Cast on Death Support
Level: (1–20)
Requires Level (38–70), (40–70) Dex, (27–48) Int
Each supported spell skill will be triggered when you die. Cannot support skills used by totems, traps, or mines. Vaal skills, channelling skills, and skills with a reservation cannot be triggered.
(0–152)% more Damage while Dead
You cannot Cast Supported Triggerable Spells directly
100% chance to Trigger Supported Non-Minion Spells on Death
Supported Skills Cost nothing

Additional Effects From Quality:
Supported Skills have (0–60)% increased Area of Effect while Dead
This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.
Quest /1
ActQuestNPCCharacter
4The Eternal NightmarePetarus and VanjaAll Classes
Level Effect /40
Implicit
100% chance to Trigger Supported Non-Minion Spells on Death
You cannot Cast Supported Triggerable Spells directly
Supported Skills Cost nothing
LevelRequires LevelIntDex#% more Damage while DeadExperience
1382740388,734
24029418477,437
342304316583,786
444314524710,359
5463347321,355,511
6483449401,138,877
7503551481,368,233
8523753561,638,338
9543855641,956,648
10563957723,655,184
11584058803,017,327
12604260883,576,232
13624362964,231,667
146444641042,395,078
156545651128,421,063
1666466612016,159,983
1767466712841,170,367
1868476813686,794,448
19694869144157,405,063
20704870152
2172160
2274168
2376176
2478184
2580192
2682200
2784208
2886216
2988224
3090232
3191236
3292240
3393244
3494248
3595252
3696256
3797260
3898264
3999268
40100272
Attribute /7

Cast on Death Support

KeyValue
CostiLvl 1: Normal: 1xOrb of Alchemy
DropLevel 38
BaseType Cast on Death Support
Class Support Gems
Icon!
ItemTypeMetadata/Items/Gems/SupportGemCastOnDeath
Referencepoe.ninja, Community Wiki
Supported Gem /136 ⍟
IconName
Fireball
Unleashes a ball of fire towards a target which explodes, damaging nearby foes.
Ice Nova
A circle of ice expands from the caster.
Ice Nova
A circle of ice expands from the caster. If the caster targets near their Frostbolt projectiles, it will expand from a number of those projectiles instead. If this skill would repeat when cast this way, it will instead expand again from the same projectiles after a short delay.
Immortal Call
Take less Physical and Elemental Damage for a short time. Consumes up to 5 Endurance Charges to lengthen the buff and further lessen Physical Damage taken. Shares a cooldown with other Guard skills.
Detonate Dead
Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected.
Detonate Dead
Targets a corpse, causing it to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected. Cannot target corpses that have been created by skills.
Detonate Dead
Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected. This will continue to target other corpses in the area, with a shorter delay between each one, until it runs out of corpses or has destroyed 8 corpses. Cannot be supported by Spell Cascade.
Blood Rage
Adds a buff that deals Physical Damage over time, while increasing Attack Speed and Life Leech. Killing an enemy while this buff is active refreshes the buff duration, and can grant a Frenzy Charge.
Righteous Fire
Engulfs you in magical fire that rapidly burns you and nearby enemies. Your spell damage is substantially increased while under this effect. The effect ends when you have 1 life remaining.
Righteous Fire
Engulfs you in magical fire that rapidly burns you and nearby enemies. The effect ends when you have 1 life remaining.
Discharge
Discharge all the character's charges to deal elemental damage to all nearby monsters.
Portal
Creates a portal to the current area's town.
Spark
Launches unpredictable sparks that move randomly until they hit an enemy or expire.
Spark
Launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire.
Spark
Launches unpredictable sparks with that move randomly with large differences in speed and distance until they hit an enemy or expire.
Ice Spear
Launches shards of ice in rapid succession. After travelling a short distance they change to a second form, which moves much faster and pierces through enemies.
Ice Spear
Launches a shard of ice that splits on hitting terrain or enemies. After splitting, the projectiles are in second form, which moves much faster and pierces through enemies.
Frost Wall
Creates a wall of ice which holds back enemies. Targets under the wall are damaged and pushed back.
