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Priest

Priest

40Spells
12HolyWater
10DisciplineWater
10ShadowFire

Common spells are available whatever the specialization; each specialization adds its own, from level 10. The level shown is the one at which the spell unlocks.

The essentials

Insanity

A charge you build up (6 at most) by casting the spells below; those that feed on them gain a bonus per charge carried, without spending them. The exact bonus is on each spell's card.

Built byShadow Word: PainDevouring PlagueMind FlayDark AscensionShadow CrashTerror

Used byMind BlastPsychic BlastVoid Eruption

Poisons

A poison hits the target at the start of each of its turns, until it runs out.

Shadow Word: PainDevouring Plague

AP and MP removal

Each point removed is rolled on its own: your Removal against the target's Dodge, with Wisdom counting on both sides. A dodged point is not removed.

Dread VeilTerror

Specialization passives

Holy

Favor: outgoing healing +15%.

Discipline

Atonement: your damage (Penance) heals allies protected by your shields — you heal by attacking.

Shadow

Shadow Form: +10% damage, outgoing healing -30%.

The numbers are each spell's base at level 100, before your characteristics and the target's resistances. The base grows with your level (×0.55 at level 1); every cast varies by ±15%, a critical hit does ×1.5. Click a spell's effect to open its full card.

Common spells

LevelSpellAP RangeElementEffect
1 Smite 3 1–6 Fire
20 to 28 (Fire damage)
  • On a critical hit: 30 to 42
  • Cells in range
  • Line of sight required
  • 2 casts per turn
1 Heal 3 0–5 Water
Heals 30 HP
  • Cells in range
  • Line of sight required
1 Holy Nova 4 0–0 Fire
15 to 21 (Fire damage)Heals allies for 12 HPCircle of radius 2 around you
  • On a critical hit: 23 to 32
  • Cooldown: 1 turn
2 Soothe 2 0–5 Water
Heals 18 HP
  • Cells in range
  • Line of sight required
4 Power Word: Shield 3 0–5 Water
Shield of 30 HP
  • Stacked shields: at most 50% of the target’s max HP
  • Cells in range
  • Line of sight required
  • 1 cast per turn
6 Levitate 2 0–4 Neutral
+1 MP (1 turn)
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
9 Dispel 2 1–5 Neutral
Removes 1 buff from an enemy or 1 debuff from an ally
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
13 Repulsion Wave 2 0–0 Neutral
Pushes back 2 cellsCircle of radius 1 around you
  • Cooldown: 2 turns

Holy

LevelSpellAP RangeElementEffect
10 Prayer of Mending 5 1–4 Water
Heals 30 HPCircle of radius 2
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
10 Sanctuary 3 1–4 Water
Leaves a ground zone that heals 10 HP per turn (2 turns)Circle of radius 1
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
10 Light Bolt 3 1–6 Water
17 to 23 (Water damage)
  • On a critical hit: 26 to 35
  • Cells in range
  • Line of sight required
20 Renew 2 0–5 Water
Heals 8 HP per turn (3 turns)
  • Recast on the same target, it refreshes your effect
  • Cells in range
  • Line of sight required
20 Guardian Angel 4 0–5 Neutral
Cannot drop below 1 HP, once (2 turns)
  • Cells in range
  • Line of sight required
  • Cooldown: 5 turns
20 Serenity 4 0–5 Water
Heals 32 HP
  • Cells in range
  • Line of sight required
  • Cooldown: 3 turns
35 Anointing 3 0–4 Water
Heals 22 HP+15% healing received (1 turn)
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
35 Power Infusion 3 0–5 Neutral
The target gains 2 AP at the start of its next turn
  • Cells in range
  • Line of sight required
  • Cooldown: 5 turns
50 Lingering Light 2 0–0 Water
60% of your overhealing becomes a shield (3 turns)
  • Cooldown: 4 turns
50 Apotheosis 3 0–0 Water
+40% healing done (3 turns)
  • Cooldown: 5 turns
65 Preventive Healing 3 0–5 Water
On the next hit taken: heals 20 HP, then jumps to the nearest wounded ally (3 jumps) (3 turns)
  • Cells in range
  • Line of sight required
80 Holy Smite 3 1–5 Water
20 to 28 (Water damage)-2 MP (1 turn)Rooted (1 turn)
  • On a critical hit: 30 to 42
  • Cells in range
  • Line of sight required
  • Cooldown: 3 turns

