane incantation, you call forth a strike of lightning to hit your foe.
Lightning Touch: You toch your foe, sending a strike of lightning through them. If your foe was wet, your touch seals extra damage. This strike pierces armor
Shock: An electrical shock is sent through your (insert weapon here), striking foe and knocking them down. This shock pierces armor, but causes exaustion.
Whirlwind: A fierce whirlwind strikes nearby foes, sending splitting cold through them. If they are attempting to attack you, the whirlwind knocks them down.
Windborne Speed: You call a gust of wind to carry you, making your movement faster.
Elites
Glimmering Mark: You recite an arcane hex and for the next few seconds, whenever you deal lightining damage to your foe, they and foes near them are blinded.
Lightning Surge: You call forth a surge of lightning to strike your foe. After three seconds, they are struck and knocked down. This spell exhausts you
Mind Shock: You concentrate on your foe, dealing some lightning damage. If you have more energy than your foe, they suffer more damage. This spell pierces armor, but exhausts you.
Thunderclap: You recite a few arcane words, and for the next few seconds, if your foe takes lightning damage, it and all surrounding it, are knocked down and you loose energy, or the spell ends.
Earth Magic: Basic Skills
Aftershock: You call forth an ancient power from the center of the earth. When this power splits the earth, all nearby foes are struck with stones and pebbles. Foes already knocked down are thrown into the air, and upon striking the earth again, take additional damage
Armor of Earth: You enchant pieces of earth from the ground around you, and they give you protection, but you move slower, the earth holding you back.
Crystal Wave: A wave of crystal emits from your body, striking all nearby foes. These foes are cured of all negitave conditions. This crystal ignores all armor and magical resistance.
Earth Attunement: You set forth a prayer to the Goddess Melandru, asking her to attune you to the element Earth.
Earthquke: You call an ancient power from the core of the earth. when this power hits the ground, all enemies near your target are knocked down and are pelted with stones and boulders. This spell causes exhastion.
Eruption: With arcane words, molten lava spews from the ground at your foe's location. For the next few seconds, they are burned by the lava, and pelted with stones from the opening in the earth.
Grasping Earth: Enchanted slabs of earth encase your foe's feet in stone, weighing them down andslowing their movement.
Iron Mist: A heavy mist surrounds your target, making it's movement almost impossible. The foe, as a side effect of this mist, gains immunity to all damage sources except lightning.
Kinetic Armor: For the next few seconds, you gain extra armor. Every time you cast a spell, this armor is renewed for eight seconds.
Magenetic Aura: A magnetic mystical aura surrounds you, giving you extra protection against melee damage, as it reflects the iron in axes, swords, and hammers.
Obsidian Flame: A raging purple flame is fired at your target, completely ignoring armor, but causing exhaustion on the caster.
Stone Daggers: You throw two stone daggers at your target. If they hit, each dagger shatters, pelting your foe with pebbles.
Stoning: Magically enchanted stones are pelted at your foe. If that foe is suffering from wakness, they knock the foe down.
Ward Against Elements: You create a magical ward at your current location, giving all allies in a 20 foot radius extra protection from elemental damage
Ward Against Foes: You create a magical ward at your current location. All foes that enter withtin a 20 foot radius of you are slowed.
Ward Against Melee: You create a magical ward at your current location, giving all allies in a 20 foot radius extra protection against melee damage.
Elites
Obsidian Flesh: You recite an ancient incantation and you gain armor and cannot be the target of enemy spells for the next few seconds, but your movement is slowed.
Fire magic: Basic Skills
Conjure Flame: You loose all enchantments currently set on you. For one minute, if weilding a weapon that deals fire damage, your attacks do extra damage
Fire Attunement: You set forth a prayer to the God Balthazaar, asking him to attune you to the element Fire.
Fire Storm: You recite a spell from the Forbidden Texts, calling a rain of fire from the heavens to strike your foes.
Fireball: You create a raging fireball and hurtle it towards your foe.
Flame Burst: Jets of enchanted flame emerge from the ground, striking all foes near you.
Flare: A small fireball is created from your (insert weapon here) and flies toward your foe.
Immolate: You conjure an arcane flame from the deapths of the earth, setting your foe abalze.