Freezing Pulse
An icy projectile which has a chance to freeze enemies it passes through. The projectile fades quickly, reducing damage and freezing chance until it dissipates.
Shock Nova
Casts a ring of Lightning around you, followed by a larger Lightning nova. Each effect hits enemies caught in their area with Lightning Damage.
Temporal Chains
Curses all enemies in an area, lowering their action speed and making other effects on them expire more slowly.
Elemental Weakness
Curses all targets in an area, lowering their elemental resistances.
Warlord's Mark
Curses a single enemy, giving a chance to double the duration of stuns on them. Attacking the cursed enemy will leech life and mana, stunning them will grant rage, and killing it will grant an endurance charge. You can only have one Mark at a time.
Punishment
Curses all targets in an area, causing them to be debilitated when they hit enemies and increasing damage they take while on low life.
Enfeeble
Curses all targets in an area, reducing their accuracy and making them deal less damage.
Assassin's Mark
Curses a single enemy, making them more vulnerable to Critical Strikes. Killing the cursed enemy will grant life and mana, and a power charge. You can only have one Mark at a time.
Sniper's Mark
Curses a single enemy, increasing the damage they take from projectiles, and making projectiles split when hitting them, to hit other targets around them. You can only have one Mark at a time.
Vulnerability
Curse all targets in an area, causing them to take increased physical damage. Attacks against the cursed enemies have a chance to inflict bleeding.
Lightning Warp
Waits for a duration before teleporting to a targeted destination, with the duration based on the distance and your movement speed. When the teleport occurs, lightning damage is dealt to the area around both where the player was and where they teleported to. Casting again will queue up multiple teleportations to occur in sequence.
Firestorm
Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
Firestorm
A large flaming bolt falls towards the targeted area. The bolt explodes when landing, dealing damage to nearby enemies.
Molten Shell
Applies a buff that adds to your armour, and can take some of the damage from hits for you before being depleted. When the buff expires or is depleted, the skill deals reflected damage to enemies around you based on the total damage that was taken from the buff. Shares a cooldown with other Guard skills.
Detonate Mines
Detonates a Mine, starting a Detonation Sequence which will detonate other Mines around it.
Ethereal Knives
Fires an arc of knives outwards in front of the caster which deal physical damage.
Ethereal Knives
Fires an arc of knives down into the ground in front of the caster which deal physical damage. Cannot be supported by Volley.
Ethereal Knives
Fires a circle of knives outwards around the caster which deal physical damage.
Creeping Frost
Fire an icy projectile that bursts on impact or when reaching the targeted area, dealing area damage and creating a chilling area that deals cold damage over time. This area will creep across the ground towards nearby enemies until its duration expires.
Arc
An arc of lightning reaches from the caster to a targeted enemy and chains to other enemies, but not immediately back. Each time the arc chains, it will also chain a secondary arc to another enemy that the main arc has not already hit, which cannot chain further.
Arc
An arc of lightning reaches from the caster to a targeted enemy and splits to simultaneously hit several other enemies.
Arc
An arc of lightning reaches from the caster to a targeted enemy and chains to other enemies. Each time the arc chains, it will also chain a secondary arc to another enemy, but this secondary arc cannot chain further.
Flammability
Curses all targets in an area, lowering their fire resistance and giving them a chance to be ignited when hit.
Frostbite
Curses all targets in an area, lowering their cold resistance and giving them a chance to be frozen when hit.
Conductivity
Curses all targets in an area, lowering their lightning resistance and giving them a chance to be shocked when hit.
Ball Lightning
Fires a slow-moving projectile that damages each enemy in an area around it repeatedly with bolts of lightning.
Ball Lightning
Fires a single projectile which moves in a spiral while damaging each enemy in an area around it repeatedly with bolts of lightning.
Ball Lightning
Creates a ball of lightning at a location that damages each enemy in an area around it repeatedly with bolts of lightning. Cannot be supported by Spell Echo.
Storm Call
Sets a marker at a location. After a short duration, lightning strikes the marker, dealing damage around it and causing lightning strikes at any other markers you've cast.
