List of active skills | Wizard Diablo III Guide
Last update: 01 February 2017
Magic Missile
Launching a magic missile which inflicts arcane power damage. It's worth adding that this is one of the basic spells and therefore it doesn't need arcane power points to work.
Required level: 1.
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Runes for the Magic Missile skill:
Charged Blast - Increased damage inflicted by the Magic Missile. Required level: 6.
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Split - Several magic projectiles are fired at the same time, however each missile deals smaller damage than a normal, single missile. Required level: 13.
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Penetrating Blast - A chance of piercing through a target and hitting other opponents with a missile. Required level: 31.
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Attunement - Each successful missile hit generates several arcane power points. Required level: 42.
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Seeker - The missile targets the nearest enemy and inflicts additional damage. Required level: 52.
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Shock Pulse
Releasing several charges that inflict increased lightning damage. It's worth adding that this is one of the basic spells and therefore it doesn't need arcane power points to work.
Required level: 3.
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Runes for the Shock Pulse skill:
Explosive Bolts - Enemies killed with the Shock Pulse skill explode after they die, inflicting small lightning damage to everyone standing close to them. Required level: 9.
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Fire Bolts - Creation of fire bolts that inflict additional fire damage. Required level: 18.
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Piercing Orb - All bolts are combined into a single orb that slowly flies forward, inflicting lightning damage to all enemy units standing in its way. Required level: 33.
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Lightning Affinity - Each successful bolt hit generates several arcane power points. Required level: 47.
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Living Lightning - Creation of an electric impulse that pierces through enemies, electrocuting them and inflicting lightning damage. Required level: 54.
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Spectral Blade
Summoning a spectral blade that strikes all opponents standing in front of the main character, inflicting weapon damage. It's worth adding that this is one of the basic spells and therefore it doesn't need arcane power points to work.
Required level: 11.
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Runes for the Spectral Blade skill:
Deep Cuts - Enemies start to bleed after they're hit with the blade, receiving additional injuries for the next few seconds. Required level: 19.
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Impactful Blades - A chance to knock back enemies and to stun them for a short while after receiving a blade hit. Required level: 24.
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Siphoning Blade - Each successful blade hit generates several arcane power points. Required level: 35.
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Healing Blades - A critical blade hit results in the regeneration of a certain number of the Wizard's Life points. Required level: 51.
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Thrown Blades - Increased range of the blades. Required level: 57.
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Electrocute
Sending lightning arcs which inflict lightning damage and which can jump between enemies. It's worth adding that this is one of the basic spells and therefore it doesn't need arcane power points to work.
Required level: 15.
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Runes for the Electrocute skill:
Chain Lightning - Increased number of enemies that can be affected by the lightning arcs. Required level: 22.
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Forked Lightning - Causing critical hits to create four additional arcs, inflicting reduced lightning damage. Required level: 29.
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Lightning Blast - Creation of a lightning blast that pierces through enemy units, injuring more targets. Required level: 36.
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Surge of Power - Each successful lightning hit generates several arcane power points. Required level: 44.
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Arc Lightning - Creation of a cone of lightning that inflicts reduced lightning damage to all targets standing nearby. Required level: 59.
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Ray of Frost
Shooting a beam of frost which inflicts cold damage to the first target it hits and which also slows down the attacked enemy unit.
Required level: 2. Resources: Requires arcane power points.
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Runes for the Ray of Frost skill:
Numb - Increased strength of the effect responsible for slowing down enemies. Required level: 7.
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Snow Blast - The ray stays focused on one target for some time, inflicting increased damage. Required level: 15.
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Cold Blood - Reduced arcane power cost of casting the Ray of Frost spell. Required level: 28.
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Sleet Storm - Creation of a sleet storm that inflicts cold damage to all opponents standing nearby. Required level: 38.
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Black Ice - Enemies killed with the ray leave a patch of ice behind that stays for a few seconds and inflicts increased cold damage to all enemy units standing on it. Required level: 53.
