Spell confirms the skill type. Projectile, AoE, Duration, Channelling, Buff, Curse, damage-type, and other tags describe narrower behavior and compatibility.
Mechanic
Spell
A Spell is a skill with the Spell tag. Any base damage, Cast Time, and base Critical Hit Chance it lists come from the skill rather than the inherent damage, Attack Speed, or base Critical Hit Chance on a weapon.Catalog version 0.5.4d
No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.
What Spell does
Current rulesCheck the Spell tag, selected skill level, Cost, Cast Time, Critical Hit Chance, damage or effect lines, and every secondary tag. Those fields show what the Spell does, how its values change by level, whether it hits, and which modifiers and supports can apply.
- Spell tag
- The Spell tag is the reliable classification. Spells can be granted by gems, wands, staves, items, ascendancies, or other effects, and the source that grants the skill does not change its tag.
- Skill-derived base
- A damaging Spell normally lists its own base damage and base Critical Hit Chance. Its Cast Time is also listed on the skill. These values are not inherited from a weapon's inherent combat stats.
- Weapon modifiers
- A weapon's inherent damage, attacks per second, and base Critical Hit Chance do not scale a Spell. Explicit global modifiers on the weapon can still apply when their wording matches, including Spell Damage, Cast Speed, and levels to matching Spell Skills.
- Skill level
- Skill level can change damage, cost, cooldown, duration, or other values. The progression is defined separately for each skill and level, so use that skill's exact level table instead of a universal damage-per-level estimate.
- Cast Speed
- Cast Speed is the Spell-specific form of Skill Speed. Applicable increases and reductions to Cast Speed and Skill Speed stack additively for a normal cast, while explicit total-use-time adjustments are applied separately.
- Accuracy
- Spells are not affected by Accuracy, Evasion, or the distance-based Accuracy penalty used by Attacks. A Spell that hits can still be avoided or mitigated by other mechanics when their wording applies.
- Damage type
- Spell is a skill classification, not a damage type. A Spell can deal Physical, Fire, Cold, Lightning, or Chaos damage, and conversion changes the damage type without changing the Spell classification.
- Modifier matching
- Every restriction in a modifier must match the relevant component. Spell Damage applies to Spell damage, while Projectile, AoE, elemental, and other narrower modifiers require the corresponding property, tag, or damage type.
- Hits and Critical Hits
- Instant damage dealt by a Spell is Hit damage and can use the skill's listed base Critical Hit Chance. Damage over time and non-damaging effects do not become Hits just because the skill has the Spell tag.
- Triggered Spells
- A triggered Spell remains a Spell, but the triggered use occurs without a cast time and does not count as using the skill. Read the trigger condition and its own cooldown or energy rules instead of treating the listed Cast Time as the trigger interval.
How to read a Spell skill
7 casesSelect the exact level before comparing values. Damage, cost, cooldown, duration, and other fields can progress differently from one Spell to another.
Shows the resource paid for a normal use at the selected level. Supports and other effects can modify the final cost or add another resource cost.
Shows the base time for a normal cast. Cast Speed and Skill Speed modify that use speed, while triggered uses occur without a cast time.
Shows the Spell's base chance to critically hit. Applicable Critical Hit Chance for Spells modifies this value when the Spell deals a Hit.
These are the actual outcomes at the selected level. Read every line because a Spell may hit, deal damage over time, apply a buff or curse, move the player, create a minion, or combine several effects.
When present, these fields limit availability separately from Cast Time. Cooldown Recovery Rate affects the cooldown only when its wording applies.
Limits and exceptions
6 rules- Not every Spell deals damage. Buffs, curses, travel skills, defensive skills, minion skills, and other utility effects can all have the Spell tag.
- A Spell granted by a wand, staff, or item is still a Spell. The granting item can provide matching global modifiers even though its inherent attack stats do not become the Spell's base stats.
- There is no reliable universal percentage for the damage gained from one Spell level. Compare the exact skill and the two exact levels in its current level table.
- Spell does not automatically mean Projectile, AoE, elemental, Hit, or damaging. Read the remaining tags and each effect line before choosing supports or modifiers.
- A single skill can contain hit, damage-over-time, buff, trigger, or secondary components. A modifier applies only to the components that satisfy its wording.
- Triggered Spells do not use their listed Cast Time for the triggered event. Trigger conditions, energy, cooldowns, and explicit restrictions can still limit how often they occur.













