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Sorceress: Cold Spells | Sorceress: Lightning Spells | Sorceress: Fire Spells
Skills Basics | Casting Delays | Skills Index

Lightning Spells

Skill Level Chart

Charged Bolt [1], Telekinesis [6], Static Field [6], Lightning [12], Nova [12], Chain Lightning [18], Teleport [18], Thunder Storm [24], Energy Shield [24], Lightning Mastery [30]

Lightning Spells will not work against Lightning Immune monsters. Don't bother trying.

Charged Bolt Charged Bolt
Required Level: 1
Prerequisites None

By charging the ions in the air surrounding her, the Sorceress discharges bursts of electrical energy. These missiles flit about randomly, chasing down her opponents and shocking them to the core.

Effect: Fires multiple, jumping bolts of electricity that seek their targets.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 3 3.5 4 4.5 5 5.5 6 6.5 7 7.5 8 8.5 9 9.5 10 10.5 11 11.5 12 12
Damage 2-4 2-4 3-5 3-5 4-6 4-6 5-7 5-7 6-8 6-8 7-9 7-9 8-10 8-10 9-11 9-11 10-12 11-13 12-14 13-15
# of Bolts 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22

Charged Bolt Receives Bonuses From
Lightning: +6% Lightning Damage Per Level

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Telekenesis Telekinesis
Required Level: 6
Prerequisites None

With this skill a Sorceress can reach out with her mind and manipulate distant objects. By manipulating the Ether that permeates the world, she is even able to retrieve items out of her reach, or send her attacks to distant enemies. Useful to a cunning Sorceress, this spell rewards quick thinking to make the most of opportunities when they present themselves.

Effect: Allows you to pick up items, trigger objects, and attack others at a distance.

  • Knockback and Stun disabled when used against Super Unique Monsters and Bosses.
  • Telekinesis can be used to activate the Seals in The Chaos Sanctuary.
  • Telekinesis can be used to open chests and to quickly grab the contents which will be placed in your inventory if there is room.
  • Telekinesis will only pick up scrolls, potions, keys, gold, arrows and bolts.
  • Use Telekinesis to stun enemies and shove them away. At low levels you will find Telekinesis is useful for killing enemies but as you take on more powerful enemies you will find that you will have to cast it many times to finish off an enemy by yourself.
  • You can use Telekinesis to activate Shrines. This saves the time of walking to a Shrine to touch it and also can be used to beat other players to the most desired Shrines.
  • Telekinesis can be used to enter Portals created with Town Portal scroll or Portal Shrine. Red portals like The Secret Cow Level or Pit of Acheron can be also used. Note that you can only enter the portal with Telekinesis inside the town or level.
  • You can activate and use Waypoints with Telekinesis. Your private stash is also usable with this skill. These can significantly hasten up your town visits.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 7  
Damage 1-2 2-3 3-4 4-5 5-6 6-7 7-8 8-9 9-10 10-11 11-12 12-13 13-14 14-15 15-16 16-17 17-18 18-19 19-20 20-21

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[ Click to Enlarge - 90 KB ]





Static Field Static Field
Required Level: 6
Prerequisites None

A devastating spell of limited range, Static Field instantly removes a good portion of the health of nearby enemies. Thusly injured, enemies are easy prey to the follow-up attacks of the Sorceress or her party members. Subsequent castings do less damage, but in combination with other spells or a decisive melee attack, a Sorceress can rely on this powerful ability to quickly dispatch even the strongest of foes.

Effect: Every enemy in a radius around you lose 25% of their current health.

Player vs Player: Static Field has a limited effect against other Players.

Static Field is a very important Skill for the Sorceress. Use Static Field on highly magic resistant bosses and Unique Monsters, that the Sorceress would otherwise have problems fighting when using her Fire, Cold and other Lightning Spells. Additional points into Static Field only increases the radius of the spell's effect so at some point, you will no longer receive a large benefit from additional points. You can rely on items that give bonus skill points to all skills to build up Static Field without having to place too many points to start it off.

The Benefits of Static field decrease rapidly so cast Static Field a few times to bring the Monster's Hit Points down then combine with another spell to finish them off. This spell works very well in combination with other party member attacks.

Static Field is Lightning damage, and can be resisted through Lightning Resistance.