Flame Surge
Strikes enemies in front of you with a surge of flame. Burning enemies are dealt more damage. If you hit an ignited enemy, will create burning ground under them. Your damage modifiers don't apply to this burning ground.
Flame Surge
Strikes enemies in front of you with a surge of flame. If this ignites an enemy a large area of burning ground will be created under them. Your damage modifiers don't apply to this burning ground.
Desecrate
Desecrates the ground, summoning corpses and dealing chaos damage to all enemies in the area. The corpses will be chosen from the monsters in the current area and any Spectres that have existed in this instance.
Glacial Cascade
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area and knocking them back in the direction of the next burst.
Glacial Cascade
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area.
Poacher's Mark
Curses a single enemy, lowering their physical damage reduction, and adding physical damage to all hits against them. Attacking the cursed enemy will grant life and mana, and killing them will grant a frenzy charge. You can only have one Mark at a time.
Flame Dash
Teleport to a location, damaging enemies and leaving a trail of burning ground. Shares a cooldown with other Blink skills.
Rolling Magma
Lob a fiery orb that deals area damage as it hits the ground. The skill chains, bouncing forward to deal damage multiple times.
Phase Run
Gain a buff that makes you faster, harder to detect, and grants Phasing, letting you pass through enemies. Performing any skill replaces this buff with one that boosts melee physical damage of skills you use yourself (it will not apply to your melee skills used by totems). Consumes Frenzy Charges to increase duration.
Bladefall
Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys. Enemies can be hit multiple times where these overlap.
Bladefall
Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys, each wider and more damaging than the last. Enemies can be hit multiple times where these overlap.
Blade Vortex
This spell creates ethereal blades which orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius. As more blades are added, the damage becomes greater and more frequent.
Blade Vortex
This spell creates a swarm of ethereal blades which briefly orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius.
Frost Bomb
Creates a crystal that pulses with cold for a duration. Each pulse applies a debuff to nearby enemies for a secondary duration which reduces life regeneration rate, and also inflicts Cold Exposure. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
Frost Bomb
Creates a crystal which lasts for a duration. When the crystal's duration ends, it explodes, dealing cold damage to enemies around it.
Frost Bomb
Creates a crystal which lasts for a duration. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
Orb of Storms
Creates a stationary electrical orb that strikes enemies in its area of effect with beams of lightning that can then split to hit more enemies. Modifiers to cast speed will increase how frequently it does this. Casting this skill again will replace the previous orb.
Contagion
Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, the debuff spreads to other enemies.
Contagion
Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, the debuff spreads to other enemies, but each time it spreads, it only deals three quarters as much damage as before.
Contagion
Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy is hit while affected by Contagion, the debuff spreads to other enemies.
Essence Drain
Fires a projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage. The debuff is spread by Contagion.
Essence Drain
Fires a projectile that applies a damage over time debuff when it hits. You lose Life and Energy Shield equal to a portion of the debuff damage. The debuff is spread by Contagion.
Essence Drain
Fires a piercing projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage.
Frostbolt
Fires a slow-moving projectile that pierces through enemies, dealing cold damage.
Vortex
An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it.
Vortex
An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it. If the caster targets near their Frostbolt projectiles, it will explode from a number of those projectiles instead, destroying them.
Volatile Dead
Corpses near the targeted location explode, dealing damage in a small area and creating an orb which moves towards nearby enemies before dealing spell damage in a larger area. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
Volatile Dead
Corpses near the targeted location explode, dealing damage in a small area and creating an orb which detonates after a duration, dealing spell damage in a larger area. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
Unearth
Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands.
Cremation
A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
Cremation
A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area and detonate nearby corpses for a duration. Corpse explosions are not affected by modifiers to spell damage, and cannot be reflected.
Cremation
Creates a volcanic geyser at a location, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration.
Bodyswap
Violently destroys your body and recreates it at the location of a targeted enemy or corpse, dealing spell damage in an area at both locations. If there is no specific target, it will prioritise corpses over enemies. If targeting a corpse, the corpse will also explode, dealing damage around it that is not affected by modifiers to spell damage, and cannot be reflected. This spell cannot be repeated.
Despair
Curses all targets in an area, lowering their chaos resistance.
