★ Classes & Builds: Warrior, Mage, Rogue
★ Equipment: Weapons, Armor, and Accessories
★ All Major Choices and effects on the story
★ Romance Guides for each Companion
★ Beginner and Combat guides for starting out
★ Find all Treasure Chests and Wolf Statues
The Death Caller Mage Build is a build you can create for the Death Caller specialization in Dragon Age: The Veilguard. Learn the best skills to get, the best weapon and armor to use, the best companions to bring, and more!
Mage Guides | ||
---|---|---|
Best Builds | Skill Tree & Priority |
All Equipment |
Spellblade Builds |
Death Caller Builds |
Evoker Builds |
List of Contents
Skills | 1.
Arcane Shot Arcane Shot Conjure fiery arcane bolts that rip into your enemies. Launch up to 5 projectiles toward your target and any enemy unlucky enough to be nearby.
2. Frost Nova Frost Nova Freeze your enemies to the bone if they get too close. A wide area around you is Frozen.
3. Corrupted Ground Corrupted Ground Weave the threads of life and death, corrupting an area of the battlefield. Enemies caught inside succumb to its deadly aura. Deals minor damage and applies Necrosis each second enemies are exposed to the corruption.
4. Destructive Light Destructive Light Summon a concentrated beam of primal elemental energy. Deals damage each second to all enemies caught in the beam while applying Burning.
|
---|---|
Main |
Glacial Rod Glacial Rod Cold
+20% Heavy attack damage Heavy attacks with this weapon apply an additional Chilled stack on full Staff Energy +50% Staff Energy charge rate +10% Weapon Damage |
Off-Hand |
Spellcaster's Stiletto Spellcaster's Stiletto Physical
+15% Mana generation +30 Defense Each Arcane Bomb on an enemy reduces their outgoing damage by 10% +20% Barrier Damage |
Alt. Weapon |
Veilsong Veilsong Necrotic
+25% Stagger The weapon deals bonus damage equal to 20% of the enemy’s Stagger Enemies hit with this weapon take twice as long to regenerate their Stagger Gain health on Takedown +25% Stagger |
Helmet |
Cursed Vitaar Cursed Vitaar +25% Detonation damage
+25% Stagger applied by Detonations +20% Electricity Resistance |
Armor |
Jumper's Deft Leathers (Mage) Jumper's Deft Leathers (Mage) +50 Maximum Mana
+15% Mana Generation Gain 20% of maximum Mana value as Defense After using an ability with a Mana cost, gain bonus damage equal to 20% of the cost for 6 seconds. +20% Necrotic Resistance |
Belt |
Twin Buckle Binding Twin Buckle Binding +23% duration of Potion effect
+10% Ability damage Grants Enhanced Damage on Potion use. Heal for 100 upon using any Ability while Quickened. |
Amulet |
Magister's Bargain Magister's Bargain +20% Duration Ability damage
+25% Stagger for Duration Abilities Gain 25 Mana on kills with Duration Abilities +25% Ultimate Damage |
Ring 1 |
Glacial Talus Glacial Talus +6 Mana on kill
+15% Mana generation +50 maximum Mana Damage increases with your current Mana +25% Mana Regeneration |
Ring 2 |
Graven Opal Graven Opal +20% Ranged attack damage
+15% Weakpoint damage +25% Mana Generation |
Runes | 1.
Upend Upend 2. Besiege Besiege 3. Ravage Ravage |
Companions | Harding:
Heavy Draw
Heavy Draw Harding draws her bowstring back as far as it will go, unleashing a devastating shot. Deals high Stagger.
Soothing Potion (Harding)
Soothing Potion (Harding) An expert scout carries only the best resources. This special brew is a pick-me-up like no other. Harding tosses a restorative tincture to you, granting Rejuvenation.
Shred Shred Harding shreds her opponent’s defenses with a decisive shot. Deals high Stagger.
|
Davrin:
Heroic Strike
Heroic Strike Deals 200 Fire damage. A quick and decisive strike imbued with the righteous fire of Grey Wardens. Deals high Stagger. Applies Overwhelm.
Death from Above
Death from Above Davrin calls Assan to strike a target from above. Deals high Stagger. Detonates Weakened.
