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Signature spell

Revision as of 20:20, 24 April 2012 by MrFrye (talk | contribs) (added category)
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A Signature Spell is a low-level Wizard skill that requires no Arcane Power to cast. It is most likely that these spells are known by all users of magic and are learn by apprentices.

Signature Spells were previously called Academic Spells. Before becoming completely free to cast, their Arcane Power cost was reduced by 1 with each time the Wizard leveled-up.


SpellsEdit

These are Wizard's Signature Spells. See each of the spells for information about their runestone effects and much more.


Icon Skill Description
{{{icon}}} [[{{{name}}}]]
Primary
Signature spell
1 {{{desc}}}
{{{icon}}} [[{{{name}}}]]
Primary
Signature spell
3 {{{desc}}}
{{{icon}}} [[{{{name}}}]]
Primary
Signature spell
11 {{{desc}}}
{{{icon}}} [[{{{name}}}]]
Primary
Signature spell
15 {{{desc}}}


SynergiesEdit

All Signature Spells are affected by the following Wizard passives:

Skill Unlocked Description
{{{icon}}} [[{{{name}}}]]
See:
Signature spell
20 {{{desc}}}
{{{icon}}} [[{{{name}}}]]
See:
Signature spell
55 {{{desc}}}


All Signature Spells are affected by the following rune effects:


Icon Skill Description
{{{icon}}} [[{{{name}}}]]
Force
13 {{{desc}}}
IconObsidian.png
Trail of Destruction

[e]

Casting Energy Twister grants you a Wind Charge. You can store up to 5 Wind Charges at a time. Casting an Signature spell releases all Wind Charges as a giant Energy Twister that deals 25% damage per Wind Charge.

Signature spells are: Magic Missile, Shock Pulse, Spectral Blade, Electrocute.