Static Field is not affected by Conviction and Lower Resist.

Static Field will not take a monster below 33% health in Nightmare and 50% in Hell.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 9  
Radius (yards) 3.3 4 4.6 5.3 6 6.6 7.3 8 8.6 9.3 10 10.6 11.3 12 12.6 13.3 14 14.6 15.3 16
Damage: 25%  

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Lightning Lightning
Required Level: 12
Prerequisites Charged Bolt [1]

This spell allows a Sorceress to summon the very power of the heavens and emit a tremendous surge of electrical energy. Creating a channel of lightning directed at her target, she cuts a swath through her opponents with pinpoint accuracy.

Effect: Casts a bolt of lightning.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 8 8.5 9 9.5 10 10.5 11 11.5 12 12 13 13 14 14 15 15 16 16 17 17
Damage 1-43 1-51 1-60 1-69 1-77 1-86 1-95 1-103 1-116 1-129 1-142 1-155 1-168 1-181 1-194 1-207 1-228 1-250 1-272 1-293

Lightning Receives Bonuses From
Charged Bolt: +8% Lightning Damage Per Level
Nova: +8% Lightning Damage Per Level
Chain Lightning: +8% Lightning Damage Per Level

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Nova Nova
Required Level: 12
Prerequisites: Static Field [6]

With this attack the Sorceress creates a wave of electrical energy radiating from her fingertips, bathing all nearby enemies with its destructive force. This spell is ideal for defeating melee opponents who swarm too closely.

Effect: Creates an expanding ring of electricity that does massive damage.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34
Lightning Damage 1-20 7-28 13-36 19-44 25-52 31-60 37-68 43-76 50-85 57-94 64-103 71-112 78-121 85-130 92-139 99-148 107-158 115-168 123-178 131-188

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Chain Lightning Chain Lightning
Required Level: 18
Prerequisites: Charged Bolt [1], Lightning [12]

An improved and more complicated version of the Lightning spell, Chain Lightning arcs from foe to foe, branching out until all of its energy is dissipated. The stench of burnt flesh and ozone is often all that remains after this spell is cast.

Effect: Casts a lightning bolt that jumps through multiple targets.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
Damage 1-40 1-51 1-62 1-73 1-84 1-95 1-106 1-117 1-130 1-143 1-156 1-169 1-182 1-195 1-208 1-221 1-236 1-251 1-266 1-281
Hits # Targets 5 5 5 5 6 6 6 6 6 7 7 7 7 7 8 8 8 8 8 9

Chain Lightning Receives Bonuses From
Charged Bolt: +4% Lightning Damage Per Level
Nova: +4% Lightning Damage Per Level
Lightning: +4% Lightning Damage Per Level

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Teleport Teleport
Required Level: 18
Prerequisites: Telekinesis [6]

A Sorceress trained in this arcane skill has the ability to traverse the Ether, instantly rematerializing in another location. Without the aid of waypoints or portals, she may teleport anywhere within her immediate vicinity. Though not suitable for larger distances, a Sorceress can make good use of this spell for evading capture, or to reach otherwise inaccessible areas.

Effect: Instantly transports you between two points.

Teleport should be a favorite skill of every Sorceress because it can be used to escape danger and to save time.

Note that additional points in Teleport only give a reduction in mana cost. You probably do not want to put all your points into Teleport. You can gain additional points in Teleport with items that give +1-2 to all Sorceress Skills or as a bonus stat on your Staff.

Teleport is a good way to recollect your Hireling. Your Hireling Teleports with you! You can use this to Teleport your Hireling onto monster as well. Just Teleport right next to a Monster and your Hireling will be pushed right into them. Using this method you can have much better control over which target your Hireling fights. If your Hireling gets stuck or lost, Teleport to bring them back to your side.

Escape from Battle - The Sorceress is naturally weak against Melee or hand to hand attacks. When surrounded by Monsters, use Teleport to quickly escape to a clear area where you can blast the enemy from a distance. An item that gives Faster Cast Rate will help in this situation, giving you more time to cast Teleport when under heavy attack.

Take Short Cuts - By far the most fun use of Teleport is to take Shortcuts. Rather than walking across the bridge or climbing stairs, just Teleport to the other side of an obstacle. You can Teleport through many things which you might not think is possible. Try it out!

