Wiki · Spells and Magic
Soul Gems and Spell Sockets
Choose Soul Gems for your spells, compare all ten types and rarities, unlock sockets with tomes, and safely attach or detach gems.
Soul Gems customize individual learned spells. Attach one from your inventory to add spell power, a chance to inflict a condition, cheaper mana, a shorter cooldown, a larger area, or a longer effect. A gem affects the spell holding it—not every spell you cast.
Customize a spell
- 1Learn a spell
- 2Choose a compatible Soul Gem
- 3Attach it to a free socket
- 4Cast with the bonus
Getting started and availability
This guide explains what to do if you already have a Soul Gem. It does not list a guaranteed farming location, shop, crafting recipe, or quest reward for obtaining one. Check the contents of a reward or trade before spending gold: equipment gems and Soul Gems are different items.
Keep the gem in your carried inventory to attach it. A gem stored in the depot must be withdrawn first.
All ten Soul Gems
Common-rarity bonuses · higher rarities below
Fire Soul Gem
Offensive+5% damage · 8% Burning chance
Frost Soul Gem
Offensive+5% damage · 8% Freezing chance
Venom Soul Gem
Offensive+5% damage · 8% Poison chance
Void Soul Gem
Offensive+5% damage · 8% Corruption chance
Blood Soul Gem
Offensive+5% damage · 8% Bleeding chance
Life Soul Gem
Support+5% spell power; increases supported healing
Mana Soul Gem
Utility−5% mana cost
Arcane Soul Gem
Utility−5% cooldown
Earth Soul Gem
Utility+5% area radius, where supported
Echo Soul Gem
Utility+5% effect duration, where supported
The gem's name does not change the spell's element. A Fire Soul Gem can fit a compatible offensive spell of another element.
Choose by what the spell actually does
| Goal | Choose | Check before attaching |
|---|---|---|
| More damage and an extra condition chance | Fire, Frost, Venom, Void, or Blood | The spell must accept offensive gems. |
| Stronger healing | Life | Choose a compatible healing spell, such as Self Healing Spell. A support label alone does not mean a buff gains healing. |
| Spend less mana | Mana | Utility gems fit any learned spell with an available socket and no duplicate of that gem. |
| Cast again sooner | Arcane | Cooldown reductions apply when you cast; this is not an instant reset. |
| Affect a wider area | Earth | Choose a spell with a supported area; it does not add an area to a single-target spell. |
| Keep an effect active longer | Echo | Choose a spell with a supported timed effect; it does not create a duration for an instant spell. |
Compatibility is not the same as effectiveness. Utility gems can fit spells without an offensive or support category. An Earth gem can therefore fit a spell whose area never expands. Likewise, a Life gem does not turn every support spell into a stronger buff. Match the bonus to an effect the spell actually uses.
Offensive gems fit offensive spells; Life fits support spells. For example, Fire Bolt accepts offensive gems, while Self Healing Spell accepts Life. Do not assume every new attack accepts offensive gems: use the Choose spell list for that particular gem.
The game describes Life’s power bonus as damage in gem bonus text. On supported healing spells, that bonus increases healing instead. It is not life steal.
Rarity: exact bonus strengths
All ten gem types share the same percentage progression for their main bonus. The condition chance applies only to Fire, Frost, Venom, Void, and Blood.
| Gem rarity | Main bonus magnitude | Offensive condition chance | Detach cost |
|---|---|---|---|
| Common | 5% | 8% | 2,000 gold |
| Uncommon | 5% | 8% | 3,000 gold |
| Rare | 6% | 9% | 5,000 gold |
| Epic | 6% | 10% | 8,000 gold |
| Legendary | 7% | 12% | 12,000 gold |
For Mana and Arcane, the main bonus reduces mana cost or cooldown. For the other gems it increases the listed stat. Common and Uncommon give the same bonus values; Rare and Epic share the same main percentage, but Epic offensive gems have a higher condition chance.
Conditions happen on damaging spell hits
Each attached offensive gem rolls its own chance when its spell connects with damage. A hit absorbed by Mana Shield can still trigger that chance. Merely casting a buff, missing a hit, or making an ordinary weapon attack does not trigger a socketed offensive gem.
A listed chance is not guaranteed application: the target’s protections and normal condition rules still matter. Gem names do not convert the spell’s damage element.
Unlocking sockets with spell tomes
Socket capacity belongs to each spell separately and follows the rarity at which that spell was learned or upgraded—not the rarity of your equipped items or the gem you want to insert.
| Learned spell rarity | Soul Gem sockets |
|---|---|
| Common, or no tome rarity yet | 1 |
| Uncommon | 1 |
| Rare | 2 |
| Epic | 2 |
| Legendary | 3 |
Use a higher-rarity tome of the same spell to upgrade it. The upgrade also improves the tome’s own spell bonuses; existing attached gems stay with the spell. See Spell Tomes and Learning for learning gates, gold costs, and rarity bonuses.