Incendiary Bonds: You conjure an arcane flame from the deapths of the earth, setting you foe, and all adjacent foes, ablaze.
Inferno: You recite a spell from the Forbidden Texts and a ring of fire emits from your body, striking all nearby foes.
Lava Font: Raging molten lava spurts from the ground at your current location, rolling over the feet of all nearby foes.
Mark of Rodgort: You draw an ancient arcane mark in the air with your (insert weapon here), and send it flying towards your foe. While this mark remains on your foe, whenever they are struck with fire damage, they are set ablaze for three seconds.
Meteor: You recite a spell from the Forbidden texts and call forth a meteor from the heavens. The meteor explodes upon impact to the earth. and all foes near it's impact site are knocked down from the blast.
Meteor Shower: You recite a spell from the Forbidden Texts and call forth a shower of meteors from the heavens. Every third meteor explodes upon impact with the earth, knocking down all foes near it's impact site.
Phoenix: You conjure a firey phoenix and send it flying towards your foe. The bird explodes on impact, ending a mass of sparks flying onto foe.
Rodgort's Invocation: With arcane words, your target and all adjacent foes are struck with a fiery blast and set ablaze.
Searing Heat: You conjure a ball of flame at your current location. Heat eminates from this fiery mass and burns all foes who come near.
Elites
Mind Burn: You concentrate on your foe, dealing fire damage to that foe. If you have more energy than your foe, they suffer more damage.
Water Magic: Basic Skills
Armor of Frost: You conjure a mystical frost around yourself, giving you extra armor against physical damage, but less armor against fire damage. This frost disiparates if you use any fire magic.
Armor of Mist: A magical mist surrounds you, giving you extra armr against all types of damage, and making you move faster.
Blurred Vision: You recite an ancient magical spell, frosting your foe's vision, giving them only half the chance to hit you with attacks.
Conjure Frost: You loose all enchantments currently set on you. For one minute, if weilding a weapon that deals water damage, your attacks do extra damage
Deep Freeze: A mystic frost sends a chill of cold through your foe, causing them to move slower
Frozen Burst: You recite an ancient arcane spell and shards of ice emit from your body, striking all foes around you and slowing their movement.
Ice Prison: Enchanted slabs of snow encase your foe's feet in ice, weighing them down and slowing their movement.
Ice Spear: You conjure a spear of ice and throw it towards your foe, but must move closer because of accuracy reasons.
Ice Spikes: Spikes of ice emit from your body, striking all foes near you and slowing their movement.
Maelstrom: With arcane words, you start a maelstrom at your foes location. This maelstrom interrupts all spellcasting.
Rust: You hex your foe with slowed signet-casting.
Shard Storm: You utter arcane words and shards of ice are pelted at your foe, slowing their movement.
Swirling Aura: With arcane words a swirling watery aura is conjured to protect you. This aura reflects arrows and magical proojectiles
Water Attunement: You set forth a prayer to the God Grenth, asking him to attune you to the element Water.
Elites
Mind Freeze: You concentrate on your foe, dealing water damage to that foe. If you have more energy than your foe, they suffer more damage.
Mist Form: A heavy mist surrounds you, protecting you from all damage, but also stopping you from attacking.
Ward Against Harm: You create a magical ward at your current location, giving all allies in a 20 foot radius extra protection against fire damage and melee damage.
Water Trident: You conjure a watery trident and fire it at your foe. If it strikes a moving foe, he is knocked down
Energy Storage: Basic Skills
Aura of Restoration: With arcane words, you cast a healing Aura of Restoration on yourself that heals you each time you cast a spell.
Elites
Ether Prodigy: You loose all enchantments currently set on you. For the next few seconds, you gain energy regeneration. When this spell expires you tae two damage for every point of energy you have.
Ether Renewal: You utter arcane words and for the next few seconds you gain energy and health for each enchantment on you.
Elementalist General: Basic Skills
Glyph of Concentration: You draw a Glyph in the air with your (insert weapon here), wich protects your next skill from being interrupted and ignores the effects of being dazed.
Glyph of Elemental Power: You draw a Glyph in the air with your (insert weapon here), which boosts your elemental attributes for your next spell.