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Arcane Orb
Releasing an orb of energy that explodes upon coming in contact with a target, inflicting arcane damage to all enemy units standing nearby.
Required level: 5. Resources: Requires arcane power points. |
Runes for the Arcane Orb skill:
Obliteration - Increased damage inflicted as a result of the orb's explosion. Required level: 11.
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Arcane Orbit - Several magic orbs are created and they circle around the main character, exploding when they come in contact with enemy units. Each explosion deals reduced arcane damage. Required level: 20.
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Arcane Nova - Increased range of the orb's explosion. Required level: 32.
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Tap the Source - Reduced arcane power cost of casting the Arcane Orb spell. Required level: 45.
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Celestial Orb - The orb pierces through targets, inflicting damage to any enemy it touches. Required level: 55.
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Arcane Torrent
Releasing a series of magic projectiles that inflict arcane damage to all enemies standing close to the impact location.
Required level: 12. Resources: Requires arcane power points. |
Runes for the Arcane Torrent skill:
Disruption - Targets hit by the projectiles are disrupted for a few seconds, becoming susceptible to all kinds of arcane damage. Required level: 18.
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Death Blossom - A large group of projectiles is released. The main character can't control them, however they inflict much more damage. Required level: 25.
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Arcane Mines - Mines are being placed on the ground instead of firing projectiles. Each mine is armed after a few seconds and it explodes when someone touches it. The explosion deals severe arcane damage and slows down the movement and attack speed of the affected target. Required level: 34.
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Power Stone - A chance of creating a power stone each time a projectile hits a target. The stone regenerates arcane power points once it's collected. Required level: 49.
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Cascade - All enemies killed with the Arcane Torrent skill have a chance to fire a new projectile when they die. The projectile hits the nearest target, inflicting increased arcane power damage. Required level: 57.
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Disintegrate
Shooting a beam of pure energy that inflicts increased arcane power damage and disintegrates enemy units.
Required level: 21. Resources: Requires arcane power points. |
Runes for the Disintegrate skill:
Convergence - Increased size of the beam that allows for it to injure more enemy units at the same time. Required level: 26.
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Chaos Nexus - The main character becomes charged with energy when firing the beam. That energy can jump at nearby enemies and inflict reduced arcane damage. Required level: 30.
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Volatility - Enemies killed with the beam may explode and that explosion causes severe damage to other opponents standing nearby. Required level: 39.
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Entropy - The beam is separated and released as cones, inflicting increased arcane damage. Required level: 48.
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Intensify - The power of the beam continues to increase until it reaches the maximum level. Required level: 59.
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Frost Nova
Creating an explosion of ice which freezes all nearby enemies for a few seconds.
Required level: 4.
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Runes for the Frost Nova skill:
Shatter - A chance to cause a second Frost Nova after killing a frozen enemy. Required level: 12.
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Cold Snap - Reduced cooldown time of the main skill. Required level: 18.
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Frozen Mist - The Frost Nova doesn't freeze enemies anymore, but leaves a frozen mist behind that inflicts extensive cold damage for a few seconds. Required level: 28.
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Deep Freeze - Increased chances of performing a critical hit if the nova has frozen enough enemy units. Required level: 41.
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Bone Chill - Causing the frozen enemies and those attacked by cold damage to become more susceptible to receiving injuries. Required level: 51.
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Diamond Skin
Turning the Wizard's skin into diamond for a few seconds. The new skin absorbs a lot of the received damage.
Required level: 8.
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Runes for the Diamond Skin skill:
Crystal Shell - Increased number of the damage that can be absorbed by the spell. Required level: 14.
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Prism - Reduced costs of casting other spells when the Diamond Skin skill is active. Required level: 20.
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Mirror Skin - The Diamond Skin can reflect back some of the damage to the attacker. Required level: 32.
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Enduring Skin - Extended duration of the Diamond Skin skill. Required level: 44.
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Diamond Shards - When the Diamond Skin stops working her shards explode in all directions, inflicting physical damage to enemies standing nearby. Required level: 56.