Battle Cry Battle Cry Davrin lets out a formidable shout, drawing the attention of enemies attacking the party. Taunts enemies in the area, forcing them to attack Davrin for a short time. Does not affect some of the strongest boss enemies.
|
|
For your skills, get Corrupted Ground as early as possible since this will be your main damaging ability. Use Frost Nova for crowd control, and Arcane Shot with Destructive Light for finishing off your enemies.
Most of the enchantment choices do not matter too much in the early game so go with whichever gives damage, stagger, or mana generation buffs.
Skills | 1.
Frost Nova Frost Nova Freeze your enemies to the bone if they get too close. A wide area around you is Frozen.
Apply Chilled on Hit 2. Corrupted Ground Corrupted Ground Weave the threads of life and death, corrupting an area of the battlefield. Enemies caught inside succumb to its deadly aura. Deals minor damage and applies Necrosis each second enemies are exposed to the corruption.
+50% Ability Barrier Damage 3. Spirit Bomb Spirit Bomb Drain the life out of enemies, then throw it back at them in an explosion of necrotic energy. Applies Siphoned and deals damage each second you are connected to a target, before a final blast deals bonus damage that intensifies the longer the target is exposed to it.
+50% Damage 4. The Crypt's Herald The Crypt's Herald Be like death, drawing in the power of the Fade and surrounding yourself with a necrotic storm. Slowly absorbs life from all nearby enemies before ending in a punishing burst, causing massive damage.
|
---|---|
Main |
Glacial Rod Glacial Rod Cold
+20% Heavy attack damage Heavy attacks with this weapon apply an additional Chilled stack on full Staff Energy +50% Staff Energy charge rate +25% Staff Energy Generation |
Off-Hand |
Enchanted Athame Enchanted Athame Physical
+50 maximum Mana Gain +2 Mana on hit with this weapon Deal 10% more damage for every 50 Mana that you are missing Abilities now cost +50 Mana and deal +50% bonus damage +25% Charged Attack Damage |
Alt. Weapon |
Fadelight Fadelight Necrotic
+15% damage vs health +25% healing Gain 250 health on Perfect Defense +25% Light attack damage while you have no Potions +40 Added Necrotic Damage |
Helmet |
Anointed Ash Anointed Ash +25% Affliction damage
+25% Affliction duration +10% Affliction damage relative to Mourn Watch Allied Strength Applying 3 unique Afflictions triggers an explosion that deals damage relative to the total stacks consumed +15% Affliction Duration |
Armor |
Striking Misfortune Striking Misfortune +15% Necrotic damage
+25% Necrotic Resistance Using a Necrotic Ability cleanses all Afflictions Gain Immovable (if not already granted) when you take Necrotic damage +20% Healing Recieved |
Belt |
Deathworn Wraps Deathworn Wraps +5% radius of Potion effect
+30% Siphoned duration +30% leech during Siphoned Heal 100 on kills with the Siphoned effect |
Amulet |
Magister's Bargain Magister's Bargain +20% Duration Ability damage
+25% Stagger for Duration Abilities Gain 25 Mana on kills with Duration Abilities +20% Necrosis Damage |
Ring 1 |
Necrotic Jade Necrotic Jade +25% Necrosis Damage
+20% damage vs. enemies suffering from Necrosis +25% Momentum Generation +25% Duration Ability Damage |
Ring 2 |
Precious Decay Precious Decay +15% Necrotic damage
+25% Necrotic Resistance +20% Necrotic Ability damage to health 50% of all your other damage type bonuses contribute to your Necrotic damage bonus +25% Area Ability Damage |
Runes | 1.
Escalate Escalate 2. Vivify Vivify 3. Ravage Ravage |
Companions | Harding:
Heavy Draw
Heavy Draw Harding draws her bowstring back as far as it will go, unleashing a devastating shot. Deals high Stagger.
Soothing Potion (Harding)
Soothing Potion (Harding) An expert scout carries only the best resources. This special brew is a pick-me-up like no other. Harding tosses a restorative tincture to you, granting Rejuvenation.
Shred Shred Harding shreds her opponent’s defenses with a decisive shot. Deals high Stagger.
|
Davrin:
Heroic Strike
Heroic Strike Deals 200 Fire damage. A quick and decisive strike imbued with the righteous fire of Grey Wardens. Deals high Stagger. Applies Overwhelm.