Race other People - Use Teleport to quickly get a long distance away from combat or other players or use it to beat another player to another area location or back to town. It's always funny to see another member of the party start with a huge head start and the Sorceress catches up and passes that player using Teleport.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5

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Thunderstorm Thunder Storm
Required Level: 24
Prerequisites: Charged Bolt [1], Static Field [6], Lightning [12], Nova [12], Chain Lightning [18]

Weather manipulation is the most impressive form of elemental magic a Sorceress may attain. A Sorceress learned in this skill may manifest a tempest of dark storm clouds that follow her wherever she travels. Any who approach the canopy of her storm are subject to the full force of the gale and bolts of powerful lightning!

Effect: Summons a thunderstorm that periodically blasts a nearby enemy with a bolt of lightning.

Thunder Storm is a popular Sorceress spell. It automatically hits monsters so there's no need to aim. Once you've spent the mana to cast it, it will stay active on your character for the duration of the spell which will depend on how many skill points you have in Thunder Storm. Simply recast it when it wears off. With more points, and combined with Lightning Mastery and +Skills Items, Thunder Storm can do significant damage, often killing monsters in one hit. Thunder Storm is great for taking care of monsters that are difficult to catch. Thunder Storm is excellent for finishing off monsters or for softening them up before you use your main spells. If you use Thunder Storm, Lightning Mastery is recommended.

You can even use Thunder Storm in combination with the Cold Armor series of spells, Energy Shield and Enchant.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 19  
Damage 1-100 11-110 21-120 31-130 41-140 51-150 61-160 71-170 81-180 91-190 101-200 111-210 121-220 131-230 141-240 151-250 162-261 173-272 184-283 195-294
Duration (seconds) 32 40 48 56 64 72 80 88 96 104 112 120 128 136 144 152 160 168 176 184

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Energy Shield Energy Shield
Required Level: 24
Prerequisites: Charged Bolt [1], Telekinesis [6], Lightning [12], Teleport [18], Chain Lightning [18]

Sheathing herself in pure energy, the Sorceress walks fearlessly into the fray. So long as she can maintain her concentration over this magical buffer, she diverts harmful magical energies and absorbs physical harm into her store of Mana.

Effect: Absorbs magical and some physical damage to Mana instead of Life.

Typically the Sorceress has a lot more Mana than Hit Points. Energy Shield can allow the Sorceress to redirect some of the damage she takes from hit points to mana giving her a better chance to survive battles. This can be especially helpful on Nightmare and Hell Difficulty. The amount of damage absorbed will depend on how many skill points you have in Energy Shield. The only concern when using Energy Shield is that it will eat up mana which is necessary for the Sorceress to cast her spells. If it becomes an issue, wait until you have enough Mana or fast Mana Regeneration to support Energy Shield.

Each point in Telekinesis makes Energy Shield's damage absorption more effective. By default, for each point of damage absorbed by Energy Shield, 2 mana points are deducted - a 200% ratio. Each hard skill point in Telekinesis makes Energy Shield 6.25% more effective. For example, with 8 points in Telekinesis, 1.5 mana points are deducted for each point of damage absorbed - a 150% ratio. With 16 points in Telekinesis, one point of damage absorbed equals one point of mana loss - a 100% ratio.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Mana Cost: 5  
Absorbs % Damage 20 25 30 35 40 45 50 55 57 59 61 63 65 67 69 71 72 73 74 75
Duration (seconds) 144 204 264 324 384 444 504 564 624 684 744 804 864 924 984 1044 1104 1164 1224 1284

Energy Shield Receives Bonuses From
Telekinesis

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Lightning Mastery Lightning Mastery
Required Level: 30
Prerequisites: None

The final step in mastering the destructive powers of the firmament, this skill gives a Sorceress finer control and mastery over her powers. Once she has reached this point in her studies, she can begin to rival the powers of the Heavens themselves.

Passive Effect: Increases the damage of lightning spells.

Place points into Lightning Mastery to increase the damage of your Lightning Spells.

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Lightning Damage +% 50 62 74 86 98 110 122 134 146 158 170 182 194 206 218 230 242 254 266 278



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