Requires Level 31
Supports spell skills that hit enemies and have no reservation. Cannot support brand skills, orb skills, channelling skills, Vaal skills or skills used by traps or mines. Cannot modify the skills of minions.
Supported Spells Sacrifice 20% of your current Life when Cast to gain added Chaos Damage equal to (25–44)% of Sacrificed Life
Additional Effects From Quality:
Supported Skills deal (0–10)% increased Chaos Damage
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.
Unusual Gems /3
|Superior||Supported Skills deal (0–10)% increased Chaos Damage||50|
|Anomalous||Supported Skills Cost Life instead of (0–40)% of Mana Cost||50|
|Divergent||Supported Spells Sacrifice (0–5)% of your current Life when Cast||20|
Level Effect /40
|Cost & Reservation Multiplier: 100%|
|Level||Requires Level||Intelligence||Supported Spells Sacrifice 20% of your current Life when Cast to gain added Chaos Damage equal to 25% of Sacrificed Life||Experience|
|Reference||poe.ninja, Community Wiki|
Supported Gem /47 ⍟
Unleashes a ball of fire towards a target which explodes, damaging nearby foes.
A chilling 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.
Creates a sudden burst of cold in a targeted area, damaging enemies. This 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.
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.
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.
Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands.
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.
Discharge all the character's charges to deal elemental damage to all nearby monsters.
Launches unpredictable sparks that move randomly until they hit an enemy or expire.
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.
Creates a wall of ice which holds back enemies. Targets under the wall are damaged and pushed back.
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.
Casts a ring of Lightning around you, followed by a larger Lightning nova. Each effect hits enemies caught in their area with Lightning Damage.
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.
Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
An arc of lightning stretches from the caster to a targeted enemy and chains on to other nearby enemies. Each time the main beam chains it will also chain to a second enemy, but that secondary arc cannot chain further.
Summons a totem that shakes the earth around it, knocking back and damaging nearby enemies
Fires an arc of knives in front of the caster which deals physical damage.
Sets a marker at a location. After a short duration, lightning strikes the marker, dealing damage around it. When this happens, it will also set off the lightning at any other markers you've cast.
Fires a slow-moving projectile that periodically damages enemies in an area around it with bolts of lightning.
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.
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.
Teleport to a location, damaging enemies and leaving a trail of burning ground in your wake. Shares a cooldown with other Blink skills.
Lob a fiery orb that deals area damage as it hits the ground. The skill chains, bouncing forward to deal damage multiple times.
Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys, each wider but less damaging than the last. Enemies can be hit multiple times where these overlap.
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.
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.
Fires a slow-moving projectile that pierces through enemies, dealing cold damage.
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.
This spell removes some life from one of your Skeleton minions near you or the targeted location to deal chaos damage in an area around it. This effect will chain to your other nearby skeletons. If you have no skeletons near you or the targeted location, it will sacrifice your own life to deal damage instead.
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.
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.
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.
|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
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.
Deals spell damage in a targeted area. When this spell deals damage, if your Lingering Blades or Blade Vortex blades are nearby, it will detonate them, dealing damage again in an area around them. Up to 50 Blades can be detonated this way.
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.
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.
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.
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.
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.
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.
Damages enemies in an area, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the enemy's corpse will be consumed to summon a Sentinel of Absolution for a longer secondary duration, or to refresh the duration and life of an existing one instead if you have the maximum number of them.
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.
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.
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.