Glyph of Lesser Energy: You draw a Glyph in the air with your (insert weapon here), which decreases the energy needed for your next spell.
Glyph of Sacrifice: You draw a Glyph in the air with your (insert weapon here), which allows you next skill to be cast instantly, but gives it a longer recharge time.
Elites
Elementak Attunement: You set forth a prayer to the Old Gods, asking them to attune you to all the elements.
Glyph of Elergy: You draw a Glyph in the air with your (insert weapon here), which eliminates twenty energy from the cost of your next skill, and eliminates exhaustion.
Glyph of Renewal: You draw a Glyph in the air with your (insert weapon here), which recharges your next skill instantly.
MESMER
Domination Magic: Basic Skills
Arcane Theivery: You concentrate on your foe, stealing a spell from their memory and replacing Arcane Therivery with that skill.
Backfire: You hex your traget, so that whenever they cast any kind of spell for the next few seconds, they take damage.
Blackout: You touch your target, disabling all their skills, and disabiling your own skills for a few seconds.
Chaos Storm: With arcane words, you create a Chaos Storm at your foe's location. For the next few seconds, all enemies near this location take chaos damage and are drained of energy when casting spells.
Cry of Frustration: You shout something random at your target, interrupting that foe's, and all adjacent foe's, actions.
Diversion: You hex target foe so if they use a skill in the next few seconds, that foe sees something that causes his skill to recharge slower.
Empathy: You hex your foe, so that, for the next few seconds, they take damage whenever they attack.
Energy Burn: You recite a few arcane words and drain energy from your target, making them take damage for each point of their energy that was lost.
Guilt: You hex your foe so that for the next few second, if your target casts an offensuve spell, that spell fails to complete, and you take some energy from them.
Hex Breaker: You stand in your defnsive stance, and the next time you are he target of a hex, while in this stance, that hex is reflected.
Ignorance: You hex your foe, so that for the next few seconds, your target cannot enable the use of signet rings.
Mind Wrack: You hex your foe, so that for the next few seconds, if their energy is completely drained, that foe takes damage.
Power Leak: Strange images flow through your target's mind, interrupting it's spell, and draining some of their energy.
Power Spike: see "Power Leak"
Shame: You hex your foe so that for the next few seconds, if a spell is cast on an ally, that spell fails and you steal energy from that foe.
Shatter Delusions: You say some arcane words and lift one Mesmer hex from your foe, making that foe take damage.
Shatter Enchantment: You recite an ancient spell and lift one enchantment from your foe and that foe takes damage.
Shatter Hex: Remove one hex from an ally. Foes near that ally take damage.
Signet of Wariness: You draw a Signet in the air with your (insert weapon here) and drain energy from all nearby foes.
Wastrel's Worry: You hex your foe with emotional worry, making them take damage after a few seconds, but this hex ends if your target uses a skill.
Elites
Energy Surge: You recite a few arcane words and drain energy from your target, making them, and adjacent foes, take damage for each point of their energy that was lost.
Panic: You hex your foe, so that they suffer energy degeneration, and cannot enable the use of signet rings.
Power Block: Arcane images interrupt your target's spell. All skills in the attribute of the interrupted spell are disabled for that foe.
Illusion Magic: Basic Skills
Arcane Conundrum: You wave an ancient wand over your target. The vibrations from this wand cause your target to take twice as long to remember incantations.
Clumsiness: Your foe begins to fall unaware of his surroundings, making him clumsy. When he attempts an attack, he trips, and is interrupted.
Conjure Phantasm: Your foe is haunted by a phantom, which slowly drains his health.
Distortion: You take on a stance which distorts your foe's vision, causing him to be slower and you evede attacks.
Etheral Burden: Foe's strength suddenly drops, causing him to move much more slowly. When their strength returns, you take on energy.
Fragility: Whenever your foe recovers from a condition, their strength backfires, causing them to stumble.
Illusion of Haste: Your foe imagines that you have been suddenly healed of your cripple. After a moment, however, this image is taken, and you are crippled once again.
Illusion of Weakness: You sacrifice your own health to draw a foe into a false security. Once you have them lulled into believing you are almost dead, your health suddenly comes back.