Discipline

LevelSpellAP RangeElementEffect
10 Barrier 4 0–5 Water
Shield of 30 HPWhile the shield holds, Redemption heals this ally for 100% of the damage dealt
  • Stacked shields: at most 50% of the target’s max HP
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
10 Penance 3 1–6 Water
22 to 30 (Water damage)Heals your allies under Redemption for 60% of the damage
  • Split over 3 hits
  • On a critical hit: 33 to 45
  • Cells in range
  • Line of sight required
20 Evangelism 2 0–0 Neutral
Your shielded allies receive Redemption for 2 turns; your running Redemptions last 2 turns longer
  • Cooldown: 4 turns
20 Suppressed Pain 2 0–4 Neutral
−30% damage taken (1 turn)
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
35 Piercing Beam 4 1–6 Water
34 to 46 (Water damage)Heals your allies under Redemption for 60% of the damage
  • On a critical hit: 51 to 69
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
35 Saving Grasp 3 1–6 Water
Shield of 18 HPPulls 1 cell
  • Stacked shields: at most 50% of the target’s max HP
  • Cells in range
  • Line of sight required
  • Cooldown: 3 turns
50 Schism 3 1–6 Water
27 to 37 (Water damage)Heals your allies under Redemption for 60% of the damage+20% damage taken (2 turns)
  • On a critical hit: 41 to 56
  • Cells in range
  • Line of sight required
  • Cooldown: 3 turns
50 Halo 4 0–0 Water
15 to 21 (Water damage)On an ally: heals 18 HPRing of radius 3 around you
  • On a critical hit: 23 to 32
  • Cooldown: 3 turns
65 Rapture 2 0–0 Water
Shield of 25 HP+50% to the value of your shields (2 turns)
  • Stacked shields: at most 50% of the target’s max HP
  • Cooldown: 5 turns
80 Radiant Burst 4 0–4 Water
Heals 18 HPApplies Redemption (2 turns)Circle of radius 2 around you
  • Cooldown: 3 turns

Shadow

LevelSpellAP RangeElementEffect
10 Shadow Word: Pain 3 1–6 Fire
11 Fire damage per turn (3 turns)Life steal: 50% of the poison damage+1 Insanity (max 6)
  • Charges spent by: Mind Blast, Psychic Blast, Void Eruption
  • Cells in range
  • Line of sight required
10 Mind Blast 4 1–5 Fire
21 to 29 (Fire damage)+10 damage on a target under one of your poisons+4% damage per charge (Insanity), without spending them
  • On a critical hit: 32 to 44
  • Charges built by: Shadow Word: Pain, Devouring Plague, Mind Flay, Dark Ascension, Shadow Crash, Terror
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
20 Devouring Plague 4 1–4 Fire
8 Fire damage per turn (2 turns)+1 Insanity (max 6)Circle of radius 1
  • Charges spent by: Mind Blast, Psychic Blast, Void Eruption
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
20 Void Eruption 4 1–6 Fire
26 to 35 (Fire damage)At 5 charges (Insanity) or more, opens Voidform: +20% damage; the charges drain at each of your turns (1, then 2, then 3…) and the form ends at 0When the form opens, the target is silenced (1 turn)+5% damage per charge (Insanity), without spending them
  • On a critical hit: 39 to 53
  • No effect on a boss
  • Charges built by: Shadow Word: Pain, Devouring Plague, Mind Flay, Dark Ascension, Shadow Crash, Terror
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
35 Mind Flay 2 1–6 Fire
12 to 16 (Fire damage)+50% damage Voidform+1 Insanity (max 6)
  • On a critical hit: 18 to 24
  • Charges spent by: Mind Blast, Psychic Blast, Void Eruption
  • Cells in range
  • Line of sight required
35 Psychic Blast 4 0–0 Fire
14 to 20 (Fire damage)+8 damage on a target under one of your poisons+4% damage per charge (Insanity), without spending themCircle of radius 2 around you
  • On a critical hit: 21 to 30
  • Charges built by: Shadow Word: Pain, Devouring Plague, Mind Flay, Dark Ascension, Shadow Crash, Terror
  • Cooldown: 2 turns
50 Dark Ascension 3 0–0 Fire
+20% damage (3 turns)+3 Insanity (max 6)
  • Charges spent by: Mind Blast, Psychic Blast, Void Eruption
  • Cooldown: 5 turns
50 Shadow Crash 4 1–5 Fire
22 to 30 (Fire damage)+2 Insanity (max 6)Circle of radius 1
  • On a critical hit: 33 to 45
  • Charges spent by: Mind Blast, Psychic Blast, Void Eruption
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
65 Dread Veil 3 1–5 Fire
19 to 25 (Fire damage)Removes 1 AP
  • On a critical hit: 29 to 38
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
80 Terror 3 1–5 Fire
Removes 3 APPushes back 2 cells+2 Insanity (max 6)
  • Charges spent by: Mind Blast, Psychic Blast, Void Eruption
  • Cells in range
  • Line of sight required
  • Cooldown: 4 turns