Discipline, Holy and Shadow Magic: 51 points, one a level from 10 to 60.
Points left51 / 51
Required level—
Trees0 / 0 / 0
6 same · 7 not in Forever
Discipline0
Your Smite and Penance spells deal 2% increased damage to targets afflicted with your Holy Fire. Enter to learn.
Increases your damage with Wands by 13%. Classic: Ranks 5 → 2, Numbers changed, Moved from column 3. Enter to learn.
Increases the damage and healing of your instant cast spells by 1%. Enter to learn.
Requires 5 points in Discipline. Reduces the threat generated by your Holy spells by 10% and reduces the duration of Stun, Fear, and Silence effects inflicted on you by 5%. Classic: Ranks 5 → 3, Effect changed.
Requires 5 points in Discipline. Improves your chance to hit with Holy spells by 6%.
Requires 5 points in Discipline. Increases the damage absorbed by your Power Word: Shield by 7%. Classic: Numbers changed.
Requires 5 points in Discipline. Gives you a 50% chance to gain Focused Casting for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage and increases your resistance to Interrupt effects by 20%. Classic: Effect changed.
Requires 10 points in Discipline. Reduces the mana cost of your Smite, Holy Fire, and instant cast spells by 3%. Classic: Ranks 5 → 3, Effect changed, Moved from Tier 4.
Requires 10 points in Discipline. When activated, reduces the Mana cost of your next spell by 100% and increases its critical effect chance by 25% if it is capable of a critical effect.
Requires 10 points in Discipline. Allows 17% of your Mana regeneration to continue while casting. Classic: Numbers changed, Moved from column 3.
Requires 15 points in Discipline. Increases the Armor bonus of your Inner Fire spell by 15% and increases its total charges by 4. Classic: Effect changed.
Requires 15 points in Discipline. Increases your total Intellect by 3%. Classic: Effect changed, Moved from Tier 5.
Requires 15 points in Discipline. Requires 3 points in Improved Power Word: Shield. Reduces the cooldown on your Power Word: Shield spell by 4 sec and reduces its mana cost by 15%.
Requires 15 points in Discipline. Reduces the casting time of your Mana Burn spell by 0.5 sec. Classic: Numbers changed, Effect changed.
Requires 20 points in Discipline. Launches a volley of holy light at the target, causing 81 Holy damage to an enemy, or 184 healing to an ally, instantly and every 1 sec for 2 sec.
Requires 20 points in Discipline. Requires 1 point in Soul Warding. Your heals from Flash Heal, Binding Heal, Lesser Heal, Heal, Greater Heal, and Penance gain 2% increased critical strike chance when cast on targets with Weakened Soul, and reduce the remaining duration of Weakened Soul on their target by 1 sec.
Requires 25 points in Discipline. Your critical heals create a protective shield on the target, absorbing 5% of the amount healed. Lasts 12 sec.
Requires 30 points in Discipline. Requires 1 point in Penance. Infuses the target with power, increasing their spell damage and healing done by 20% for 15 sec. Classic: Effect changed, Required Mental Strength.
Not in Forever (4)
Unbreakable WillTier 1 · 5 ranksClassic, rank 5 of 5: Increases your chance to resist Stun, Fear, and Silence effects by an additional 15%.
Improved Power Word: FortitudeTier 2 · 2 ranksClassic, rank 2 of 2: Increases the effect of your Power Word: Fortitude and Prayer of Fortitude spells by 30%.
Divine SpiritTier 5 · 1 rankClassic, rank 1 of 1: Holy power infuses the target, increasing their Spirit by 17 for 30 min.
Force of WillTier 6 · 5 ranksClassic, rank 5 of 5: Increases your spell damage by 5% and the critical strike chance of your offensive spells by 5%.
Holy0
Gives you a 23% chance to avoid interruption caused by damage while casting any spell. Classic: Was “Healing Focus”, Ranks 2 → 3, Effect changed. Enter to learn.
Increases the amount healed by your Renew spell by 5%. Enter to learn.
Increases the critical effect chance of your Holy spells by 1%. Enter to learn.
Requires 5 points in Holy. Reduces all spell damage taken by 2%.
Requires 5 points in Holy. Reduces the casting time of your Smite, Holy Fire, Heal, and Greater Heal spells by 0.1 sec.
Requires 10 points in Holy. Causes an explosion of holy light around the caster, causing 26 to 30 Holy damage to all enemy targets within 10 yards and healing all party members within 10 yards for 50 to 57. These effects cause no threat. Classic: Numbers changed.
Requires 10 points in Holy. After being struck by a melee or ranged critical hit, or suffering more than 30% of your maximum Health from a single attack, heal 8% of the damage taken over 6 sec. Refreshing this effect carries over any remaining healing. Classic: Effect changed.
Requires 10 points in Holy. Your non-periodic critical heals increase your target's Armor by 8% for 15 sec. Classic: Effect changed.
Requires 15 points in Holy. Increases the range of your Smite and Holy Fire spells and the radius of your Prayer of Healing and Holy Nova spells by 10%.
Requires 15 points in Holy. Reduces the Mana cost of your Lesser Heal, Heal, Greater Heal, Penance, and Prayer of Mending spells by 5%. Classic: Effect changed.
