Projectiles Spells Gems - Path of Exile

Projectiles are entities which are produced by a spell or ranged attack which travel independently of their creator until they collide with an enemy or obstacle or reach their travel distance limit of 150 Units. Skills gems that create projectiles usually have the Projectile or Bow gem tag.

List of Projectiles Spells Gems

A list of active skill gems with the gem tag: Projectile and Spell.

Name Level Description Tag
Holy Flame Totem Holy Flame Totem 4 Summons a totem that channels to fire a stream of flame at nearby enemies, and creates an area of consecrated ground around the totem. Totem, Spell, Projectile, Fire, Channelling, Physical
Ethereal Knives Ethereal Knives 1 Fires an arc of knives in front of the caster which deals physical damage. Spell, Projectile, Physical, Duration
Unearth Unearth 10 Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands. Spell, Projectile, AoE, Physical
Cremation Cremation 28 A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected. Spell, AoE, Fire, Duration, Projectile
Rolling Magma Rolling Magma 1 Lob a fiery orb that explodes as it hits the ground. The skill chains, releasing another fiery orb that repeats this effect. Spell, AoE, Fire, Projectile, Chaining
Fireball Fireball 1
Unleashes a ball of fire towards a target which explodes, damaging nearby foes.
Projectile, Spell, AoE, Fire
Frostbolt Frostbolt 1 Fires a slow-moving projectile that pierces through enemies, dealing cold damage. Spell, Projectile, Cold
Freezing Pulse Freezing Pulse 1 An icy projectile which has a chance to freeze enemies it passes through. The projectile fades quickly, reducing damage and freezing chance until it dissipates. Spell, Projectile, Cold
Spark Spark 1 Launches unpredictable sparks that move randomly until they hit an enemy or expire. Spell, Projectile, Duration, Lightning
Vaal Fireball Vaal Fireball 1 Launches a series of fireballs in a spiral around the caster. Vaal, Projectile, Spell, AoE, Fire
Vaal Spark Vaal Spark 1 Continuously launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire. Vaal, Spell, Projectile, Duration, Lightning
Creeping Frost Creeping Frost 12 Fire an icy projectile that bursts on impact or when reaching the targeted area, dealing area damage and creating a chilling area that deals cold damage over time. This area will creep across the ground towards nearby enemies until its duration expires. Spell, Projectile, Duration, AoE, Cold
Icicle Mine Icicle Mine 12 Throws a mine that fires projectiles around it when detonated. These projectiles quickly dissipate as they travel, before disappearing Mine, Critical, Spell, Projectile, Cold, Aura, AoE
Blazing Salvo Blazing Salvo 12 Fires projectiles which fly in an arc, exploding on impact with either enemies or the ground near where you target. Targeting farther away causes the projectiles to spread out and land over a wider area. Spell, AoE, Fire, Projectile
Ice Spear Ice Spear 12 Launches shards of ice in rapid succession. After travelling a short distance they change to a second form, which moves much faster and pierces through enemies. Critical, Spell, Projectile, Cold
Lightning Trap Lightning Trap 12 Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets. Trap, Critical, Spell, Projectile, Lightning
Essence Drain Essence Drain 12 Fires a projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage. The debuff is spread by Contagion. Spell, Projectile, Duration, Chaos, AoE
Vaal Lightning Trap Vaal Lightning Trap 12 Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets and leaving a trail of shocked ground. Trap, Critical, Vaal, Spell, Projectile, Duration, Lightning
Forbidden Rite Forbidden Rite 16 Lobs an exploding projectile near the targeted location, and extra projectiles toward enemies around you. The projectiles deal chaos damage based on your life and energy shield. Casting this spell damages you. Spell, AoE, Chaos, Projectile
Ball Lightning Ball Lightning 28 Fires a slow-moving projectile that periodically damages enemies in an area around it with bolts of lightning. Spell, Projectile, AoE, Lightning
Pyroclast Mine Pyroclast Mine 28 Throws a mine that deals damage in an area when detonated, then launches fiery projectiles that rain down around it, each dealing damage in a smaller area. Mine, Spell, Projectile, Fire, AoE, Aura, Nova
Eye of Winter Eye of Winter 28 Fires a single eye projectile which constantly releases shard projectiles in a spiral. The shards will damage enemies they impact, dealing cold damage. The eye cannot damage enemies. When the eye dissipates or collides with terrain, it releases a faster spiral of extra shards. Spell, Projectile, Cold
Winter Orb Winter Orb 28 Channel to conjure an orb above you, which pelts nearby enemies with projectiles that impact the ground and explode. Channelling for longer builds up stages on the skill. When you stop channelling, the stages decay over a duration. Cold, Spell, Channelling, AoE, Duration, Projectile, Orb
Soulrend Soulrend 28 Fires a projectile that turns towards enemies in front of it, damaging and piercing through those it hits, and leeching some of that damage as energy shield. As the projectile travels, it repeatedly applies a short but powerful chaos damage over time debuff to each enemy in an area around it. Chaos, Spell, AoE, Duration, Projectile

Buy PoE Currency Cheap

- is it dynamic? Such as reducing total damage as the projectile travels and loses pierce chance?

Of course. The projectile loses pierce chance, so anything calculated based on that pierce chance also changes.

Why is frost wall so inconsistent at blocking certain player projectile attacks (namely explosive arrow)?

Teams cannot be correctly set on the client for objects that aren't actors. This is a known bug which is difficult to solve because migrating team serialisation code to generic object code breaks existing and required functionality in other cases.

Why doesn't Phantasmal Cremation explode Zombies when firing Projectiles with 40% chance, if Zombies are considered Corpses due to Aukuna's Will unique gloves' effect?

This is a bug that has been fixed for a future patch. It was incorrectly limited to only exploding enemy corpses.

What is the interaction with Ball Lightning and Anomalous Faster Projectiles? Is the ball not counting as a projectile? Currently the Balls do not return.

The support only gives a chance to return "from final Target". Ball Lightning never collides with any targets, so never meets this condition.

Do all splitting projectiles from Sniper's Mark come back and hit the original target when using a returning projectile skill like Spectral Throw or only a few?

None of the returning projectiles will necessarily hit that target when returning - returning sends them back to you (or whatever fired the projectiles if that's a totem or similar), not to where they split.
If that target is in the way of some of the returning projectiles then one of them can hit it but the others will not.

PoE Projectiles 3.21

  • Simplified projectile returning. Previously some effects that caused projectiles to return specified they only did so at the end of their flight, others only from a final target, and a few from either case. Now all effects that cause projectiles to return do so in any case that they can.
  • Projectiles which explode or otherwise destroy themselves only when they cannot move further, such as fireball, which return will now consistently not do so until after they have returned, just like they don't do so before piercing, forking, or chaining if they have those behaviours. Previously this was inconsistent. As a general rule, if a projectile wouldn't do something when it pierces or chains from an enemy and continues on, it also won't do that when it hits an enemy and returns from them.
  • Projectiles from skills which force them to explode or otherwise destroy the projectile before checking for other behaviours, such as the Concoction skills, will now consistently prevent returning, just like this prevents other projectile behaviours.
  • Projectiles which initially fire at a specific location rather than in a direction, such as Caustic Arrow, now ignore this when returning, so they will continue past you until they hit something.

Path of Exile Guides & Tips