Shaman Spells

 

This section does not have a complete listing of all spells or abilities that are available.


Purge (Dispel) - Removes one or two magic effect, depending on the rank. Use this if the enemy has some kind of buff on. Once it's removed, the enemy will be weaker and easier to kill.

Far Sight - Changes the caster's viewpoint to the targeted location. This spell is useful for scouting and for looking for certain NPCs.

 

Flame Shock - Instantly sears the target with fire for X fire damage and also causes damage over time.

 

Flametongue Weapon - Imbue the shaman's weapon with fire. Each hit causes X to Y additional fire damage, based on the speed of the weapon. Slower weapons cause more fire damage per swing. Lasts for Z minutes.

 

Frost Shock - An instant cast spell which causes X to Y frost damage and slowing movement speed to 50% of normal for 8 seconds.

Frostbrand Weapon - Chance of causing additional frost damage and slowing the target's movement speed to 75%.

This ability is great to use in addition to the Earthbind Totem against monsters that are going to run.


Healing Wave - Heals a friendly target for X to Y.

Chain Heal - Heals a friendly target for X to Y, then jumps to heal additional nearby targets. Each jump reduces the effectiveness of the heal by 50%. Heals 3 total targets. After the initial target is healed, the healing effect will jump to the most damaged target (by absolute health) within range. In addition, if a raid member is the initial target it will look for valid raid targets to jump to rather than non-raid targets as a priority, making it consistent with group targeted Chain Heals.

 

Lightning Bolt - Casts a bolt of lightning at the target for X to Y Nature damage. The amount of damage dealt can be increased through a talent.

Chain Lighting - Casts a bolt of lightning at the target for X to Y Nature damage which then jumps to up to 2 additional enemies. Each jump reduces the damage dealt by 30%. The amount of damage dealt can be increased through a talent.

Lightning Shield - A chance the attacker will be struck for damage. This expends one of three charges. This ability is useful for protection and additional damage.

Earth Shock - An instant cast spell which causes X nature damage, interrupts spellcasing and also prevents spells from that school from being cast for two seconds. This ability causes additional threat.

Rockbiter Weapon - Imbue the shaman's weapon, increasing damage by X when using that weapon. Lasts for Y minutes. This ability causes additional threat.

 

Other Spells
Water Breathing - This is useful if you're fighting for extended periods of time under water or just for fun and exploration. You can cast this on other players too! This ability requires a reagent.

Water Walking - Allows the friendly target to walk across the water for X min. Any damage will cancel the effect.


There are other cool abilities at higher levels.


Especially Cool Abilities
Ghost Wolf
This allows you to transform into a wolf and run faster. You cannot cast spells or do many other things as a Ghost Wolf such as ride air mounts. When in Ghost Wolf form, the shaman is considered a Beast. Ghost Wolf is only useable outdoors.

Reincarnation: Reincarnation is a passive ability that will give you to option of letting you resurrect yourself once every hour upon death. The cooldown of this ability can be reduced through a talent.

Astral Recall: The shaman can use this spell to return to the Home Point. This is useful for many applications such as selling, turning in quests, meeting up with people, and more.

Ancestral Spirit: Resurrects players. This is an invaluable ability that is required often and is greatly appreciated in a party. This ability cannot be used in combat.