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→Spell Listing
===Apocalypse===
Apocalypse is the ultimate spell in Diablo. It creates a blossom of fire beneath a monster's feet, but is not fire damage. Apoc is a special type of damage that can not be resisted, and that no monster is immune to. In Diablo it hits everything on the screen, even over walls, and is frequently used to decimate the creatures inside of Diablo's square before the bone levers are thrown. In Hellfire the spell is nerfed a bit, and does not hit things over walls.
* '''Type: '''Special* '''Min. Damage: '''Clvl* '''Max. Damage: '''6·clvl* '''Real damage: '''Itt(clvl, Rnd[6] + 1)* '''Speed: '''Hits everything in range when cast.* '''Blockable: '''Yes* '''Available: '''Scrolls and staffs only in Diablo. On books as well in Hellfire, but the only way to get a book is to kill Na-Krul.
Blood Star has a special extra cost to cast; draining 5 life along with the mana cost. When cast with a Mana Shield active, it costs 5 extra mana. This cost is applied even if it's cast from charges.
* '''Type: '''Magic* '''Damage: '''3·slvl + [Mag/2] - [Mag/8]* '''Speed: '''16* '''Blockable: '''Yes
Like Blood Star, Bone Spirit costs life as well as mana to cast, draining 6 life along with the mana cost. This cost is applied even if the spell is cast from charges on a staff. It costs 6 extra mana if you have Mana Shield active.
* '''Type: '''Magic* '''Damage against monster: '''1/3 of targets HP* '''Damage against player: '''1/6 of targets life* '''Speed: '''16* '''Blockable: '''Yes
The damage from each bolt is calculated multiple times per bolt, as they appear to move past. According to Jarulf's Guide, each bolt does a hit check each 0.05 seconds, for a total of [slvl/2] + 6 times per bolt.
* '''Spell: '''Chain Lightning* '''Type: '''Lightning* '''Min. Damage: '''4* '''Max. Damage: '''4 + 2·clvl* '''Real Damage: '''Rnd[clvl] + Rnd[2] + 2* '''Bolts: '''1 + numbers of monsters in range* '''Range: '''2 + slvl (max 18)* '''Speed: '''32* '''Duration: '''([slvl/2] + 6)/20 seconds* '''Blockable: '''No
This spell can be quite annoying when used by mages; not for the tiny damage, but because it causes characters with a shield to stop to block.
* '''Spell: '''Charged Bolt* '''Type: '''Lightning* '''Min. Damage: '''1* '''Max. Damage: '''1 + [Mag/4]* '''Number of bolts: '''4 + [slvl/2]* '''Speed: '''8* '''Blockable: '''Yes
===Elemental===
Elemental splash damage is 1/64th of the total damage. It is applied each .05 seconds for .7 seconds (14 tries) and is not blockable. Thus, as is the case with Fireball, the splash damage from an Elemental will deal damage even if the spell itself is blocked.
* '''Spell: '''Elemental* '''Type: '''fire* '''Min. Damage: '''Rec(slvl, 4 + 2·clvl)* '''Max. Damage: '''Rec(slvl, 40 + 2·clvl)* '''Quick Min. Damage: ''' (4 + 2·clvl) · (9/8)^slvl* '''Quick Max. Damage: '''(40 + 2·clvl) · (9/8)^slvl* '''Real Damage: '''Rec(slvl, 2·(Rnd[10]+Rnd[10]+clvl) + 4)/2* '''Speed: '''16* '''Blockable: ''' Yes
Like all projectiles in Diablo and Hellfire, Fireball is best fired at targets approaching in straight lines. It's extremely accurate against stationary targets, whatever their orientation to the caster.
* '''Spell: '''Fireball* '''Type: '''fire* '''Min. Damage: '''Rec(slvl, 4 + 2·clvl)* '''Max. Damage: '''Rec(slvl, 40 + 2·clvl)* '''Quick Min. Damage: '''(4 + 2·clvl) · (9/8)^slvl* '''Quick Max. Damage: '''(40 + 2·clvl) · (9/8)^slvl* '''Real Damage: '''Rec(slvl, 2·(Rnd[10]+Rnd[10]+clvl) + 4)* '''Speed: '''16 + 2·slvl (max 50)* '''Blockable: '''Yes
The fire damage dealt by the dragons of the Guardian spell is determined by the Firebolt spell, so characters will want to max this one out, even if they never cast Firebolt itself.
* '''Spell: '''Firebolt* '''Type: '''fire* '''Min. Damage: '''1 + slvl + [Mag/8]* '''Max. Damage: '''10 + slvl + [Mag/8]* '''Real Damage: '''Rnd[10] + slvl + [Mag/8] + 1* '''Speed: '''16 + 2·slvl* '''Blockable: '''Yes
The central sprite of the firewall does double damage. Unlike most spells, Firewall can damage the player who casts it, and this damage is treated as fire from a trap (thus "of thieves" item will half it). Each space in the flame hits every .05 second for the duration.
