Creates a Fire Pillar trap effect on the targeted cell. Tripped when any monster (or player in a PvP area) walks over it. When tripped, the trap delivers Fire property damage equal to (50+MATK/5)*(2+SkillLV) on a 3x3 area around the tripped cell. This damage ignores MDEF and INT. While the target is taking damage from Fire Pillar, it will not be able to move until all the hits have been dealt (0.2*Hits sec). You can not have more than 5 Pillars active at any time.
Hits the target area with a strong lightning attack that does 4 sets of hits with 10 hits each set (total 40 hits) and each hit doing (8+(2*SkillLV))% MATK damage. It also has a (4*SkillLV)% chance to blind the targets.
Hits the target up to LV*LV-1 times with a Water elemental attack of (100+30*SkillLV)% MATK. You must stand on water or on a Deluge (Sage skill) cell to successfully use this spell. The damage for each hit is calculated individually and the damage numbers do not show as adding up, also casting Lex Aeterna (Priest Skill) on the target will only affect the first hit. This is the strongest single target spell in-game. The number of water balls that you are actually able cast also depends on the amount of water you are standing in. In any given X by X grid, the game determines that you are surrounded by (X*X)-1 cells. So, at level 4/5 Waterball, you can cast up to (5*5)-1, or 24 water balls. However, if you're only standing in a 3x3 pool, you will only cast 8 water balls. If you're standing in a freaky grid (like a partially-used Deluge), the number of balls cast is equal to the number of water-occupied cells in your grid, so if you're in a cell like this:
O = empty X = water * = player
OOOOO OOOOO XX*XX OOOOO OOOOO
You'll only cast 4 water balls with level 4/5. With level 2/3, you'll only cast 2 water balls, since only 2 are in the 3x3 grid surrounding you.
This is particularly useful to keep in mind when you're with a Deluge Sage, since Waterball uses up the Deluge cells. You can determine which cells are used by how you stand in the cast area (every cast will wipe out the respective grid section around you, centered on you), and maximize the effectiveness of the water ball spells you cast.
Creates a row of 5 Ice Wall cells perpendicular to the line between the caster and the target cell and centered on the target cell. An Ice Wall cell cannot be entered, but it may be attacked. Ice Wall cells have 200+200*SkillLV HP that lowers at a rate of 50 per second until it reaches 0 and then the wall disappears. If the wall is attacked the HP also lower by the damage dealt to the wall. You can not have more than 5 Ice Walls active at the same time.
Cannot be used in GvG maps
Cannot be used in Battleground maps
Cannot be used in WoE:TE castles
Cannot be used in Aldebaran Turbo Track
Cannot be used in Endless Tower, Orc's Memory Dungeon or Nidhoggur's Nest
Hits every enemy in a 5x5 area around the Caster with a Water Element frost attack. The freeze chance is higher than of Frost Diver (33+5*SkillLV %). The magic damage to each target is 66+7*SkillLV %, but if a monster is frozen it won't receive damage. The caster is of course immune to his/her own Frost Nova.
Summons an icy Water Element storm that hits targets in the area of effect every 0.5 seconds (for damage per hit see below) and pushes them around randomly. Monsters hit 3 times will freeze and not receive further hits, except undead and MVP which won't be frozen and thus will receive more hits. The maximum number of possible hits is 10. Damage per hit is (100+40*SkillLV)% MATK
Brings up a window with information about the targeted monster such as HP, element, level, etc at the time the spell is cast. Party members also see this window.
Sight Blaster[Quest Skill][Skill can hit trap-type skill](Skill ID# 1006)
Fire Property, Magic
Around the caster
[Pre-Renewal: 2 sec] [Renewal: 1.28 sec]
Fixed Cast Time
0.32 sec (Renewal only)
Summons a fireball that circles around you and hits enemies attempting to attack you at close range. When an enemy steps next to you, he will be hit by a MATK Fire Element attack and pushed back. The Fireball disappears after hitting an enemy.