Spells
Spells Attr /4
NameShow Full Descriptions
IDspells27
IconArt/2DArt/SkillIcons/passives/damagespells.png
PassiveSkillsHash31517
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Spells
Spells Attr /4
NameShow Full Descriptions
IDspells28
IconArt/2DArt/SkillIcons/passives/damagespells.png
PassiveSkillsHash11722
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: false isRoyale: false
Spells
Spells Attr /4
NameShow Full Descriptions
IDspells29_
IconArt/2DArt/SkillIcons/passives/damagespells.png
PassiveSkillsHash62431
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: false isRoyale: false
Spells
Spells Attr /4
NameShow Full Descriptions
IDspells41_
IconArt/2DArt/SkillIcons/passives/damagespells.png
PassiveSkillsHash23703
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: false isRoyale: false
Spells
Spells Attr /4
NameShow Full Descriptions
IDspells42_
IconArt/2DArt/SkillIcons/passives/damagespells.png
PassiveSkillsHash57930
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: false isRoyale: false
Spell Ref /99
Spells
Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.

Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
Grants Skill: Level 1 Mana Drain
+(10–20) to maximum Mana
+(1–3) to Level of all Spell Skills
(5–10)% increased Cast Speed
Leeches 1% of maximum Life when you Cast a Spell
+(10–20) to maximum Energy Shield
(20–40)% increased Spell Damage
+(5–10) to Intelligence
20% chance for Energy Shield Recharge to start when you Kill an Enemy
Grants Skill: Firebolt
Grants Skill: Ember Fusillade
(60–80)% increased Spell Damage
Gain (5–10) Life per Enemy Killed
25% increased Mana Regeneration Rate
Trigger Ember Fusillade Skill on casting a Spell
Grants Skill: Level 1 Bone Blast
(80–100)% increased Spell Damage
Gain (10–15) Life per Enemy Killed
25% chance to inflict Bleeding on Hit
25% of Spell Mana Cost Converted to Life Cost
Grants Skill: Level 5 Volatile Dead
(80–100)% increased Spell Damage
(30–50)% increased Critical Hit Chance for Spells
Gain (10–15) Mana per Enemy Killed
25% chance to not destroy Corpses when Consuming Corpses
(50–100)% increased Energy Shield
+(100–150) to maximum Life
5% of Spell Damage Leeched as Life
Skills gain a Base Life Cost equal to 50% of Base Mana Cost
(50–70)% increased Energy Shield
(30–40)% increased Mana Regeneration Rate
20% increased Light Radius
(8–12)% increased Spell Damage per 10 Spirit
+(20–30) to maximum Energy Shield
(60–80)% increased Spell Damage
+(7–13)% to Chaos Resistance
Critical Hits with Spells apply (3–5) Stacks of Critical Weakness
+(40–60) to maximum Energy Shield
+(80–120) to maximum Life
(6–12)% increased Cast Speed
Sacrifice (5–15)% of Life to gain that much Energy Shield when you Cast a Spell
+(20–30) to maximum Mana
(30–50)% increased Critical Hit Chance for Spells
(30–50)% increased Critical Spell Damage Bonus
+(13–17)% to Chaos Resistance
10% increased Mana Cost of Skills
Grants Skill: Level 5 Malice
(30–50)% increased Spirit
+(40–60) to maximum Mana
(20–30)% increased Mana Regeneration Rate
When a Party Member in your Presence Casts a Spell, you
Sacrifice 20% of Mana and they Leech that Mana
Grants Skill: Parry
+(60–80) to maximum Mana
+(10–15)% to all Elemental Resistances
20% increased Accuracy Rating
Parried enemies take more Spell Damage instead of more Attack Damage
100% increased Parried Debuff Duration
parry skill art variation from item [2]
Grants Skill: Level 7 Sigil of Power
(80–120)% increased Spell Damage
(10–20)% increased Cast Speed
+(5–10)% to all Elemental Resistances
20% increased Light Radius
Spells fire 4 additional Projectiles
Spells fire Projectiles in a circle