Cold Snap
Creates a sudden burst of cold in a targeted area, damaging enemies. Also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Enemies that die while in the area have a chance to grant Frenzy Charges. The cooldown can be bypassed by expending a Frenzy Charge.
Cold Snap
Creates a sudden burst of cold in a targeted area, damaging enemies. The cooldown can be bypassed by expending a Power Charge.
Storm Brand
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, firing beams which deal damage to nearby enemies and those around them. The brand will detach if the enemy dies.
Storm Brand
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, firing a beam which deals damage to the branded enemy and those around it. The brand will detach if the enemy dies.
Armageddon Brand
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, causing a fiery meteor to fall from the sky. The brand will detach if the enemy dies.
Armageddon Brand
Creates a magical brand which can attach to a nearby enemy. It activates once, causing a fiery meteor to fall from the sky, then is destroyed.
Brand Recall
Recall your brands to you, detaching them from enemies and increasing attachment range until they next attach to an enemy. Spends a portion of each recalled brand's cost to cause it to activate.
Purifying Flame
A wave of divine fire deals damage in a line, then creates Consecrated Ground and deals damage in an area around the targeted location. A larger shockwave then expands outwards, damaging enemies standing on Consecrated Ground that were not already hit.
Soulrend
Fires a projectile that turns towards enemies in front of it, damaging and piercing through those it hits, and leeching some of that damage as energy shield. As the projectile travels, it repeatedly applies a short but powerful chaos damage over time debuff to each enemy in an area around it.
Soulrend
Fires a projectile that deals chaos damage to enemies it hits and leeches some of that damage as energy shield.
Soulrend
Fires a series of projectiles in a spiral that turn towards enemies in front of them, damaging and piercing through those they hit, and leeching some of that damage as energy shield. As the projectiles travel, they repeatedly apply a short but powerful chaos damage over time debuff to each enemy in an area around them.
Bane
Applies a debuff to enemies in an area, which deals chaos damage over Time. Linked hex curses are also applied to those enemies. The debuff deals more damage and lasts longer for each hex applied this way. This skill cannot be used by Totems, Traps, or Mines.
Bane
Applies a debuff to enemies in a small area, which deals chaos damage over Time. Linked hex curses are also applied to those enemies. The debuff deals more damage and lasts longer for each hex applied this way. This skill cannot be used by Totems, Traps, or Mines.
Wave of Conviction
An expanding wave of energy surges forward, damaging enemies in a cone-shaped area over a duration. Each enemy hit is inflicted with Exposure matching the element of which they took the highest damage. Only one Wave of Conviction can be active at a time
Steelskin
Applies a buff which can take some of the damage from hits for you before being depleted. Shares a cooldown with other Guard skills.
Berserk
Consumes Rage at an accelerating rate to provide a powerful buff, granting more attack damage, attack speed, movement speed, and less damage taken.
Frostblink
Teleport to a location, damaging enemies and leaving Chilled ground in an area at both ends of the teleport. Shares a cooldown with other Blink skills.
Frostblink
Teleport to a location, damaging enemies in an area at both ends of the teleport. Deals higher damage to chilled enemies, then removes chill from them. Cannot be supported by Unleash.
Withering Step
Grants Elusive and a buff that grants Phasing. While you have this buff, monsters that enter an area around you will be Withered. Using a skill or losing the Elusive buff ends this skill's effects. Shares a cooldown with other Blink skills. Cannot be used while already Elusive.
Arcane Cloak
Spends a portion of your mana to grant a buff that takes some of the damage from hits for you until depleted. The buff grants added lightning damage based on the amount of mana spent by this skill. Shares a cooldown with other Guard skills.
Blade Blast
Deals spell damage in a targeted area. Each time this spell deals damage, it will detonate any of your Lingering Blades it touches, dealing damage again in an area around them. Up to 50 Blades can be detonated this way.
Blade Blast
Deals spell damage in an area around you. If you have Blade Vortex blades orbiting you, it will detonate each of them in turn, dealing damage again in an area around you for each one.
Blade Blast
Deals spell damage in an area around you. Your equipped daggers add to this damage.