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Slow Time
Creating a sphere for a few seconds which reduces the movement and attack speeds of enemies standing inside it, as well as slows down projectiles flying through it.
Required level: 16.
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Runes for the Slow Time skill:
Miasma - Enemies continue to move and attack slower for a few additional seconds after leaving the sphere. Required level: 23.
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Time Warp - Enemies standing inside the sphere are more susceptible to receiving damage. Required level: 29.
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Time Shell - The time sphere becomes smaller, however it also becomes much stronger when it comes down to slowing down enemy units. Required level: 39.
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Perpetuity - Reduced cooldown time of the main skill. Required level: 47.
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Stretch Time - Increased speed of attacks performed by allies standing inside the sphere. Required level: 53.
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Teleport
Teleporting the main character to the selected location.
Required level: 22. Resources: Requires arcane power points.
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Runes for the Teleport skill:
Safe Passage - The main character receives less damage for a few seconds after a successful teleportation. Required level: 26.
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Wormhole - A slight delay of the cooldown process occurs after a successful teleportation, allowing the Wizard to instantly teleport again. Required level: 31.
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Reversal - Casting the Teleport spell again after a short break results in returning the Wizard back to the original location. Required level: 37.
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Fracture - Decoys are created after a successful teleportation and they remain on the battlefield for a few seconds. Required level: 43.
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Calamity - A shockwave occurs in the location the main character has teleported to, inflicting physical damage to all nearby opponents. Required level: 59.
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Wave of Force
Creating a wave of pure energy that stops the incoming projectiles and knocks back all nearby opponents. The wave also reduces the movement speed of enemy units and inflicts increased physical damage.
Required level: 9. Resources: Requires arcane power points. |
Runes for the Wave of Force skill:
Impactful Wave - Increased distance to which the enemies are knocked back. They also become stunned for a short while. Required level: 15.
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Force Affinity - Reduced cooldown time and arcane power costs of the main skill. Required level: 22.
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Forceful Wave - Increased damage inflicted by the wave at a cost of a less powerful knockback effect. Required level: 32.
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Teleporting Wave - Enemies hit by the wave may be teleported to a random location. Required level: 39.
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Exploding Wave - Enemies hit by the wave may cause a smaller wave to appear (it also deals physical damage and knocks back enemy units). Required level: 49.
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Energy Twister
Creating a twister of pure energy which inflicts arcane power damage to all enemies it comes in contact with. The tornado lasts a few seconds.
Required level: 13. Resources: Requires arcane power points.
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Runes for the Energy Twister skill:
Mistral Breeze - Reduced costs of casting the spell. Required level: 19.
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Gale Forces - Increased damage inflicted by the tornado. Required level: 24.
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Raging Storm - Creating one powerful vortex each time two standard tornadoes collide. Required level: 36.
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Wicked Wind - Tornadoes remain in one spot for the entire duration of the spell instead of constantly moving. Required level: 41.
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Storm Chaser - Each time the Energy Twister spell was casted the main character receives one wind charge. All collected charges are released when one of the basic spells is casted, creating a giant tornado that inflicts massive arcane power damage. As for the basic spells mentioned in the description, here's a list of them:
Required level: 52.
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Hydra
Summoning a hydra for 15 seconds which attacks nearby enemy units, inflicting fire damage. Only one hydra can be summoned at a certain moment of the game.
Required level: 21. Resources: Requires arcane power points.
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Runes for the Hydra skill:
Arcane Hydra - All projectiles fired by the hydra inflict arcane power damage. Required level: 26.
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Lightning Hydra - All projectiles fired by the hydra inflict serious lightning damage. Required level: 33.
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Venom Hydra - All projectiles fired by the hydra create pools of acid which inflict poisonous damage to enemies standing on them. Required level: 38.
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Frost Hydra - All attacks performed by the hydra inflict serious cold damage. Required level: 46.
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Mammoth Hydra - A giant snake that spits flames is summoned instead of hydra. The creature sets the ground on fire, dealing fire damage to all enemies standing in that areas. Required level: 56.