Grants Skill: Chaos Bolt
(60–100)% increased Spell Damage
+(60–100) to maximum Mana
+(7–13)% to Chaos Resistance
Spells have a 25% chance to inflict Withered for 4 seconds on Hit
+(20–30) to maximum Energy Shield
100% increased Spell Damage
(15–25)% reduced Cast Speed
+(10–15) to Intelligence
(7–10)% increased Cast Speed
(20–30)% increased Spell Damage
(10–15)% increased Cast Speed
Left ring slot: Projectiles from Spells cannot Chain
Left ring slot: Projectiles from Spells Fork
Right ring slot: Projectiles from Spells Chain +1 times
Right ring slot: Projectiles from Spells cannot Fork
+(20–25) to Evasion Rating
+(10–15) to maximum Energy Shield
(20–40)% increased Critical Hit Chance for Spells
+(10–20) to Strength
+(10–20) to Intelligence
(60–100)% increased Energy Shield
+(60–100) to maximum Life
Non-Channelling Spells cost an additional 6% of your maximum Life
Non-Channelling Spells have 5% increased Critical Hit Chance per 100 maximum Life
Non-Channelling Spells deal 10% increased Damage per 100 maximum Life
(60–100)% increased Energy Shield
+(80–120) to maximum Mana
(35–50)% increased Cost of Skills for each 200 total Mana Spent Recently
(35–50)% increased Spell damage for each 200 total Mana you have Spent Recently
Mana Recovery other than Regeneration cannot Recover Mana
(100–140)% increased Energy Shield
+(150–200) to Accuracy Rating
+(10–15) to all Attributes
Increases and Reductions to Spell damage also apply to Attacks
+(75–150) to maximum Energy Shield
(60–100)% increased Spell Damage
+(80–100) to maximum Mana
15% reduced Cast Speed
Take (25–100)% of Mana Costs you pay for Skills as Physical Damage
Grants Skill: Level 9 Decompose
(80–100)% increased Spell Damage
(10–20)% increased Cast Speed
Lose 10 Life per Enemy Killed
(30–50)% increased Mana Regeneration Rate
+4 to Level of [Random Curse] Skills
Supports Spells, causing them to cast faster.
Supports Spells that affect an area around you or a target location. Supported Spells echo, causing their effects to happen again after a short delay. Cannot support Channelling skills Remote skills or skills which are Triggered.
Supports Spells that Hit enemies, boosting their damage but preventing them from dealing Critical Hits.
Supports Spells you cast yourself, tracking the mana you spend to cast them. Spending enough mana grants a burst of Mana Regeneration and Cast Speed.
Supports Spells you cast yourself, making their effect reoccur when cast. Cannot support Channelling Skills or Skills with a Cooldown.
Supports any Spell that Hits enemies, causing it to consume Elemental Ailments on hit to trigger an Elemental Discharge. Cannot support the skills of Minions.
Supports any Spell that Hits enemies, causing it to trigger a Mana Flare on Critical Hit. The Mana Flare consumes your Mana to deal Fire damage. Cannot support the skills of Minions.
Supports Spells that deal non-Ailment damage over time, causing them to have a shorter duration but deal substantially more damage over time with Debuffs inflicted against enemies on full life.
Supports Spells that deal non-Ailment damage over time, causing them to consume Ailments on enemies it applies damage over time Debuffs to in order to deal substantially more damage over time.
Supports Spells that deal non-Ailment Chaos damage over time. Enemies taking damage over time from Debuffs caused by supported skills will suffer Freeze build up from Chaos damage Hits from any source. Does not Support Skills used by Minions.
Supports Spells that deal non-Ailment Chaos damage over time, causing damage over time they inflict to also Hinder enemies. Does not Support Skills used by Minions.