You cannot attach two copies of the same gem type to one spell, even if their rarities differ. A Rare Fire Soul Gem and a Common Fire Soul Gem are duplicates for this rule. Different compatible types can share a spell, up to its capacity.
Attach a Soul Gem
Attach from your inventory
- 1Open the carried gem’s item menu
- 2Choose Attach gem
- 3Pick a spell in Choose spell
- 4Wait for the attachment to finish
- Put the Soul Gem in your carried inventory and open its item menu.
- Select Attach gem. This opens Choose spell.
- Read the gem’s rarity and bonuses, then select the spell you want. Selecting a spell starts the attachment; there is no second attach-confirmation screen.
- After success, the loose gem leaves your inventory and becomes attached to that spell. Open Spellbook to inspect its gem marker.
Attachment has no gold fee. It uses the loose gem item, but does not permanently destroy the gem: paid detachment returns a gem of the same type and rarity. Gems are not spent each time you cast.
Cancel closes the picker before selecting a spell. If you already selected one and the operation is pending, wait for the result before trying another change.
Why a spell is missing from Choose spell
The list requires a learned spell that meets the picker’s Magic-level check, accepts this gem, has a free socket, and does not already hold the same type. If no choice remains, it shows No compatible learned spells.
- Not learned yet: learn the spell first; a tome in your bag is not a learned spell.
- Full sockets: detach an existing gem or upgrade the spell’s tome rarity enough to add capacity.
- Duplicate type: choose another type, or detach the old one before replacing it.
- Wrong family: an offensive gem cannot be placed in a support spell merely because both use magic.
- Gem no longer carried: withdraw it from the depot or return it to the inventory before trying again.
Detach, replace, and reuse
- Open Spellbook and find the spell.
- Select the small colored gem marker on the spell icon. Hovering it shows the gem name and bonuses; selecting it opens Detach Soul Gem.
- Review Cost and Carried. Bank is also shown when you have depot gold, but that money is not used directly.
- Carry enough gold and leave a free slot in your main inventory. Select Confirm to pay, return the gem to inventory, and free the socket—or Cancel to keep it attached.
Detach costs follow gem rarity, using the table above. Withdrawing gold from the depot is necessary if you cannot cover the fee with carried gold. Full inventory or insufficient carried gold prevents detachment.
To move a gem to another spell, detach it first, then use Attach gem again. To replace a lower-rarity gem of the same type, detach the old one first; inserting another rarity does not automatically upgrade or overwrite it.
Combining gems and tome bonuses
Tome bonuses and valid attached gem bonuses add together for the same spell before their shared limits:
| Combined stat | Maximum bonus from tomes and Soul Gems |
|---|---|
| Spell power / supported healing | +100% |
| Supported radius | +100% |
| Supported duration | +100% |
| Cooldown reduction | 50% |
| Mana-cost reduction | 50% |
These are limits, not bonuses every spell can reach. They do not remove a spell’s normal targeting, race, class, level, skill, mana, or cooldown requirements.
Example: a Rare-learned spell has two sockets. Adding a Common Fire gem and a Common Mana gem to a compatible offensive spell adds 5 percentage points of power and 5 percentage points of mana reduction to that spell’s Rare-tome bonuses. It does not grant those bonuses to another spell.
Mana costs round down after reduction, with a minimum of 1 mana. Cooldowns have a minimum of 0.1 seconds for these bonuses. Areas use tiles, so a radius percentage does not promise an extra ring of tiles on every spell; duration bonuses apply only to supported timed effects.
Quick troubleshooting
| Message or problem | What to do |
|---|---|
| This spell already holds that soul gem. | Detach that type before replacing it, even with a higher rarity. |
| Every socket on this spell is full. | Free a socket or reach Rare / Legendary learned rarity for more capacity. |
| This soul gem does not fit this spell. | Choose a compatible spell for that gem family. |
| Not enough carried gold to detach this soul gem. | Withdraw gold first; a bank balance alone is insufficient. |
| Your inventory is full. Free a slot and try again. | Free a main-inventory slot before detaching. |
| A utility gem fits, but the effect looks unchanged | Check that the spell uses that area or duration bonus; small tile-based changes may not expand the pattern. |
Next steps
- Spells and Magic Overview — casting, requirements, and Spellbook basics.
- Spell Tomes and Learning — learn and empower spells to open more sockets.
- Class and Racial Spell Catalog — compare spell kits and race–class combinations.