* '''Spell: '''Fire Wall* '''Type: '''fire* '''Min. Damage: '''4 + 2·clvl* '''Max. Damage: '''40 + 2·clvl* '''Real Damage: '''(Rnd[10] + Rnd[10] + clvl + 2)/8* '''Duration: ''' 8 + 8·slvl seconds (12 + 8·slvl in Hellfire)* '''Number of flames: '''11* '''Blockable: '''No
This spell can hit the player who casts it, (if you teleport quickly into it) and the fire is counted as damage from a trap.
* '''Spell: '''Flame Wave* '''Type: '''fire* '''Min. Damage: '''6 + 6·clvl* '''Max. Damage: '''60 + 6·clvl* '''Real Damage: '''Rnd[10] + clvl + 1* '''Speed: '''16* '''Number of flames: '''5 + [slvl/2]* '''Blockable: '''Yes
There are actually two spells cast; the first hits targets in front of and to the sides of the character, while the second covers the three rear spaces. Like other timed spells, Flash hits once every .05 seconds, for a total of 19 attempts in just less than a second.
* '''Spell: '''Flash* '''Type: '''magic* '''Min. Damage: '''[3·Rec(slvl, clvl)/2]* '''Max. Damage: '''2·[3·Rec(slvl, clvl)/2]* '''Quick Min. Damage: '''3·clvl/2 · (9/8)^slvl* '''Quick Max. Damage: '''3·clvl · (9/8)^slvl* '''Real Damage 1: '''[3·Rec(slvl, Itt(clvl, Rnd[20] + 1))/2]/64* '''Real Damage 2: '''[3·Rec(slvl, Itt(clvl, Rnd[2] + 1))/2]/64* '''Duration: '''0.95 seconds* '''Blockable: '''No
Only one golem may be active at once. If the spell is cast again, an active golem will crumble to gravel. Players gain full experience for kills made by their golem. Golems are hostile to each other, and will fight if there are two of them (from two players) in the same area. Yes, this can be funny to watch.
* '''Spell: '''Golem* '''Type: '''Physical damage. * '''Stated damage: '''11-17 (meaningless figure)* '''Golem stats:'''* * '''HP: ''' 2·maxmana/3 + 10·slvl* * '''AC: ''' 25* * '''To Hit: ''' 40 + 2·clvl + 5·slvl* * '''Min. Damage: ''' 8 + 2·slvl* * '''Max. Damage: '''16 + 2·slvl* * '''mlvl: '''12 (modified for difficulty)* * '''HP regeneration: '''1.9, 4.1 and 6.6 each second on normal, nightmare and hell difficulty (same as for normal monster)* * '''Resistances: '''None* * '''Immunities: '''Apocalypse, Stone Curse and Telekinesis
The damage from a Guardian is equal to the damage of the casting character's Firebolt spell; the damage listed on the Guardian spell itself is meaningless. Higher levels of Guardian affect only the duration of the dragon, not the damage. Players gain full experience for kills made by their Guardians.
* '''Spell: '''Guardian* '''Type: '''fire* '''Min. Damage: '''Rec(slvl, 1 + [clvl/2])* '''Max. Damage: '''Rec(slvl, 10 + [clvl/2])* '''Quick Min. Damage: '''(1 + clvl/2) · (9/8)^slvl* '''Quick Max. Damage: '''(10 + clvl/2) · (9/8)^slvl* '''Duration: '''4·slvl/5 + 2·clvl/5 seconds (maximum 24 seconds, minimum 0.8 seconds)* '''Fire frequency: '''every 0.8 second* '''Blockable: '''Yes
Healing is cast when the spell is triggered, but only grants the healing effect if the casting animation is completed. Warriors and other slow casting characters might find this one impossible to use when in melee combat, since the monsters will keep hitting them and interrupting their casting animation.
* '''Spell: ''' Healing* '''Type: ''' n/a* '''Mana Cost: ''' 8 + 2·clvl - 3·slvl* '''Min. Healing: ''' bonus·(1 + clvl + slvl)* '''Max. Healing: '''bonus·(10 + 4·clvl + 6·slvl)* '''Real Healing: '''bonus·(Rnd[10] + Itt(clvl, Rnd[4]+1) + Itt(slvl, Rnd[6]+1) + 1)* '''Bonus: '''Characters with higher bonuses gain more hit points per heal, generally speaking. {See the [[D1_Potions_and_Elixirs#Partial_Potion_Calculations|Partial potion calculations]] information for more details on how these bonuses are integrated into the formula.)