Supports Spells that affect an area around you or a target location, causing those Spells to also target additional areas on either side of the target area, along a randomly chosen axis. Cannot support Channelling skills or Remote skills.
Supports Spell Skills that Hit Enemies and you cast yourself, boosting Damage at the cost of Cast Speed.
Supports Spell Skills that fire Projectiles. Supported Skills have a chance to fire many additional Projectiles in a circle.
Supports Spell Skills which cause Damaging Hits. Using supported Spells will cause you to Sacrifice a portion of your Life on use, gaining extra Chaos Damage in exchange. Does not support Persistent Skills, Minion Skills, or Triggered Skills.
Supports Spell Skills. Supported Skills deal more damage while you are above 90% of your Maximum Mana. Does not Support Skills used by Minions.
Supports Spell Skills you use yourself. While using Supported Skills, a percentage of Damage taken is Recouped as Mana, with the percentage scaling higher the longer the Cast time of the Supported Skill. Cannot Support Channelling Skills.
Supports Persistent Buff Skills, causing you to deal increased Spell Damage while on full Energy Shield while the Supported Skill is active.
While active, conjures an icy barrier that gains stages over time. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.
Afflict a single enemy with a Debuff that deals Chaos damage over time. If the enemy dies while affected by Contagion, it and all other Chaos damage over time Debuffs spread to nearby enemies and refresh their durations. Reanimating or detonating a corpse affected by Contagion will cause the Minion or explosion to spread Contagion on hit.
Fire a Projectile that applies a powerful Chaos damage over time debuff to enemies it hits.
Fire a Piercing Projectile that seeks out enemies. Enemies hit are inflicted with a Debuff that Hinders them and deals Chaos damage over time for a short duration.
Place a Sigil on the ground, providing a powerful Spell Damage Buff to you and Allies while standing in it. The Buff becomes more powerful the more mana you spend while standing in the Sigil.
Create a storm of arcane energies that Empowers your Mana-costing Spells while you remain inside it. Maintaining the storm constantly drains your Mana, and each Spell you cast causes it to drain faster. The storm will dissipate when you exit it or run out of Mana.
Infuse yourself with temporal magic for a short duration, Empowering the next Spell you cast to repeat multiple times. Cannot Empower Channelling Skills or Skills with a Cooldown.
While active, gains Energy when you Shock enemies and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Freeze enemies and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Critically Hit enemies and triggers socketed Spells on reaching maximum Energy.
Channel to conjure a swarm of bone spikes in the air, then release to fire them at enemies and explode. Shrapnel Impales Enemies Hit, causing subsequent Attack Hits against those targets to deal extra Damage. Consumes your Power Charges to cause much larger explosions.
While active, Fire Spells you use yourself will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them. Enemies will not directly engage these Minions, and can pass through them.
Mark a Corpse with a profane rune, dealing Chaos damage over time to nearby enemies. When the ritual is complete the Corpse is consumed and you gain a Power Charge.
Skewer a Skeleton on a bone spike, granting you a powerful Spell damage Buff as long as the spike remains. Does not affect your Minions. The bone spike is itself a Minion. If it dies, the effect ends immediately.
While active, gains Energy when one of your Persistent Minions is Killed, and triggers socketed Spells upon reaching maximum Energy. Very underlevelled Minions will incur an Energy generation penalty. Cannot socket Spells which create Minions.
While active, replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
While active, causes your Non-Channelling Spells to cost additional mana and deal extra Lightning damage, both based on your maximum Mana.
Expel your own blood as Chaining blood tendrils in a cone in front of you. Enemies hit by the tendrils take Physical damage and are inflicted with a Debuff that deals Physical damage over time.
While active, gains Energy when your Energy Shield is damaged by Enemy Hits. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
While active, gains Energy when you dodge roll and triggers socketed spells on reaching maximum Energy.
While active, passively leaves afterimages of your recent past. Cast the Spell to return to the oldest afterimage, teleporting to that location and resetting your Life, Mana and Energy Shield to the values they had at the time.
