This guide for the Sorcerer in Diablo 4 focuses on a post-campaign Endgame Frozen Orb build that functions without too many Aspects, but becomes much more potent with the completed build!
This guide is up-to-date for Season 4 and Patch 1.4.0.
Check our Diablo 4 Builds Catalog of uniquely crafted builds for each class.
Sorcerer skills usually pack huge AoE or high Single Target damage, this build combines two lesser-used skills, Chain Lightning and Frozen Orb to cover both of these aspects.
This Sorcerer build guide assumes you’re at least level 50 and have completed enough of your Renown to have gained the 10 additional Skill Points available.
If you want a great leveling build to reach this point with, try our Crackling Arcs Sorcerer Leveling Build.
If you want to level up with Frozen Orb, at the end of this guide, we have a leveling section showing you how to develop a new character from level 1 with this build.
Build Overview
Our main damage Skills, Chain Lightning and Frozen Orb complement each other perfectly, covering for the weakness of the other. Both also bring their own utility to the build to further this synergy.
Chain Lightning is our Single target damage choice, as it puts out a fairly high amount of damage when it’s bouncing between you and a single opponent. Frozen Orb is our AoE damage choice, as it does well against clearing weaker mobs, but falls a bit short without help on larger foes.
On the defensive side of things, we have both Ice Armor and Flame Shield helping cover us, with Deep Freeze as a great way to reset our other defensive cooldowns in a pinch. In addition to these, we have several powerful passives bolstering our defenses.
It’s important that we only have these two defensive skills as we’re looking to keep Ice Armor active as much as possible while stacking as much Damage Reduction as we can on top of it to make it a long-lasting shield.
It’s worth noting that while this build is designed to be a “Low Life” setup, it can also just be played as a slightly more defensive variation of the Sorcerer which takes less risk and is less focused on picking up “Damage Reduction while Injured” as a stat.
Skill and Passive Breakdown
In this section, we’ll be talking about each skill we use. This is the whys and hows of how the build works, and then we’ll cover the skill point distribution.
Skills
These are the main skills for the build. We’ll explain what purpose each serves and how they fit the build
Frost Bolt

Frost Bolt is our Basic Attack, at least until we can get Chain Lightning to the point where it can recover its own mana cost fairly easily.
Chain Lightning

Chain Lightning is primarily our Single Target Damage skill. We’ll be aiming to get the necessary bonuses so it can take over as our basic attack in most situations, which means we’ll need to get a fair bit of Mana Cost Reduction and Mana Generation.
Frozen Orb

Frozen Orb is our main AoE Skill, but also our source of Vulnerable. With plenty of passives supporting this skill or enabled by this skill, it’ll certainly be putting in a lot of work.
Flame Shield

Flame Shield is one of our panic buttons, granting us Immune and getting out of otherwise Sticky situations. Combined with Ghostwalker Aspect, we’ll be able to freely walk away from danger.
Ice Armor

Ice Armor grants us an on-demand barrier that allows us to have fairly good uptime on the effects of the Conceited Aspect, so long as we don’t immediately lose it. We’ll be able to do more than enough damage to sustain it in most situations.
Deep Freeze

Deep Freeze is a last-resort panic skill. We’ll only want to use this when both Ice Armor and Flame Shield are on cooldown, but we need to avoid a big hit or are getting overwhelmed. In the case of being overwhelmed by small enemies, it can deal significant damage, freeze them, and provide a Barrier when it ends for extra safety.
Passives
Here we’re only going to talk about the main passives we want as well as our Key passive. There are unfortunately a couple we will need to take to get access to these though.
Key Passive – Avalanche
Avalanche helps us reduce Frozen Orb’s overall mana costs while also boosting its damage. This won’t trigger nearly as often as with a skill like Ice Shards, but does still have a pretty good chance to activate when launched into large packs.
Glass Cannon
Glass Cannon is unfortunately one of the Sorcerer’s best damage passive, which makes it hard to give up even when the penalty can make this build more risky to play. The only alternative for this is Elemental Dominance which is very conditional and much weaker.
Elemental Attunement
Elemental Attunement is a great passive that will let us fairly easily reset our defensive skills. As long as we’re only using Flame Shield in emergencies, we’ll have Ice Armor up most of the time thanks to this.
