There are numerous spells spanning six different magic schools in V Rising. Each one has its perks, but some are stronger than others when combined with the right tools and combos.
Here are the best spells in V Rising’s Invaders of the Oakveil patch update, including a deep dive on why these spells are powerful.
The Best Spells in V Rising’s Invaders of the Oakveil Update
Heart Strike (Blood Magic Ultimate)


- Dash forward and strike enemies in a line. Deals 150% magic damage and heals self for 150% of your spell power over 3.5 seconds. A nova of blood erupts when the effect ends, dealing 150% magic damage and inflicting Leech to the victim and nearby enemies.
- Cast time: 0.7 seconds.
- Cooldown: 120 seconds.
Heart Strike is one of the strongest AoE burst damage spells in the game. Since it is an ultimate skill, you cannot use it all the time to clear out enemies. However, in situations like farming Rift Incursions, it becomes extremely powerful at sustaining your hitpoints and clearing out the waves as fast as possible.
When you stack the enemies together and go through them with the Heart Strike, they’ll have a “Heart Strike” marker on their heads with a duration. Once the timer runs out, they’ll explode, dealing 150% magic damage altogether. If you kill one enemy before the duration, it explodes immediately, making it a fast wave-clearing ability.
You can also use the skill to escape a tricky situation since it is basically a dash ability.
Related: All the New Bosses and Their Locations in V Rising Invaders of Oakveil
Veil of Frost (Frost Magic Dash)


- Dash towards the input direction and elude nearby enemies for 2.2 seconds. Your next primary attack heals you for 5% of your maximum health, shields you for 70% of your spell power, and inflicts Chill.
- Cast time: 0.5 seconds.
- Cooldown: 8 seconds.
Each school of magic has an exclusive Veil or dash ability, and Frost has the best survivability, especially for spellcaster builds. Each Veil ability heals you for 5% of your maximum health after using the dash and attacking an enemy, but the second effect is always different.
The Veil of Frost shields you for 70% of your spell power, giving you an HP buffer, which is important in boss fights since you want to keep your maximum HP up.
Use any of the jewel effects below:
- Increase shield absorb amount by 38 – 60% of your spell power.
- Next primary attack consumes Chill and inflicts Freeze lasting 2.5 – 3s.
Veil of Bones (Unholy Magic Dash)
The Veil of Bones is also a useful dash ability. The main difference is that Veil of Bones inflicts Condemn and summons a skeleton warrior instead of shielding you for an extra 70% of your spell power and inflicting Chill. The skeleton warrior, while weak, may attract the enemy’s attack. It is great against bosses, as even the bosses can target these warriors with their powerful attacks.
Veil of Blood is great for your non-boss fights since Leech is incredibly useful. Veil of Chaos is great for clearing a lot of enemies if you don’t have another spell that can inflict Ignite on enemies.
Power Surge and Blood Rage Combo


Blood Rage
- Heal nearby allies for 65% of your spell power and apply a fading haste that increases movement speed by 10% and attack speed by 25% for 3 seconds. Inflicts Leech on nearby enemies
- Cast time: 0.1 seconds.
- Cooldown: 10 seconds.
Power Surge
- Boost a target ally or yourself with a fading haste buff that increases movement speed by 15%, attack speed by 20%, and physical attacks inflict Ignite for 3 seconds.
- Cast time: 0.1 seconds.
- Cooldown: 10 seconds.
The Blood Rage and Power Surge combination gives you two strong buffs that apply movement and attack speed. Power Surge lets you ignite enemies, and they’ll explode when you kill them. Blood Rage gives you leech, offering some HP sustain.
If you want a no-brainer skill where you can hack and slash enemies nonstop, these skills are your go-to spell combo. The 0.1 cast time allows you to cast both of them almost simultaneously. You can even use fast weapons like the Twinblades or Slashers to make your attacks even faster.
You can also benefit from using this combo when farming resources like ores, flowers, Tech Scrap, or anything that requires you to hit something.
Use the following jewel effects for Blood Rage:
- Increases the duration of the effect by 15 – 25%.
- Increases physical power by 11 – 15% during the effect.
- Killing an enemy unit during the effect heals you for 1.4 – 2.5% of your maximum health.
Use the following jewel effects for: Power Surge:
- Increases attack speed by 6 – 10%
- Lethal attacks during the effect reduce the cooldown by 1s. Can trigger up to 2 – 4 times.
Both spells may have “remove all negative effects” from the jewel, which can be good in specific fights, especially against bosses in Oakveil Woodlands, where you can get Corruption debuffs.
Sanguine Coil (Blood Magic)