Imagined Burden: Your foe imagines that they are carrying more weight than they are, and move half as fast.
Phantom Pain: A phantom suddenly haunts your foe, causing their health to degenerate. When this phantom leaves your foe, he rips into his flesh, causing a deep wound.
Soothing Images: A string of happy memories runs through your foe's mind, causing his adrenaline level to become stationary.
Simpathetic Visage: When an ally is hit by a Warrior, all of your adjacent foes are suddenly struck with simpathy for them and stop their adrenaline rush.
Elites
Crippling Anguish: Your foe is suddenly overcome with anguish, and does not have barely the ability to walk.
Fevered Dreams: Your foe goes into a dreamlike state, and when he is infected with a condition, gives his adjacent allies the same condition.
Illusionary Weaponry: You lull your foe into an illusion, in which you slash at him repeatedly. When your foe comes out of the illusion, he finds that you ahve done no damage to him, and yet he suffered horrendously.
Ineptitude: You hex your foe so in the event of an attack, he becomes blinded.
Migrane: Your foe suffers from an intense migrane, and his health degenerates. In the event that he attempts to cast a spell, that spell takes twice as long to cast.
Plommon
well as impressed I am at this list I still think its pretty meaningless seeing as nearly every fansite has an even better list :/
chris_nin00
Quote:
Originally Posted by Plommon
well as impressed I am at this list I still think its pretty meaningless seeing as nearly every fansite has an even better list :/
Nearly every Guild Wars fansite, with guid wars skills, has a better list?
Show me please. Really
Show me please. Really
Storm Crow
Quote:
Originally Posted by Plommon
point and case.
Synapse
Please do mesmer! I was wondering how to explain certain skills.
@ Plommon: pwned!
@ Plommon: pwned!
Storm Crow
Quote:
Originally Posted by Synapse
Please do mesmer! I was wondering how to explain certain skills.
@ Plommon: pwned! I will work on the mesmer next, I'm finishing up Ele now. Expect Mesmer tomorrow by noon
@ Plommon: pwned! I will work on the mesmer next, I'm finishing up Ele now. Expect Mesmer tomorrow by noon
Alexmb7
I'll just say this, it's a great idea but please take the time to reread and revise when you can. Towards the end it's less of a roleplay and more of just saying what would happend, for example
Ward Against Melee: You create a magical ward at your current location, giving all allies in a 20 foot radius extra protection against melee damage.
thats more of the definition guild wars gives than a role play definition.
You could say
Ward Against Melee: You focus on the foe near you, dive into a pool of energy within you and form a small magical bulb. It's faint glow ripples through the air and each weapon within its radius is blunted.
Ward Against Melee: You create a magical ward at your current location, giving all allies in a 20 foot radius extra protection against melee damage.
thats more of the definition guild wars gives than a role play definition.
You could say
Ward Against Melee: You focus on the foe near you, dive into a pool of energy within you and form a small magical bulb. It's faint glow ripples through the air and each weapon within its radius is blunted.
Storm Crow
uhh..okay
It was supposed to be more general, and people were to be able to play around with the definition, to make it fit their situation, but that's a good idea!
note: mesmer skills are going to be almost the exact same as game descriptions; they can't be changed much
It was supposed to be more general, and people were to be able to play around with the definition, to make it fit their situation, but that's a good idea!
note: mesmer skills are going to be almost the exact same as game descriptions; they can't be changed much
Shimus DarkRaven
As helpful as this is, I do give you two thumbs up Storm, but sometimes how others describe skills in roleplay sometimes may not suit your list, because each player has their own way of doing things =)
I applaud your effort, and probably will use some of what you've set down, but for the most time, I like describing skills how I think they'd work in Roleplay. Again, handshake for effort.
Keep it up! =)
--The Shim
I applaud your effort, and probably will use some of what you've set down, but for the most time, I like describing skills how I think they'd work in Roleplay. Again, handshake for effort.