Requires 15 points in Holy. Requires 5 points in Divine Fury. Increases your Holy damage done by 2%, and gives a 5% chance each time your Holy Fire spell deals periodic damage for your next Holy Nova to cost no Mana. Classic: Effect changed.
Requires 15 points in Holy. Heals a friendly target and the caster for 236 to 284. Low threat.
Requires 20 points in Holy. When you cast a healing spell, gain Mana equal to 5% of the base cost of the spell if your previous heal was a different spell.
Requires 20 points in Holy. Upon death, the priest becomes the Spirit of Redemption for 15 sec. The Spirit of Redemption cannot move, attack, be attacked or targeted by any spells or effects. While in this form the priest can cast any healing spell free of cost. When the effect ends, the priest dies. Classic: Numbers changed.
Requires 20 points in Holy. Increases your spell healing by up to 5% of your total Spirit and your spell damage by up to 1% of your total Spirit. Classic: Effect changed.
Requires 25 points in Holy. Increases the amount healed by your spells by 3%. Classic: Ranks 5 → 3, Effect changed.
Requires 30 points in Holy. Requires 1 point in Spirit of Redemption. Places a spell on the target that heals them for 172 the next time they take damage or receive non-periodic healing. When the heal occurs, Prayer of Mending jumps to a party or raid member within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. This spell can only be placed on one target at a time per caster.
Not in Forever (2)
Improved Prayer of HealingTier 5 · 2 ranksClassic, rank 2 of 2: Reduces the Mana cost of your Prayer of Healing spell by 20%.
LightwellTier 7 · 1 rankClassic, rank 1 of 1: Creates a holy Lightwell near the priest. Members of your raid or party can click the Lightwell to restore 800 health over 10 sec. Being attacked cancels the effect. Lightwell lasts for 3 min or 5 charges.
Shadow Magic0
Improves your chance to hit with Shadow spells by 1%. Classic: Effect changed, Moved from Tier 2. Enter to learn.
Gives your Shadow damage spells a 2% chance to stun the target for 3 sec. Classic: Moved from column 3. Enter to learn.
Gives you a 20% chance to gain a 100% bonus to your Spirit for 15 sec after killing a non-trivial target. For the duration, your Mana will regenerate at a 50% of normal rate while casting. Classic: Effect changed, Moved from column 2. Enter to learn.
Requires 5 points in Shadow Magic. Reduces the threat generated by your Shadow spells by 10%. Classic: Numbers changed.
Requires 5 points in Shadow Magic. Increases the duration of your Shadow Word: Pain spell by 3 sec. Classic: Moved from column 2.
Requires 5 points in Shadow Magic. Increases the range of your offensive Shadow spells by 10%. Classic: Ranks 3 → 2, Effect changed, Moved from Tier 4.
Requires 10 points in Shadow Magic. Reduces the cooldown of your Mind Blast spell by 0.5 sec. Classic: Moved from column 2.
Requires 10 points in Shadow Magic. Requires 5 points in Blackout. Reduces the cooldown of your Psychic Scream spell by 2 sec. Classic: Had no prerequisite, Moved from column 1.
Requires 10 points in Shadow Magic. Assault the target's mind with Shadow energy, causing 63 Shadow damage over 3 sec and slowing their movement speed by 50%. Classic: Numbers changed.
Requires 10 points in Shadow Magic. Requires 1 point in Mind Flay. Your Mind Flay now deals 10% more damage, gains 5 yards increased range, but slows the target's movement speed by 35%.
Requires 15 points in Shadow Magic. Decreases the cooldown of your Fade ability by 3 sec. Classic: Moved from column 2.
Requires 15 points in Shadow Magic. Afflicts your target with Shadow energy that causes all party members to be healed for 20% of any Shadow spell damage you deal for 30 sec. Vampiric Embrace also grants a chance for your Spirit Tap talent to trigger when enemies afflicted by it die. Classic: Effect changed, Moved from Tier 5.
Requires 15 points in Shadow Magic. Your Shadow damage spells have a 33% chance to increase the Shadow damage you deal by 2% for 15 sec, stacking up to 5 times. Classic: Ranks 5 → 3, Effect changed, Moved from column 4.
Requires 20 points in Shadow Magic. Silences the target, preventing them from casting spells for 5 sec and interrupting their spellcasts for 3 sec. Classic: Effect changed, Required Improved Psychic Scream.
Requires 20 points in Shadow Magic. Reduces the mana cost of your Devouring Plague by 25%.
Targets that die while Devouring Plague is active spreads it, jumping to a nearby enemy within 5 yards for the remaining duration.
Requires 25 points in Shadow Magic. Increases Shadow Word: Death's critical strike chance on targets at or below 20% health by 15%.
Requires 25 points in Shadow Magic. Increases your Shadow damage done by 2%. Classic: Effect changed.
Requires 30 points in Shadow Magic. Requires 1 point in Vampiric Embrace. Assume Shadowform, increasing your Shadow damage by 10%, reducing the Mana cost of all Shadow spells by 50%, increasing the critical strike damage bonus of your Shadow spells by 100%, and reducing Physical damage taken by you by 15%. However, you may not cast healing spells while in this form. Classic: Effect changed.
Not in Forever (1)
Improved Vampiric EmbraceTier 5 · 2 ranksClassic, rank 2 of 2: Increases the percentage healed by Vampiric Embrace by an additional 10%.
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