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Path of Exile
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Cold Snap

Damage isn't everything. Weavers of Magic often find themselves facing a difficult dilemma in combat: fight or flight. When the latter option is decided, nothing does a better job of ensuring safety than Cold Snap. With a snap of the fingers, the caster summons a clump of freezing ice crystals from the ground. These frosty shards stab upward at the targeted location, impaling and freezing anything they strike. Though the damage from Cold Snap is low, it is a powerful when employed against other players in combat.

Ice crystals protrude from the ground at target location. Monsters in this area take damage and become frozen.

Critical Weakness

Critical Weakness, while not terribly strong on its own, gets incredibly effective in the hands of the right player. A character heavily invested in increased Critical Chance will absolutely decimate their foes when they afflict them with this weakness. While it's not the most direct of curses, Critical Weakness stands among the best when utilized correctly.

Curses all targets in an area, making them more vulnerable to critical strikes.

Discharge

Blasting enemies with waves of frost and lightning isn't just a talent reserved for pure weavers of magic. With the Discharge skill, any combatant can channel accumulated charges into a swirling tower of seething energy. The composition of the blast varies depending on the type of charges consumed, dealing cold with Frenzy, fire from Endurance, and lightning from Power. Regardless of the charge type, surrounding foes are blown to bits.

Discharge all the character’s charges to deal elemental damage to all nearby monsters.

Elemental Weakness

A favorite of Witches and other masters of magic, the Elemental Weakness curse strips away resistances to cold, fire and lightning. Once afflicted by the curse, an enemy will suffer grievous harm from any elemental attack, even if they have natural resistances.

Curses all targets in an area, making them less resistant to elemental damage and giving elemental damage a chance burn, freeze, or shock.

Enfeeble

Not all curses are offensive. When the situation dictates it, a caster sometimes employs the Curse of Enfeeblement. This powerful spell saps the very strength from all targets in an area, draining them of vigor and causing their attacks to land with far less violence. Arena combatants have been driven nearly insane by this curse, with their weakened assaults unable to even pierce their enemy's energy shield. Enfeeble definitely shines when employed against fellow players.

Curses all targets in an area, making their attacks less effective.

Fireball

Tapping into the chaotic, hungry elemental force of fire, the caster sends a roaring ball of flame hurling at the target. This searing projectile flies unerringly outward, impacting with tremendous force, and burning not only the target, but adjacent foes as well. Skilled wielders of flame can ignite the enemy, causing them to burn for additional damage. A master of the fireball lays waste to all who beset him, reducing his enemies to cinders.

Unleashes a burning ball of fire towards a target.

Firestorm

Perhaps the most feared area effect skill in the Witch's arsenal, the mighty Firestorm skill is legendary for its power and cruelty. The incantation tears a rift in the heavens that showers a wide swath of ground in a rain of searing flames. These bolts pound down without mercy, burning everything they touch, then exploding violently to cause even more harm.

Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.

Freezing Pulse

Sometimes a spellcaster just needs crowd control. When beset by a hostile throng, masters of ice magic frequently employ the deadly Freezing Pulse. The spell pierces easily through the thickest hide and the toughest armor, spinning and freezing in an icy whirl until it impacts a distant target. The Pulse is at peak strength when it's cast, so it has the greatest effect on enemies that are right up next to the caster. Of course, these are also the enemies presenting the most threat, and they are left frozen solid or slain outright.

An icy projectile which has a chance to freeze enemies it passes through. The damage and freezing are highest up close.

Frost Wall

The Bandits drew closer and they were gaining confidence. The first few volleys of Fireballs had been more than enough to drive them away, killing several in the process. They retreated to the underbrush, where they regrouped and planned. Now they advanced again, shields up, safe in their great numbers. The Witch surveyed her opponents, wand resting lightly in hand, waiting for the right moment.

It came soon enough, for the Bandits raised their weapons aloft, and came on with a cry. Their blood lust overcame their caution, and the Witch made her move. She flicked her wand quickly, and at once a great wall of solid ice sprang up in the Bandit's path. They crashed into it full force, and before they could recover, three other towering walls rose around them, locking them in an icy prison. Smiling, the Witch conjured a roaring pillar of fire in the center of the freezing prison, and delighted in the shrieks of her trapped enemies roasting alive.

Creates a wall of ice which holds back enemies. Targets under the wall are damaged and pushed back.