Keep it up! =)
--The Shim
Storm Crow
I thank you all for your input on this, and I'll finish up at least Mesmer today just for you Synapse!
peterwestonc
Necro...? :P
Synapse
Quote:
Originally Posted by Storm Crow
I thank you all for your input on this, and I'll finish up at least Mesmer today just for you Synapse!
thank you! *hug*
edit: *takes back hug, /pout*
edit: *takes back hug, /pout*
Symeon
Stormy, you should write some more on this, it's good stuff.
antialias02
It's a nice guide for people who otherwise can't think of anything, but after reading a lot of them through - especially the Mesmer skills - I have to say that I'd prefer my own way of going about describing skills in a roleplay. Still, interesting resource.
Synapse
I apologize to you Stormy for thinking you had abondonded this project...I kept looking for a new post from you regarding the mesmer skills and finally, seeing none (after you promised) I took back my hug. Now I just saw that you have edited your original (duh) and the mesmer stuff has been there for days......*sigh, wanders away to slit wrists*
Retribution X
this is cool.
*Bangs around with HB*
KUTGW this weekend! i wanna see assassain!
*Bangs around with HB*
KUTGW this weekend! i wanna see assassain!
Ristaron
Good job Stormy, I'm curious to see how you will do Hamstring. I personally would not have Hamstring curable unless something like an unguent was applied to it, or a monk mended it. Otherwise other heal spells seem more vitality in general when looking at them from a roleplay perspective - to which Hamstring is almost incompatible.
Of course, the actual hamstringing doesn't have to succeed, but it can be attempted.
*anxiously waiting... keep up the good work*
Of course, the actual hamstringing doesn't have to succeed, but it can be attempted.
*anxiously waiting... keep up the good work*
silentmessiah
People should have some freedom with how they roleplay, as long as they don't constrict other people's roleplay. When playing a ranger for instance, for spells he scribbles down incantations into the ground, water, sand, snow, whatever, before using his weapons.
silentmessiah
Sorry, I don't mean to say that isn't good. It's a great list and a great reference, I'd be curious to see what you would come up with for monk and mesmer, warrior mostly would be self-explanatory but if you can come up for a list for that too that's great.
antialias02
I agree with you. People should be free to roleplay a skill however they feel they want to. This is a good guideline for people who can't think of anything else, but some of the skills listed here - especially a majority of the Mesmer skills - are simply verbatim from the game.
And if you don't know how a fireball or meteor shower might get cast.. well... perhaps this guide is definitey for you. ^^;; Some of them are self explanatory, though this is indeed a noble undertaking.
And if you don't know how a fireball or meteor shower might get cast.. well... perhaps this guide is definitey for you. ^^;; Some of them are self explanatory, though this is indeed a noble undertaking.
Goats17
I agree, this is a good idea. You can just look at this guide and then try to tweak it a little in your own mind. it is great training wheels for others to try their own descriptions.
d3kst3r
Although I like the idea of this thread, I think it's a bit too much stating the obvious. What we need is more of like a description of each spell if it were to be done in a real-life situation. This way it would greatly help the fiction writers.
For instance:
Illusionary Weaponry:
The Victim watched in terrible fear and agony as he saw the blade cut through his flesh like a hot knife through butter. Sweat gleamed on his forehead and pain filled his entire being with dread as the Mesmer swung the blade again and again.
He blinked and all of a sudden all his wounds were gone as though he were untouched. The Mesmer looked up and smiled at him.
"The power of illusion," grimaced the Mesmer. "It was all in your mind."
"But it felt so real!" replied the Victim. "The blade! The blood! My flesh!"
"What? This old blade?" replied the Mesmer showing him the old dented and blunt sword that looked centuries old. "This couldn't cut through paper."
For instance:
Illusionary Weaponry:
The Victim watched in terrible fear and agony as he saw the blade cut through his flesh like a hot knife through butter. Sweat gleamed on his forehead and pain filled his entire being with dread as the Mesmer swung the blade again and again.
He blinked and all of a sudden all his wounds were gone as though he were untouched. The Mesmer looked up and smiled at him.
"The power of illusion," grimaced the Mesmer. "It was all in your mind."
"But it felt so real!" replied the Victim. "The blade! The blood! My flesh!"
"What? This old blade?" replied the Mesmer showing him the old dented and blunt sword that looked centuries old. "This couldn't cut through paper."