Precision Magic
The build uses a few Lucky Hit Chance effects, most notably Elemental Attunement and Frigid Breeze. It’s important that we have these effects triggering as often as we can, as they greatly improve our defenses and mana sustain.
Align the Elements
Align the Elements is a great defensive passive that can very easily let us shrug of strong hits from elites and bosses with slow attacks. When its fully ramped up it’ll reduce incoming damage by 40%, and can do so every 5 seconds we don’t get hit by a boss or elite.
Mana Shield
Both of our Core Skills eat a ton of Mana, which makes Mana Shield a perfect complement to our defenses. This is especially strong when combined with Ice Armor and the rest of our defenses
Permafrost
Permafrost helps Frozen Orb deal more damage to Elites, which is honestly just a great conditional bonus. While we’d prefer to use Chain Lightning to deal most of our single-target damage, this will still allow us to deal good damage while clearing weaker mobs around the elite.
Hoarfrost
Hoarfrost is a fantastic bonus of any build that is able to chill or freeze. Since we use Frozen Orb as an Enchantment as well as a manually casted skill, we’re able to ensure this effect is going at all times. In the cases where it isn’t, we have Exploiter’s Aspect to help make up for the difference.
Icy Touch
Icy Touch unfortunately only affects Frozen Orb, but it’s still a great pick-up for pack clearing, especially in higher Nightmare tiers where it’ll be harder to take enemies down quickly.
Frigid Breeze
Frigid Breeze is a great way to help offset Frozen Orb’s mana costs. Since we also have Frozen Orb as an Enchantment, it can also occasionally trigger even when we’re rapidly casting Chain Lightning.
Electrocution
Since Chain Lightning will eventually become the main skill we use for general damage once we’re able to sustain its cost, this becomes a basically free damage reduction bonus for us.
Skill Point Distribution: Where to Assign Your Skill Points
This is an easy-to-reference table for where we’ll be placing all of our Skill points. These are listed in the order they appear on the skill tree.
| Icon | Skill Name | Skill Tree | Points |
|---|---|---|---|
![]() | Frost Bolt | Basic | 1 |
![]() | Enhanced Frost Bolt | Basic | 1 |
![]() | Glinting Frost Bolt | Basic | 1 |
![]() | Frozen Orb | Core | 5 |
![]() | Enhanced Frozen Orb | Core | 1 |
![]() | Greater Frozen Orb | Core | 1 |
![]() | Chain Lightning | Core | 5 |
![]() | Enhanced Chain Lightning | Core | 1 |
![]() | Greater Chain Lightning | Core | 1 |
![]() | Flame Shield | Defensive | 1 |
![]() | Enhanced Flame Shield | Defensive | 1 |
![]() | Mystical Flame Shield | Defensive | 1 |
![]() | Ice Armor | Defensive | 1 |
![]() | Ice Armor | Defensive | 1 |
![]() | Ice Armor | Defensive | 1 |
![]() | Glass Cannon | Defensive | 3 |
![]() | Elemental Attunement | Defensive | 3 |
![]() | Precision Magic | Conjuration | 3 |
![]() | Align the Elements | Conjuration | 3 |
![]() | Mana Shield | Conjuration | 3 |
![]() | Deep Freeze | Ultimate | 1 |
![]() | Prime Deep Freeze | Ultimate | 1 |
![]() | Supreme Deep Freeze | Ultimate | 1 |
![]() | Permafrost | Ultimate | 3 |
![]() | Hoarfrost | Ultimate | 3 |
![]() | Icy Touch | Ultimate | 3 |
![]() | Frigid Breeze | Ultimate | 3 |
![]() | Coursing Currents | Ultimate | 1 |
![]() | Electrocution | Ultimate | 3 |
![]() | Avalanche | Key Passive | 1 |
Gearing and Stats
In this section, we’ll cover all the things you’d want to keep an eye out for to enhance the final build. This includes our Recommended Weapons, Enchantments, Aspects, and of course, Uniques.
Recommended Weapons
This build uses a Wand and Focus as its main weapons. The Wand not only lets us attack faster by default, but also provides us with bonus Lucky Hit Chance. The Focus has access to a lot of very useful stats for the build, including Cooldown Reduction and Mana Cost Reduction.
This build cannot run a Staff as a weapon, as the Cooldown Reduction is necessary for the build to function properly.