- Launch a projectile that deals 80% magic damage, drains 30% health, and inflicts Leech. Heals ally hit for 120% and self for 30% of your spell power.
- Cast time: 0.5 seconds.
- Cooldown: 6 seconds.
- Charges: 3.
Sanguine Coil is a powerful skill that can be used defensively and offensively. It can heal your allies and deal damage at the same time while having three charges. However, its strongest use comes from a jewel effect where a lethal attack restores one charge, allowing you to keep launching Sanguine Coils as often as possible.
The cooldown is low anyway, but the charges stacking up to three gives you the potential burst window.
Arctic Leap (Frost Magic Ultimate)


- Leap into the air and strike down at a target location, dealing 250% magic damage. A nova of frost erupts from the impact location that Freezes any enemy hit for up to 6 seconds.
- Cast time: 0.2 seconds.
- Cooldown: 120 seconds.
Arctic Leap is a powerful ultimate skill that can even freeze enemy vampires for 2 seconds. The cast time is very fast, and you can even use it as a mobility skill if you are in a dire situation. The magic damage is great, but you are mainly going for the instant freeze on the enemy.
You can use the Blood Rage and Power Surge combo once enemies are frozen, since you don’t have to worry about getting staggered or going up against shields or counters.
Death Knight (Unholy Magic)


- Summon a Death Knight at a target location that attacks nearby enemies. Each swing deals 50% magic damage in an area and inflicts Condemn. The Death Knight lasts for 6 seconds.
- Cast time: 0.2 seconds.
- Cooldown: 11 seconds.
The Death Knight is one of the strongest minion spells in the game. It can inflict Condemn, which may even spawn some more minions for you during an encounter. It is sturdier than most minions, so it can take more hits while you try to summon more minions.
The spell is perfect for long-range builds, where you can rely on the Death Knight and maybe your dash to inflict Condemn and spawn more minions by shooting them with your projectiles.
Use the following jewel effects for the Death Knight:
- Increases Death Knight lifetime by 25 – 40%.
- Summon a Skeleton Mage with 25 – 40% increased power when the Death Knight’s lifetime expires.
Spectral Wolf (Illusion Magic)


- Send out a Spectral Wolf that bounces to a nearby enemy after each hit, up to 2 additional hits. Deals 150% magic damage on the first hit; subsequent hits deal 85% damage of the previous hit. Each hit inflicts Weaken and grants a stack of Phantasm.
- Cast time: 0.7 seconds.
- Cooldown: 8 seconds.
While the Spectral Wolf doesn’t sound strong enough on paper, its strongest effect is its ability to apply Weaken while giving you stacks of Phantasm.
Weaken reduces the enemy damage output by 15% for 5 seconds while giving you a chance to get Phantasm stacks when a Weakened enemy dies. Phantasm gives you reduced spell cooldowns and spell charge gain per stack of Phantasm.
If you can constantly apply these debuffs to strong bosses, it is already worth its value. Spectral Wolf has the lowest cooldown out of all the Illusion spells, so you can spam it as much as possible for the debuff.
Use the following jewel effects for the Spectral Wolf:
- The wolf returns to you after the last bounce, healing for 85 – 100% of your spell power.
- Consumes Weaken to spawn a wisp healing self or ally for 38 – 50% of your spell power.
The Curse spell also works well since it can grant more stacks of Phantasm and can also inflict Weaken and Curse.
Published: Apr 29, 2025 04:11 pm