Shapeshift into a demon, vastly boosting the power of your Spells. You gain Demonflame every second you remain in demon form, causing your Life to be lost at an ever-increasing rate. Maximum 10 Demonflame. Revert to human form if you reach 1 Life, use a Skill that isn't a Spell, or reactivate this Skill.
While active, gains Energy when you Freeze, Shock or Ignite an enemy. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
While active, replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
While active, gains Energy when you kill an enemy with a Melee Attack. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
While active, gains Energy when you Block and triggers socketed Spells on reaching maximum Energy.
While active, gains Energy when you Hit enemies with Melee Attacks and triggers socketed Fire spells on reaching maximum Energy.
Infuse yourself with temporal magic for a short duration, Empowering the next Spell you cast to repeat multiple times. Cannot Empower Channelling Skills or Skills with a Cooldown.
25% increased Spell Damage while on Full Energy Shield
75% increased Energy Shield from Equipped Focus
15% reduced Spell Damage
6% increased Cast Speed for each different Non-Instant Spell you've Cast Recently
4% increased Cast Speed for each different Non-Instant Spell you've Cast Recently
20% increased Spell Damage
20% increased Skill Effect Duration
30% increased Spell Damage
5% reduced Cast Speed
32% increased Spell Damage while wielding a Melee Weapon
+10 to Dexterity
18% increased Fire Damage
30% increased chance to Ignite
Witch: 15% increased Critical Hit Chance for Spells
Witch: 18% increased Physical Damage
Break Armour on Critical Hit with Spells equal to 10% of Physical Damage dealt
10% chance to inflict Bleeding on Hit
20% increased Physical Damage
3% increased Spell Damage per 100 maximum Mana
Recover 3% of maximum Mana when you Invoke a Spell
Triggered Spells deal 45% increased Spell Damage
10% reduced Spell Area Damage
Spell Skills have 30% increased Area of Effect
Area Skills have 20% chance to Knock Enemies Back on Hit
20% increased Spell Area Damage
Final Repeat of Spells has 40% increased Area of Effect
Spell Skills have 20% increased Area of Effect
35% increased Spell Area Damage
Spell Skills have 10% reduced Area of Effect
20% reduced Projectile Speed for Spell Skills
20% increased Projectile Speed for Spell Skills
12% chance for Spell Skills to fire 2 additional Projectiles
20% increased Spell Damage
Witch: 16% increased Spell Damage
Witch: Minions deal 16% increased Damage
Witch: +10 to Intelligence
16% increased Critical Hit Chance for Spells
8% increased Cast Speed if you've dealt a Critical Hit Recently
15% increased Critical Hit Chance for Spells
15% increased Spell Damage if you've dealt a Critical Hit Recently
25% increased Critical Hit Chance for Spells
Hits have 25% reduced Critical Hit Chance against you
30% increased Attack Damage if you've Cast a Spell Recently
10% increased Cast Speed if you've Attacked Recently
Ascendancy: Blood Mage
Character: Witch
Base Critical Hit Chance for Spells is 15%
Ascendancy: Blood Mage
Character: Witch
10% of Spell Damage Leeched as Life
Ascendancy: Lich
Character: Witch
Non-Channelling Spells consume a Power Charge if able to deal 25% more Damage
Ascendancy: Lich
Character: Witch
Non-Channelling Spells cost an additional 3% of maximum Energy Shield
Non-Channelling Spells deal 30% more Damage
Spending Energy Shield does not interrupt Recharge
Ascendancy: Stormweaver
Character: Sorceress
Grants Skill: Elemental Storm
Trigger Elemental Storm on Critical Hit with Spells
100% increased chance for Essences found in your Maps to add Caster modifiers
100% increased chance for Essences found in your Maps to add Cold modifiers
100% increased chance for Essences found in your Maps to add Fire modifiers
100% increased chance for Essences found in your Maps to add Lightning modifiers
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