Unleash a Nova of Lightning damage to Electrocute enemies. Enemies close to you take no damage while enemies at the edge of the ring take significantly more damage. Enemies Hit can be Electrocuted by all Lightning damage for a short duration.
Target an enemy to either teleport inside the target's body if they are under the Cull threshold, causing it to violently explode, or to apply a Debuff to them, which will cause the same effect if that enemy falls under the Cull threshold during its duration. Can also be used on Ball Lightning Projectiles. On teleport, the target is destroyed, and the explosion deals Lightning damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked Ground. Creates a LightningInfusion on successful use. Highlights enemies that can be Culled.
While active, taking Lightning damage builds up charge on you. Reaching full charge expends all charge to Trigger this skill, creating a Chaining lightning bolt that arcs to nearby enemies.
Supports Spells you cast yourself, making their effect reoccur up to five times when cast, but giving them a moderate Cooldown. Cannot support Channelling Skills.
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.
Conjure a horrific skull rising from the lightless depths to bite your enemies dealing high damage at target location and leaving Withering Ground in its wake. Targeting close to you will cause you to jump back as you cast.
[DNT] Conjure a field of hazardous mushrooms that explode when enemies make contact. The explosion deals Physical damage and leaves a degen field that deals Chaos damage over time to enemies that enter the space.
Conjure a thunderstorm which causes lightning strikes and torrential rain in an area. Enemies in the area are Drenched, causing them to become Shocked or Frozen more easily. Plants in the area become Overgrown.
[DNT-UNUSED] Fire a coil of intertwined Chaos and Physical energy at the target. The Coil splits when hitting a target and always Chains when hitting Curses foes.
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 AttackHits against those targets to deal extra damage. Consumes your Power Charges to cause much larger explosions.
Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies. Raising a new ring of spikes destroys the previous one.
Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an InfusionRemnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
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.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a LightningInfusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
Send out a temporal Nova to take advantage of enemies' moment of vulnerability. Hitting enemies that are Primed for Stun, Electrocution, or Freeze causes a visage of them to appear, lasting as long as the original target would have been affected by the form of Immobilisation used to create the visage. A portion of the damage dealt to visages is also dealt to the original.
Release a large wave that stops time for all affected enemies for a duration. Duration is lower the more times the enemy has had time stopped for them.
Supports Skills which can Hit enemies. Shocking an enemy with Supported Skills Triggers Static Shocks, causing that enemy to become a source of Lightning damage sending pulses towards nearby enemies.
Curse all targets in an area after a short delay, causing a portion of Damage they take from Hits to be tracked by the Curse debuff. When the debuff's duration expires, they take that tracked damage again, all at once.
Conjures a rootbound fissure that crawls forward, damaging enemies in its path. While the fissure persists, vines lash out from it and attach to nearby enemies, damaging and Slowing them.
Conjure a hail of icy bolts over the targeted area. Chill and Freeze on enemies in front of you are Consumed to fuel the Icestorm by creating improved bolts.
Spur the growth of huge vines, which emerge randomly within the target area. The vines crash to the ground then retreat, targeting nearby enemies if possible.
Supports Skills that which Hit enemies. When Supported Skills Shock an enemy that is nearby other Shocked enemies, trigger Electromagnetism, sucking in nearby enemies, Hindering them, and dealing Lightning damage at an interval.
[DNT] Supports Spells you use yourself which Hit enemies. On Critical Hit with supported Spells, Trigger Atziri's Storm at the location of the nearest enemy.
Supports Spells which create Storms, increasing their Limit and causing them to move from the player towards the target location faster, but become less effective. Cannot Support Triggered Skills.
Conjure an abyssal scythe that sweeps across the targeted area, dealing Fire damage to enemies and ConsumingIgnite to create pillars of flame. Cannot be Triggered.
Consume a Power Charge when you cast a damaging Spell to trigger an Abyssal Apparition who will also cast that same Spell for you. Does not work with Channelling Spells, Spells with a Cooldown, Triggered Spells, Spells granted by items, or Spells which already consume a Power Charge. This Skill is not directly Supportable.
While active, a portion of the PhysicalAttack damage you deal is stored. Casting a Spell uses the stored damage to create a patch of Thorny Ground that deals Spell damage to moving enemies.
Build Glory by Hitting enemies with Elemental damage. When you have maximum Glory, you may become the walking Apocalypse for a duration, Triggering one of multiple powerful Elemental Skills at an interval while this Buff lasts.
Supports Curse Skills. Supported Curse Skills create areas which Curse enemies so long as they are within them. Cursed areas from Supported Skills gather power before erupting in a column of annihilating light after a moderate delay.