Ideal Stats
The table below details the ideal stats for our gear, be on the lookout for gear that matches at least three of the four rolls below.
Due to the width of the table, we highly recommend mobile users rotate their devices to view it properly.
| Slot | Stat 1 | Stat 2 | Stat 3 | Stat 4 |
|---|---|---|---|---|
| Weapons | Critical Strike Damage | Vulnerable Damage | Core Skill Damage | Intelligence |
| Helm | Cooldown Reduction | Maximum Life | Lucky Hit Chance with Barrier | Barrier Generation |
| Chest | Maximum Life | Damage Reduction | Total Armor | Barrier Generation |
| Gloves | Critical Strike Chance | Ranks to Frozen Orb | Ranks to Chain Lightning | Lucky Hit Chance |
| Pants | Maximum Life | Damage Reduction | Resistance | Total Armor |
| Boots | Movement Speed | Resource Cost Reduction | Damage Reduction While injured (Or Resistance) | Resitance |
| Amulet | Cooldown Reduction | Ranks to Hoarfrost | Damage Reduction While injured (or Lucky Hit Chance with barrier) | Mana Cost Reduction |
| Rings | Critical Strike Chance | Critical Strike Damage | Maximum Life | Resource Generation |
Recommended Gems
This build uses Sapphires in our Weapons, Diamonds in our Armor, and Diamonds in our Jewelry.
We opt for Sapphires in our Weapons as we’ll be able to crowd control enemies very easily. We won’t be able to rely on Vulnerable nearly as much and just rely on stagger phases for bosses.
We use Diamonds in our Armor, as our Barrier will make up a significant portion of our life. Being able to quickly build it up with our damage is important for surviving.
We go with Skulls for Our Jewelry for the armor it provides. Since Armor affects all incoming damage, it’s incredibly helpful.
Vampiric Powers
During the Season of Blood, we’ll have access to Vampiric Powers, which allow us to slot up to five unique powers into our Sanguine Circle to increase the power of the build. We’ll include more than the maximum in the selection below to offer alternatives, but they will be listed in order of their relative strength.
| Name | Effect | Reason |
|---|---|---|
| Domination | Increases damage against Stunned, Frozen, Immobilized, or Feared enemies. Injured Non-Elites are executed instead. | Since we have ways to apply multiple of these effects, it’s a great option for increasing our damage. |
| Metamorphosis | Turn into a cloud of bats, becoming Unstoppable for 4 seconds. Additionally, enemies you pass though take Physical Damage and are afflicted with Vampiric Curse. | Grants us a near 100% uptime Unstoppable making us immune to Crowd Control. |
| Resilience | Increases Damage Reduction based on Missing Life. | This heavily supports and plays well into the Low Life variant of this build. |
| Anticipation | Reduces Ultimate Skill Cooldown. Increases Ultimate Skill Damage for each nearby enemy afflicted with a DoT. | This gives us more access to Deep Freeze, giving us an easy way to avoid damage and reset our defensive cooldowns more often. |
| Ravenous | Grants a chance to Increase Attack Speed by a percentage of Total Movement Speed. | Allows Chain Lightning to be used more often, triggering out Enchantment much more often. |
| Accursed Touch | Grants a chance for all skills to apply Vampiric Curse. Vampiric Curse can spread to nearby enemies. Damage of Accursed Souls are increased. | This can grant a bit of extra damage as we’ll be able to trigger Accursed Sould with any Defensive skill. |
Enchantments
This build uses Ice Armor and Frozen Orb as its primary enchantments. There are a couple of situational options that can be considered as well.
Ice Armor Enchantment is absolutely vital for the build in harder content. While it requires taking hits to activate, it helps significantly with maintaining Ice Armor more often in combination with Elemental Attunement.
Frozen Orb Enchantment allows us to Chill, Freeze and occasionally apply Vulnerable, even when using Chain Lightning. Each time it casts it can also trigger Avalanche, giving us free manual casts as well.
If you’re not playing the build as a Low Life variant, Chain Lightning Enchantment is a great option. This makes it so regardless of which skill you’re active using, you’ll have both main skills firing off every time.
As with most Sorcerer Builds, we can benefit from using Fire Bolt Enchantment as well. However, in the case of this build, it’s mainly used to unlock the full power of Tal Rasha’s Iridescent Loop in the late game. We don’t have the Skill Point to invest into Devouring Blaze as most builds commonly do with this enchantment.