Ice Nova

Reaching deep within, the caster of the mighty Ice Nova assaults surrounding enemies with a shivering blast of pure rime. The shock wave from this nova is often enough to slay outright, and those who survive the blast will be frozen, their very blood chilled solid. With precise use, a master weaver of frost can annihilate his enemies without suffering a scratch.

A chilling circle of ice expands from the caster.

Ice Spear

Harnessing the freezing might of the far North, the caster conjures a lance of razor sharp ice crystal, and launches it at a target. The Ice Spear pierces armor and flesh alike, rocketing towards an enemy and exploding in a blast of deadly rime. The blast will freeze the blood of its target, locking them in place for a substantial duration. Enemies pierced by the spear take significant damage, but will avoid the paralysis of the main explosion.

Launches a shard of ice that pierces close enemies, before exploding on a distant enemy with a much higher critical strike chance.

Lightning Warp

They had the Witch pinned up against the cliffs, soaking in the waterfall, yet the Bandit leader somehow sensed a trap. Wary, he muttered a command that only half his men move forward to finish things. Those appointed advanced slowly, blades drawn, cautious. They encircled the Witch for one brief moment, now only an arm's length away. Then, in a flash of light, the frail woman vanished, and in her place crackled a ring of deadly lightning!

The surrounding enemies fell as one, burning, twitching, thrashing in the freezing water. The remaining bandits paused for a second, scarcely believing their eyes, and then the Witch reappeared among them. With her arrival came another shocking blast, and the remaining bandits fell at her feet, scorched and dead. On Wraeclast, even teleportation is a weapon.

Casts a delayed teleport to a target destination. When the teleport occurs, lighting damage is dealt to the area around both where the player was and where they teleported to.

Power Siphon

Fires your wand at a target, dealing increased damage and granting a power charge if the attack kills the target.

Raise Spectre

True masters of the dark arts learn to use their enemy's greatest strengths against them, binding the souls of the fallen to their bidding. With a dark incantation, the caster's words imbue a slain being with dark energy, animating it with sinister strength and purpose. The raised entity possesses all the abilities it had while living, augmented further by the skill of its new master. With practice, many raised specters can be controlled at once, creating an army of undead to lay waste to everything in its path.

Raises a spectral version of a defeated foe to fight for you in battle

Raise Zombie

Wraeclast is a cursed place, where the dead walk freely. Novice occultists have learned to harness this quality of the land, summoning an undead minion to do their bidding. The incantation is a minor one, so the only required reagent is some fresh kill lying about. Once summoned, the mindless creature will wander about defending its master. Higher levels of skill will summon an entity that moves quicker, hits harder, and absorbs more damage.

Raises a zombie from a corpse. Zombies have high health and powerful attacks, but have slow attack and movement speed.

Shock Nova

Harnessing the power of raw thunder, the caster opens a rift around them that draws a ring of crackling lightning arounf their body. The deadly voltage will harm anything it touches, but the gap near the caster in the centre of the ring is unafected, so the skill is best used when surrounded by many distant foes.

Casts a shocking ring of lightning which deals damage to monsters it touches. Monsters in the centre of the ring receive no damage.

Spark

Lightning is a fickle servant. However, skilled casters have learned to harness this frenetic element to devastating effect. With a single incantation, two pulsing strands of electric energy appear, and begin to move erratically around the battlefield. Whenever one contacts an enemy, it discharges, dealing tremendous damage and frequently causing paralysis.

Launches unpredictable sparks that move randomly until they hit an enemy.

Tempest Shield

Enchants your shield with the power of storms, which lashes out to deal lightning damage to attackers when you block their attacks.

Vulnerability

Though they generally feared sorcery, even the Marauders came to learn the value of the powerful Vulnerability Curse. Before charging into battle, a caster on the front lines would speak the curse, throwing it far and wide on their assembled enemies. The Marauders would come on with a roar, a tidal wave of rage and steel crashing against their foes. The Vulnerability curse could hardly be seen, but its effects were dire. Blows from the Marauders hit far harder, sundering helm and shield like tin. Those not killed immediately would be stunned inert, unable to defend themselves from the onslaught. Even masters of magic were vulnerable, for the curse corrupted the force of their protective shields.

Curses all targets in an area, making them take increased damage from physical attacks and degeneration, and easier to stun. The target's energy shield will regenerate more slowly.