Death from Above
Death from Above Davrin calls Assan to strike a target from above. Deals high Stagger. Detonates Weakened.
Battle Cry Battle Cry Davrin lets out a formidable shout, drawing the attention of enemies attacking the party. Taunts enemies in the area, forcing them to attack Davrin for a short time. Does not affect some of the strongest boss enemies.
|
|
When you reach Endgame, the Death Caller will have abilities with Necrosis and Healing, and a Cold stave that synergizes well with your kit, turning you into a dual-elemental Mage with Cold and Necrotic.
Other than that, the Death Caller focuses on inflicting Necrosis and Chilled, while healing himself greatly with the Siphoned affliction.
Order | Skill | Description |
---|---|---|
1 |
Mortal Concentration
(Core) |
Sustaining your Ranged attack gradually increases its damage output the longer it is active, to a maximum of 3 seconds. |
2 |
Charging Spirit
(Core) |
Staff Energy generates passively when you are not in combat. |
3 |
Frost Nova
(Control) |
Freeze your enemies to the bone if they get too close. A wide area around you is Frozen. |
4 |
Bulwark
(Control) |
Physical Resistance: +10% |
5 |
Fade Reflex
(Control) |
Timing your Dodge just before the enemy’s attack lands slows down time for a short duration. You can move and attack normally. |
6 |
Deathfrost
(Mourn Watch) |
Abilities that deal Necrotic or Cold damages increase the other type’s damage by 15% for 6 seconds. |
7 |
Death's Blessing
(Mourn Watch) |
Necrotic damage: +10% |
8 |
Imbued Duration
(Mourn Watch) |
Executing a Detonation on an enemy grants Shocking Weapons. The duration of Shocking Weapons is extended by 50%. |
9 |
Necessary Steps
(Mourn Watch) |
Primer duration: +20% |
10 |
Corrupted Ground
(Mourn Watch) |
Weave the threads of life and death, corrupting an area of the battlefield. Enemies caught inside succumb to its deadly aura. Deals minor damage and applies Necrosis each second enemies are exposed to the corruption. |
11 |
Time Management
(Mourn Watch) |
Effects of Duration Abilities are increased by 50%. |
12 |
Breathing Room
(Mourn Watch) |
The radius of Area Ability effect is increased by 50%. |
13 |
Insidious Rot
(Mourn Watch) |
Maximum Necrosis Stack: +1 |
14 |
Channeled Thoughts
(Mourn Watch) |
Focus your mind to generate up to 50 Mana per second on command. |
15 |
Enervation
(Mourn Watch) |
Damage vs. Barrier: +20% |
16 |
Zone of Concentration
(Mourn Watch) |
After triggering a Duration Ability, wait 5 seconds to regain 25 bonus Mana. |
17 |
Collateral Damage
(Mourn Watch) |
Hitting multiple enemies with a single Area Ability deals 10% more damage for each enemy hit. |
18 |
Arcane Defiance
(Mourn Watch) |
Electric Resistance: +10% Necrotic Resistance: +10% |
19 |
Necessary Steps
(Control) |
Primer duration: +20% |
20 |
Breathing Room
(Control) |
The radius of Area Ability effect is increased by 50%. |
21 |
Further Torment
(Mourn Watch) |
Deals 20% more bonus Stagger to enemies with an Affliction. |
22 |
Desolate Malady
(Sustain) |
Affliction damage: +10% |
23 |
The Crypt's Herald
(Death Caller) |
Be like death, drawing in the power of the Fade and surrounding yourself with a necrotic storm. Slowly absorbs life from all nearby enemies before ending in a punishing burst, causing massive damage. |
24 |
Spirit Bomb
(Death Caller) |
Drain the life out of enemies, then throw it back at them in an explosion of necrotic energy. Applies Siphoned and deals damage each second you are connected to a target, before a final blast deals bonus damage that intensifies the longer the target is exposed to it. |
25 |
Concentration
(Death Caller) |
Ranged attack damage: +15% |
26 |
Death and Decay
(Death Caller) |
Area Abilities now deal Necrotic damage. Corrupted Ground now deals increased damage when activated. |
27 |
Death's Blessing
(Death Caller) |
Necrotic damage: +10% |
28 |
Providence
(Control) |
Advantage duration: +20% |