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Meteor
Summoning a giant meteor which hits the ground at high speed, dealing severe fire damage to enemy units. The area where the meteor landed is also flooded by lava, inflicting smaller fire damage for the next few seconds.
Required level: 25. Resources: Requires arcane power points.
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Runes for the Meteor skill:
Molten Impact - Increased damage inflicted by the meteor and by the lava field created where it landed. Required level: 29.
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Star Pact - Reduced costs of casting the spell. Required level: 34.
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Meteor Shower - Summoning several small meteors instead of a larger single one. Each meteor deals smaller fire damage. Required level: 43.
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Comet - Summoning an icy meteor which inflicts cold damage instead of fire damage and which creates a frosty mist instead of a field of lava. The mist remains on the battlefield for a few seconds, slowing down enemy units and dealing ice damage. Required level: 46.
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Liquify - The lava can remain on the battlefield for a longer period of time if the meteor has struck a critical hit. Required level: 58.
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Blizzard
Summoning ice shards which fall in the designated area, dealing increased cold damage. Casting several Blizzards in the same spot doesn't make the attack any stronger.
Required level: 27. Resources: Requires arcane power points.
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Runes for the Blizzard skill:
Grasping Chill - A small mist appears in the attacked area, remaining there for a few seconds and slowing down enemy units. Required level: 35.
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Frozen Solid - Enemies that were attacked by the Blizzard may become frozen for several seconds. Required level: 42.
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Snowbound - Reduced costs of casting the spell. Required level: 47.
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Stark Winter - Increased size of the Blizzard. Required level: 54.
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Unrelenting Storm - Extended duration of the Blizzard spell and also increased damage. Required level: 60.
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Ice Armor
Creating an ice barrier around the main character which can chill opponents or freeze them for a few seconds.
This is an armor spell and you can have only one spell from this group active at the moment.
Required level: 14. Resources: Requires arcane power points.
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Runes for the Ice Armor skill:
Chilling Aura - The temperature around the main character is lowered, chilling or slowing down nearby enemy units. Required level: 21.
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Crystallize - The Wizard's armor improves each time he is hit by an opponent. The effect can be accumulated several times. Required level: 31.
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Jagged Ice - Enemy units attacking the main character in melee combat receive cold damage. Required level: 42.
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Ice Reflect - A chance of causing a frost nova which damages the attackers with cold damage. Required level: 49.
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Frozen Storm - A frozen storm is created around the main character, lasting a few seconds and inflicting cold damage. Required level: 53.
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Storm Armor
Creating a storm barrier around the main character which can inflict lightning damage to all enemy units standing nearby.
This is an armor spell and you can have only one spell from this group active at the moment.
Required level: 17. Resources: Requires arcane power points.
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Runes for the Storm Armor skill:
Reactive Armor - A chance of creating a shield when the main character is hit. The shield lasts a few seconds and deals lightning damage to nearby enemy units. Required level: 23.
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Power of the Storm - Reduced costs of casting all spells as long as the Storm Armor is active. Required level: 33.
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Strike Back - Increased damage inflicted by the Storm Armor. Required level: 37.
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Scramble - Each time the main character is hit his movement speed increases for a few seconds. Required level: 43.
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Shocking Aspect - All critical hits have a chance of electrocuting opponents and therefore inflicting additional lightning damage. Required level: 58.
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Magic Weapon
Imbuing a weapon with magical energy for several minutes, increasing the amount of damage it deals.
Required level: 20. Resources: Requires arcane power points. |
Runes for the Magic Weapon skill:
Electrify - Each weapon attack has a chance of creating an electric beam that injures nearby opponents with lightning and weapon damage. Required level: 27.
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Force Weapon - Increased bonus to weapon damage and a chance of knocking back opponents. Required level: 35.
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Conduit - Melee attacks have a chance of restoring a small amount of the arcane power. Required level: 38.
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Venom - Attacks poison enemy units, inflicting poisonous damage which lasts a few seconds. Required level: 46.