Penance Brand
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy. When the branded enemy reaches 20 energy, a large explosion occurs and the brand is removed.
Penance Brand
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy and causing a pulse that deals damage to the branded enemy and other nearby enemies. The pulse gains area of effect and damage for each energy on the branded enemy, up to 20. All energy is removed from the enemy when the brand is detached.
Penance Brand
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy and nearby enemies who do not have energy. When the brand is detached, all enemies with energy are dealt damage.
Wintertide Brand
Creates a magical brand which can attach to a nearby enemy, dealing cold damage over time and chilling them. It periodically activates while attached, gaining stages that raise the damage. When removed, a short-duration debuff dealing the same damage over time and chill is applied to each nearby enemy. The brand keeps its charges while detached.
Blazing Salvo
Fires projectiles which fly in an arc, dealing area damage on impact with either enemies or the ground near where you target. Targeting farther away causes the projectiles to spread out and land over a wider area.
Void Sphere
Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. It also regularly releases pulses of area damage. The Void Sphere will consume the corpses of any enemies which die in its area. Can only have one Void Sphere at a time.
Crackling Lance
Release a beam which deals lightning damage to enemies in a long area in front of you, and has several smaller beams branch off from it at an angle, hitting more enemies to the sides.
Crackling Lance
Release a concentrated beam which deals lightning damage to enemies in a long area in front of you.
Frost Shield
Place a Frost Shield that drains your energy shield for one second or until you run out, gaining stages while this drain occurs. The Frost Shield takes some damage from hits in place of you and allies while in its area. Enemies in the area are Chilled. You can only have one Frost Shield active at once.
Sigil of Power
Places a Sigil on the ground, which grants a buff to you and allies in the area around it for a duration. The Sigil gains stages as you spend mana in its area, making the buff more powerful. You can only have one Sigil of Power at a time.
Flame Wall
Create a wall of fire for a duration, which deals burning damage to everything in its area. Each enemy that enters the wall also receives a secondary burning debuff which persists for a short duration after leaving the wall. Any projectiles fired through the wall by you and allies deal added fire damage and apply the wall's secondary debuff on hit.
Hexblast
Deals chaos damage to a single enemy, dealing more damage if they are Hexed, then removing the Hex. If the enemy was Hexed, also deals area damage to other enemies around the target, boosting damage and removing Hexes from those enemies in the same way.
Hexblast
Deals chaos damage to a single enemy. If the enemy was Hexed, also deals area damage to other enemies around the target.
Hydrosphere
Create a sphere of water, or move an existing sphere and reset its duration. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. You can hit the sphere with other skills to inflict Cold and Lightning Ailments (other than Chill). The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area.
Exsanguinate
Releases several tendrils of blood from your character, targeting enemies in a narrow angle in front of you. The beams deal physical damage and inflict a physical damage over time debuff to enemies, which can stack up to 3 times. Effects which allow skills to chain can apply to these tendrils.
Exsanguinate
Releases a tendril of blood from your character, which will target an enemy in front of you, then chain to other enemies. The tendril deals physical damage and inflicts a physical damage over time debuff to enemies, which can stack up to 3 times.
Corrupting Fever
Draws out your own blood to power a buff for a duration, letting this skill inflict the Corrupting Blood debuff on enemies you hit, dealing physical damage over time for a short secondary duration. The buff's duration will be refreshed if you spend enough life before it expires.
Reap
A bloody scythe swipes across a selected area, applying a physical damage over time debuff and hitting enemies with physical damage. If any survive, you gain a blood charge which raises the damage and cost of the skill. Players can have 5 maximum blood charges.
Voltaxic Burst
Each cast of this spell waits for a short duration, releasing a burst of lightning and chaos spell damage in an area around you when that duration ends. Enemies killed by this damage, or shortly after, will explode. The explosions of the corpses are not affected by modifiers to spell damage, and cannot be reflected.
Ambush
Teleports you to a nearby enemy, applying a buff to you for a short duration and blinding the enemy for a secondary duration. Performing a melee attack with a One-Handed Weapon removes the buff to exert that attack.