Finally, there’s Flame Shield Enchantment which allows you to avoid death once every so often. This is very situational but can be better paired with ice Armor for pushing deep into Nightmare Dungeon Tiers.
Aspects
We’ll cover the Aspects that are recommended for maximizing the potential of the build. We’ll also suggest which gear slot you should look to place them in.
Aspect of Frozen Orbit
The Aspect of Frozen Orbit makes it so when Frozen Orb reaches its destination, it’ll explode 3 times instead of just once. While the extra explosions deal less damage, they more importantly provide more chances for Freeze and Vulnerable procs.
This will be placed in one of our Weapons. We’re able to craft it on at any point after unlocking it, letting us place our more valuable aspects in more permanent locations.
Aspect of Frozen Memories
The Aspect of Frozen Memories makes it so Avalanche provides two free casts instead of just one. This helps to improve damage and reduce overall mana costs with Frozen Orb.
We’ll place this on our Gloves, as it’s a rarer Aspect and our Gloves aren’t replaced too often once we get a desirable outcome for them.
Conceited Aspect
With our goal of having a Barrier up at at all times where possible, Conceited will be out best and most consistent damage-boosting option.
Being our main damage aspect, we’ll place this in our Amulet to boost its effect.
Aspect of the Unbroken Tether
Aspect of the Unbroken Tether helps Chain Lightning significantly after Update 1.1.1. With it adding 4 additional chains, this can result in it dealing its damage to a single target an additional 2 times, or hitting up to 4 additional enemies. This boosts its overall damage as well as the mana gained from the Recharging Aspect.
We’ll place this in our other Weapon, as our rings are occupied by Resource Aspects.
Aspect of Elements
Aspect of Elements will give us a consistent damage boost that will cycle between Lightning and Fire or Cold Damage. It’s a great option as it will always boost one Core skill or the other, but often means dropping Aspect on the Umbral to fit it in. If you find your mana sustain to be good enough without Umbral, then this or Tal Rasha’s Iridescent Loop will be great options.
This would slot into one of our Rings, taking the place of Aspect of the Umbral.
Recharging Aspect
The Recharging Aspect says that any time Chain Lightning chains, we get a bit of mana back. At its max value, we’ll get up to 15 mana back per cast, with an additional 12 if Aspect of the Unbroken Tether also triggers, which offsets much of its mana cost.
As a Resource Aspect, this will be placed in one of our Rings as it cannot be placed anywhere else.
Aspect of the Umbral
Aspect of the Umbral helps to reduce Frozen Orb’s overall cost, as it can apply Chill and Freeze to multiple targets at once and recover mana that way. This will also apply when the Frozen Orb Enchantment triggers.
As a Resource Aspect, this will be placed in one of our Rings as it cannot be placed anywhere else.
Exploiter’s Aspect
Exploiter’s Aspect is almost a necessary evil, as we don’t really need the Crowd Control Duration from it, we just need the extra damage against Unstoppable enemies. Since we can very rapidly apply crowd control that often, and unfortunately, means Elites will hit the point where they’re Unstoppable quickly, and we’ll need to finish them off quickly.
We’ll place this in our Helm or Chest, depending on what spots aren’t occupied by other aspects.
Snowveiled Aspect
Snowveiled is a huge bonus for the build, as not only does it grant us Unstoppable when we cast Ice Armor (or when it activates through the Enchantment) it’ll also provide a boost of Armor for its duration.
We’ll place this in our Chest or Pants, depending on what spots aren’t occupied by other aspects.
Aspect of Disobedience
With both of our skill being able to hit rapidly to stakc and maintain this effect, it’s one of the best bonuses we can get when paired with Snowveiled Aspect. Armor provides a lot of our Elemental Resistance and adds to our overall Damage Reduction.
We’ll place this in our Chest or Pants, depending on what spots aren’t occupied by other aspects.
Ghostwalker Aspect
With both Ice Armor and Flame Shield providing Unstoppable as well as Ice Armor regularly triggering from its Enchantment, we can have this active fairly often. While it’s not absolutely critical to the build, the mobility does help a lot. Optionally, replace with Aspect of Fortune for more Lucky Hit Chance.
As a Mobility Aspect, this will be placed in out Boots, as it’s the only non-Amulet slot they can go.