** Warrior, Monk and Barbarian: 2.0
** Rogue and Bard: 1.5
===Heal Other===
This spell is only found in multiplayer. It works much like Healing, except that casting it gives a target for the pointer, and the benefit will be granted to whichever player is clicked on. It can be hard to click on a friend, if they're moving or there are monsters crowded around them, and few players will wait on this spell, since drinking a potion is instantly beneficial.
* '''Spell: '''Heal Other* '''Type: '''n/a* '''Mana Cost: '''8 + 2·clvl - 3·slvl* '''Min. Healing: '''bonus·(1 + clvl + slvl)* '''Max. Healing: '''bonus·(10 + 4·clvl + 6·slvl)* '''Real Healing: '''bonus·(Rnd[10] + Itt(clvl, Rnd[4]+1) + Itt(slvl, Rnd[6]+1) + 1)* '''Bonus: '''Characters with higher bonuses gain more hit points per heal, generally speaking. {See the [[D1_Potions_and_Elixirs#Partial_Potion_Calculations|Partial potion calculations]] information for more details on how these bonuses are integrated into the formula.)
** Monk: 3.0
** Warrior and Barbarian: 2.0
Nothing resists Holy Bolt in ''Diablo''. In ''Hellfire'', Diablo and the Bone Demons are resistant to it.
* '''Spell: '''Holy Bolt* '''Type: '''Special* '''Min. Damage: '''9 + clvl* '''Max. Damage: '''18 + clvl* '''Speed: '''16 + 2·slvl
The spell always has the same range and duration, regardless of the Slvl or Clvl. The differences in damage are by distance from the caster. Inferno blows three spaces, and spends longer in each of them, progressively. Like other duration spells in Diablo, there is a damage check every .05 seconds, so Inferno hits 20, 25, and 30 times, moving away from the caster.
* '''Spell: '''Inferno* '''Type: '''fire* '''Min. Damage: '''3* '''Max. Damage: 6 + 3·clvl/2* '''Real Damage: '''(3·(Rnd[clvl]+Rnd[2]) + 6)/16* '''Range: '''3* '''Duration: '''1, 1.25 and 1.50 seconds* '''Blockable: '''No
Infravision is only found only on scrolls, staff charges, and as the benefit after drinking from a [[D1_Shrines#Springs_and_Pools|Murky Pool]]. It's never found in book form.
* '''Spell: ''' Infravision* '''Type: ''' n/a* '''Duration: ''' Rec(slvl, 79.2) seconds* '''Murky pools: ''' (Duration depends on the level the pool is found on. Murky pools never appear in the Hive or Crypt levels.)** '''Church: ''' slvl = 2** '''Catacombs: ''' slvl = 4** '''Caves: ''' slvl = 6** '''Hell: ''' slvl = 8
Each bolt hits multiple times, calculating the damage every .05 seconds, for a total [slvl/2]+6 times.
* '''Spell: ''' Lightning* '''Type: '''lightning* '''Min. Damage: '''4* '''Max. Damage: '''4 + 2·clvl* '''Real Damage: '''Rnd[clvl]+ Rnd[2] + 2Speed: 32* '''Duration: '''([slvl/2]+6)/20 seconds* '''Speed: '''32* '''Blockable: ''' No
If a character takes damage greater than their current life, they will neither be stunned nor pushed back by it. This can be exploited with mana shield and -life equipment (or bugs, such as the yellow zombies removing 1 life point permanently with each hit in early versions of Diablo).
* '''Spell: ''' Mana Shield* '''Type: '''n/a* '''Damage reduction in Diablo: '''33%* '''Damage reduction in Hellfire: '''Bugged. The spell is supposed to increase the damage reduction with increasing levels, but actually does the opposite. Formula: 100/(3· slvl)% The max slvl is 7, in this formula.* '''Duration: '''Infinite. Only ends when mana drops to zero, or when you leave the current dungeon level.
Nova is only found on scrolls and staffs in Diablo. In Hellfire it can be found in book form.
* '''Spell: '''Nova* '''Type: ''' lightning* '''Min. Damage: ''' 5·Rec(slvl, 2 + [clvl/2])* '''Max. Damage: ''' 5·Rec(slvl, 15 + [clvl/2])* '''Quick Min. Damage: ''' 5·(2 + clvl/2) · (9/8)^slvl* '''Quick Max. Damage: ''' 5·(15 + clvl/2) · (9/8)^slvl* '''Real Damage: ''' Rec(slvl, (Itt(5, Rnd[6]) + clvl + 5)/2)* '''Number of bolts: ''' 92* '''Speed: ''' 16* '''Blockable: ''' No