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Blood Magic - Melee attacks restore some of the main character's Life points. Required level: 55.
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Familiar
Summoning a familiar that stays on the battlefield for a few minutes. The creature attacks the same targets as the Wizard, inflicting arcane power damage. It's also important to know that it can't be attacked by the enemies.
Required level: 22. Resources: Requires arcane power points. |
Runes for the Familiar skill:
Sparkflint - A fiery ally is summoned and it increases the damage inflicted by the Wizard. Required level: 30.
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Dartling - An electric ally is summoned and its projectiles have a chance to pierce through opponents. Required level: 40.
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Ancient Guardian - A defensive creature is summoned and once in a while it consumes all the damage the main character has taken. The effect works only if the Wizard has lost a lot of health. Required level: 44.
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Arcanot - Having the Familiar alongside the main character improves the regeneration rate of the arcane power. Required level: 50.
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Cannoneer - Projectiles fired by the familiar explode when coming in contact with a target, inflicting arcane power damage to all nearby enemies. Required level: 57.
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Energy Armor
Improving the main character's armor for a long period of time. This isn't achieved for free, because as long as the skill is active the maximum value of the arcane power is lowered.
This is an armor spell and you can have only one spell from this group active at the moment.
Required level: 28. Resources: Requires arcane power points. |
Runes for the Energy Armor skill:
Absorption - Each time the main character is hit he receives a chance of regaining a small amount of the arcane power. Required level: 32.
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Pinpoint Barrier - Having the Energy Armor active increases the chances of scoring critical hits. Required level: 41.
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Energy Tap - The Energy Armor increases the maximum point value of the arcane power instead of lowering it. Required level: 48.
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Force Armor - Enemy attacks that deal more damage than a certain number of Wizard's Life points are weakened by that value. Required level: 54.
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Prismatic Armor - All resistances are greatly increased. Required level: 60.
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Explosive Blast
Cumulating energy around the main character which explodes after a short while and inflicts physical damage to all enemies standing nearby.
Required level: 19. Resources: Requires arcane power points.
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Runes for the Explosive Blast skill:
Unleashed - Reduced costs of casting the spell. Required level: 24.
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Time Bomb - The energy cumulates longer and therefore inflicts more damage when the explosion occurs. Required level: 29.
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Short Fuse - The explosion takes place as soon as the spell has been activated. Required level: 39.
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Obliterate - Increased radius of the explosion. Required level: 50.
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Chain Reaction - Three explosions occur instead of only one. Each explosion inflicts smaller physical damage. Required level: 56.
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Mirror Image
Summoning duplicates of the main character for a few seconds. Each duplicate has some of the Wizard's health and skills, however they can't inflict any damage.
Required level: 25.
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Runes for the Mirror Image skill:
Simulacrum - Increased health of the duplicates. Required level: 31.
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Duplicates - Increased number of summoned duplicates. Required level: 37.
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Mocking Demise - Each time a duplicate is destroyed it explodes, inflicting lesser physical damage. The explosion also has a chance to stun the targets. Required level: 45.
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Extension of Will - Extended duration of the spell and an increase to the duplicate's health. Required level: 51.
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Mirror Mimics - All the spells casted by the duplicates inflict a part of the damage dealt by the main character. Required level: 58.
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Archon
Transforming the main character into a creature of pure energy for 15 seconds. An archon has its own powers and it can also count on an improvement of his armor and resistances. Each enemy archon manages to kill extends the duration of the spell.
Required level: 30. Resources: Requires arcane power points.
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Runes for the Archon skill:
Arcane Destruction - An explosion occurs during the transformation, inflicting massive arcane damage to all enemies standing nearby. Required level: 36.
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Teleport - The Wizard can use the Teleport spell during the transformation. Required level: 40.
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Pure Power - Reduced cooldown time of the spell. Required level: 46.
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Slow Time - The Wizard can use the Slow Time spell during the transformation. Required level: 52.
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Improved Archon - Increased damage inflicted by the archon's spells. Required level: 60.
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