Unique Items
We’re only going to talk about the few that offer the strongest effects on the build. While there are others that help, these are the ones you really want to slot into your build if you get the chance. These will drop starting in Tier 3 content, but decent upgrades for the build once you get them.
Esu’s Heirloom
Esu’s Heirloom is a pair of Unique Boots that increases our Critical Strike Cahcne based on our Bonus Movement Speed. We lose a lot of defensive affixes by taking these, but they’re exceptionally powerful if we have the means to boost our Movement Speed.
If you’re not playing the Low-Life variation of the build, feel free to use them. Skip them if you’re trying the Low-Life version as the loss of defensive rolls will hurt a lot.
Tal Rasha’s Iridescent Loop
Tal Rasha’s Iridescent Loop is a Unique Ring that provides us with a lot of power, increasing our damage for each unique element we deal damage with. If we opt to move points around and take Fire Bolt Enchantment we can very easily sustain the full bonus permanently.
Soulbrand
Soulbrand is a Unique Chest Armor that grants a Barrier when using our Health Potion as well as a huge chunk of damage reduction whenever we have a barrier. The Low Life variant can’t afford to use its Potion as it needs to stay at lower health with Damage Reduction while injured to work. However, the stats and additional Damage Reduction make it great for all variants of the build.
Paragon Boards and Glyphs
These two endgame options are part of the Paragon System which is available starting at level 50.
Paragon Boards
Paragon Boards are a feature that becomes available at level 50. These boards allow us to spend the Paragon points we earn for leveling and Renown to strengthen our character. Each of these has a single Glyph Slot to place a glyph of our Choice.
Starter Board
Like all starter boards, this one offers generic damage and defenses.
As usual, we’ll path up the right side avoiding the Strength nodes and grabbing Dexterity for our glyph through Elementalist to our Glyph Node, then continue up the left side through Elemental Balance and head to the next board.
Enchantment Master
Enchantment Master is very useful for the build, allowing both effects to trigger more often. Additionally, there’s a good amount of generic offense and defense nodes we can make use of.
We’ll rotate this board so Elemental Balance is our nearest Rare Node. We’ll path through Elemental Balance to our Glyph Node. Then we’ll grab Elementalist before pathing through Erudite to the right side gate. We’ll come back later to also grab Ruinous as well as a path through Suffused Resilience to Enchantment Master.
Icefall
Icefall allows us to gain Barrier by defeating Frozen Enemies, which gives us much less downtime on any form of Barrier. Even better, this one scales with our Max Life. Additionally, this board offers a lot of bonuses toward Chilled enemies.
We’ll rotate this board so that Polar Prime is the nearest Rare Node. We’ll path directly to Polar Prime before heading down to grab our Glyph Node along with the Frosts and Frigid clusters. After this, we’ll path up from Polar Prime to Keeper of Winter, then to the upper gate. Before we go to the next board though, we’ll want to path over to Cryomancer and then loop down to Icefall.
Frigid Fate
Frigid Fate grants us some Lucky Hit Chance when we hit Vulnerable targets with Cold Damage, allowing us to proc our Lucky Hit effects more often. Additionally, it offers some nice bonuses to Vulnerable Damage.
We’ll rotate this board so Oppressive is in the bottom left corner. We’ll path straight up to our Glyph Node, then grab Chilling and Weakness to help activate the glyph we’re placing here. Next, we’ll circle up to Frigid Fate before heading out the left gate from Weakness. We’ll come back later to grab Oppressive.
Burning Instinct
Burning Instinct doesn’t impact ur build, it does however still a provide a low investment Glyph Node and some bonuses vs Elites.
We’ll rotate this board so that the Glyph node is in the bottom right. We’ll path straight to that Glyph Node, taking Dexterity along the way to activate the glyph we’re placing here. Then we’ll cap off this board by picking up Safeguard’s cluster for extra defenses before heading back to pick up other nodes we skipped earlier.
Glyphs
Each of our Paragon Boards has a Glyph Slot, where we can socket one of our Glyphs. These Glyphs provide powerful bonuses that can be leveled up by completing Nightmare Dungeons to increase their power. Below are the Glyphs we recommend and what board to place them on.
Control
Control increases our damage to Crowd Controlled enemies for every 5 Dexterity in range. With at least 25 Dexterity in range, we gain a multiplicative damage bonus against Slowed, Chilled, Frozen, or Stunned enemies.