Forbidden Rite
Lobs an exploding projectile near the targeted location, and extra projectiles toward enemies around you. The projectiles deal chaos damage based on your life and energy shield. Casting this spell damages you.
Forbidden Rite
Lobs an exploding projectile near the targeted location, and extra projectiles toward enemies around you. The projectiles deal chaos damage based on your energy shield. Casting this spell damages you.
Manabond
Deals lightning damage based upon your missing mana in a circular area around the targeted location, as well as in four rectangular extensions whose lengths depend upon your remaining mana.
Eye of Winter
Fires a single eye projectile which constantly releases shard projectiles in a spiral. The shards will damage enemies they impact, dealing cold damage. The eye cannot damage enemies. When the eye dissipates or collides with terrain, it releases a faster spiral of extra shards.
Eye of Winter
Fires a single eye projectile which cannot damage enemies. When the eye dissipates or collides with terrain, it releases a fast spiral of shards. The shards will deal cold damage to enemies they impact.
Eye of Winter
Fires a single eye projectile which releases a number shard projectiles in a spiral before dissipating. The shards will damage enemies they impact, dealing cold damage. The eye cannot damage enemies.
Tornado
Create a Tornado that hinders and repeatedly damages enemies around it. It will move forward for a duration, during which your projectiles can collide with it to deal damage as though it was an enemy. Then it will chase down enemies for a secondary duration, and reflect a portion of the damage it took from your projectiles to them in addition to its own damage.
Lightning Conduit
Lightning strikes all Shocked enemies around a targeted location, then removes Shock from those enemies. Shocks cannot expire on enemies in range while casting this spell. Cannot be supported by Spell Cascade or Unleash.
Lightning Conduit
Lightning strikes a number of enemies around a targeted location. Cannot be supported by Spell Cascade.
Galvanic Field
Applies a buff boosting chance to shock. When you shock an enemy while you have this buff, creates a spherical field of energy attached to the shocked enemy for a duration, which will damage it and other nearby enemies with beams of lightning. The strength of the field depends on the magnitude of shock affecting the enemy when it is created.
Galvanic Field
Applies a buff boosting chance to shock. When you shock an enemy while you have this buff, creates a spherical field of energy attached to the shocked enemy for a duration, which will damage it and other nearby enemies with beams of lightning.
Alchemist's Mark
Curses a single enemy, granting flask charges when you hit them and creating Burning Ground under them if your hit Ignites them, and Caustic Ground if it Poisons them. Damage modifiers do not apply to these ground effects. You can only have one Mark at a time.
Cast on Death Support Unique /1 ⍟
Socketed Gems are supported by Level 20 Cast on Death
+(10–15) to all Attributes
20% increased Damage when on Low Life
(60–100)% increased Armour and Energy Shield
+(50–70) to maximum Energy Shield
20% reduced Mana Regeneration Rate
+(43–61)% to Chaos Resistance
(You are on Low Life if you have 50% of your Maximum Life or less)
(Attributes are Strength, Dexterity, and Intelligence)

Community Wiki

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Cast on Death Support

Cast on Death Support is a Support gem. It causes linked spells to trigger when the player is killed. Note that this does not trigger on minion deaths.

Version history

VersionChanges
3.19.0
  • Cast on Death Support now has 0% more Damage while Dead at gem level 1 (unchanged), up to 152% at gem level 20 (previously 304%).
  • Quality on the Anomalous Cast on Death Support now grants "Supported Skills have +0–10% to Critical Strike Chance while Dead" (previously 0–100%).
  • 3.15.0
  • Now has a 0% Cost and Reservation Multiplier.
  • 1.3.0g
  • Skills supported by Cast on Death now deal 75% less damage when triggered in PvP.
  • 1.2.2
  • Gems may now only be supported by a single trigger gem, gems supported by multiple trigger gems will be disabled.
  • 1.2.1b
  • The Cast on Death support gem has been changed to only provide area of effect and damage bonuses while the character is dead.
  • 1.0.5b
  • The Cast On Death Support Gem no longer supports minion skills (except Bone Offering, Convocation and Flesh Offering).
  • 1.0.0
  • Cast on Death has been added to the game.

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