We’ll place this in our Starter Board, since the path we take grabs a lot of the Dexterity already.
Frostbite
Frostbite increases our damage to Chilled targets for every 5 Willpower in range. With at least 25 Willpower allocated in range, enemies we freeze will deal less damage for a short duration after thawing.
We’ll place this on Enchantment Master, as we can easily meet the Willpower requirement for the bonus.
Reinforced
Reinforce greatly boosts Rare nodes in range, which in our case means more Damage to Chilled Enemies, Damage Reduction vs Chilled, and Intelligence. With at least 25 Willpower allocated in range, we also gain an additional 10% damage reduction with an active Barrier.
We’ll place this on Icefall, so we get the mentioned bonuses while still being able to easily activate the bonus effect.
Unleash
Unleash improves allocated Magic nodes in range, in this case granting us additional Vulnerable damage. With 40 Intelligence allocated in range, we get a bonus to our damage and Mana Regeneration after spending 50 Mana.
We’ll place this on Frigid Fate, as it’s the only board it really works well on for us, and nothing else provides any benefit.
Destruction
Destruction increases our Critical Strike Damage for every 5 Dexterity allocated in range. With 25 Dexterity allocated in range, Critically Striking an enemy provides a stacking damage bonus.
We’ll place this on Burning Instinct, as our final remaining board which can easily meet the requirement for the bonus.
Leveling Order
If you want to play this build from level 1, the next segment of this build guide is for you. Below you will see the exact leveling order in which you should acquire your skills and passives to maximize damage and overall performance.
| Levels | Icon | Skill | Purpose |
|---|---|---|---|
| 2-4 | ![]() | Frost Bolt | Upgrade to Glinting for Mana Generation. |
| 5-7 | ![]() | Frozen Orb | Upgrade to Greater for Vulnerable chance. |
| 8-10 | ![]() | Ice Armor | Upgrade to Mystical for easier Barrier Generation |
| 11-13 | ![]() | Flame Shield | Upgrade to Mystical for Mana Cost Reduction |
| 14-16 | ![]() | Chain Lightning | Upgrade to Greater for better damage. Apply Frozen Orb Enchantment. |
| 17-20 | ![]() | Frozen Orb | Max out for Damage. |
| 21-24 | ![]() | Chain Lightning | Max out for Damage. |
| 25-27 | ![]() | Deep Freeze | Huge AoE Damage and great panic button. |
| 28-30 | ![]() | Permafrost | Frozen Orbs does more to Elites. Apply Ice Armor Enchantment. |
| 31-33 | ![]() | Hoarfrost | More damage for both Skills. |
| 34-36 | ![]() | Frigid Breeze | Better mana sustain with Frozen Orb. |
| 37 | ![]() | Avalanche | More damage and mana sustain for Frozen Orb. |
| 38-40 | ![]() | Glass Cannon | Damage boost for both DPS skill. |
| 41-43 | ![]() | Align the Elements | Huge defense boost vs Elites. |
| 44-46 | ![]() | Mana Shield | Huge defense boost for everything. |
| 47-49 | ![]() | Elemental Attunement | Reduced cooldowns for Ice Armor and Flame Shield. |
| Renown | ![]() | Coursing Currents | One point to reach Electrocution, allows consistent crits with Chain Lightning. |
| Renown | ![]() | Electrocution | Crits with Chain Lightning reduce incoming damage. |
| Renown | ![]() | Presicion Magic | Increased Lucky Hit Chance. |
| Renown | ![]() | Icy Touch | Damage boost for Frozen Orb. |
This concludes our Endgame Diablo 4 Sorcerer Build focusing on the Frozen Orb skill. You can find more leveling and endgame Diablo 4 builds here on VULKK.com to try new things with your characters and spice up your gameplay.
To learn how to maximize your damage in Diablo 4, consult with our guide on that topic. Learning how to deal the highest possible damage with your build is crucial to succeeding in the Endgame and highest tiers.







Frost Bolt
Chain Lightning
Frozen Orb
Flame Shield
Ice Armor
Deep Freeze
Key Passive – Avalanche
Glass Cannon
Elemental Attunement
Precision Magic
Align the Elements
Mana Shield
Permafrost
Hoarfrost
Icy Touch
Frigid Breeze
Electrocution