29 |
Zone of Destruction
(Control) |
Hitting 3 or more enemies with an Area Ability grants Enhanced Damage. |
30 |
Death Surge
(Death Caller) |
Overcharges your Ranged attack, spending 200% of the usual Mana to deal 200% damage. |
31 |
Fade Conduit
(Death Caller) |
Maximum Mana: +50 |
32 |
Invigorating Beam
(Death Caller) |
Your Ranged attack now deals Necrotic damage and leeches 10% of damage done, replenishing your health. |
33 |
Concentration
(Mourn Watch) |
Ranged attack damage: +15% |
34 |
Degrade
(Mourn Watch) |
Deal 5% bonus damage for each unique Primer and Affliction on your target. |
35 |
Prolong
(Sustain) |
Affliction duration: +20% |
36 |
Return Fire
(Sustain) |
Use a Light or Heavy attack after a Perfect Defense to perform a counterattack. |
37 |
Providence
(Sustain) |
Advantage duration: +20% |
38 |
Tear Down
(Sustain) |
Hitting an enemy with a Duration Ability permanently reduces their Defense by 5. |
39 |
Inner Focus
(Sustain) |
Successful Light attacks generate an additional 25% Mana. This value is doubled against enemies suffering from an Affliction. |
40 |
Soulburn
(Death Caller) |
Expend 50 Mana to create a powerful surge in your Ranged attack, giving it the power to Detonate Sundered targets. |
41 |
Vitality
(Death Caller) |
Health: +100 Health leech effects: +50% |
42 |
Desperation
(Death Caller) |
Gain bonus damage relative to the amount of health your target and you have lost. |
43 |
Mortalitasi
(Death Caller) |
Actions that consume Mana now consume health when Mana is depleted. |
44 |
Restless Spirits
(Death Caller) |
Defeating an enemy under the effects of Duration Abilities spawns a Necrotic bolt from the corpse that seeks out a nearby enemy. |
45 |
Bigger Blast
(Sustain) |
Arcane Bomb Damage: +15% |
46 |
Decaying Resolve
(Sustain) |
Duration Abilities deal 25% more damage to enemies with Low Health. |
47 |
Eclectic Armorer
(Mourn Watch) |
While wearing different classifications of Helm and Armor: Mana regeneration +20% Ranged attack Mana cost -20% Weakpoint damage +15%. |
48 |
Frostbite
(Control) |
Damage vs. Frozen: +15% |
49 |
Ethereal
(Control) |
Control Abilities grant Deflect after you deal a Critical hit. |
50 |
Flames of Inspiration
(Sustain) |
Defeating a Burning enemy grants Rally Party. |
51 |
Deadly Providence
(Sustain) |
Defeating an enemy using a Duration Ability grants Precision. |
52 |
Bombastic
(Sustain) |
Blast Abilities now deal 25% more Detonation damage. Arcane Shot now Detonates Sundered enemies. |
53 |
Veil Blasts
(Sustain) |
Apply 15% of your current Mana as bonus damage for Blast Abilities. |
54 |
Resistant Blasts
(Sustain) |
Defeating an enemy with a Blast Ability grants Resistant. |
55 |
Overdraw
(Death Caller) |
Abilities cost an additional 50 Mana but gain 50% Penetration. |
Try to get Frost Nova and Corrupted Ground as early as possible since these will be your primary source of damage. Get Channeled Thoughts early as well since this will be your main way for regaining mana once you have Corrupted Ground.
As for Ability Upgrades, the most important ones are Time Management and Collateral Damage for that huge damage increase, and Breathing Room to increase the radius of both of your main spells.
Death Caller works well with Cold weapons at any phase in the game to deal large amounts of damage over time. Our Offhand recommendation gives you more mana generation to cast your ranged attack more efficiently.
When you reach endgame, swap your offhand weapons for better healing and mana generation. This should help you survive the more difficult fights later in the game.
While it does not matter what you equip in the early game, anything you come across with Necrotic/Necrosis Damage and Mana Generation can lead you towards building your Endgame gear.
Make sure you pick up Necrotic Jade and Glacial Loop as these will significantly boost the damage for all your spells.
Rune | Pros & Cons | |
---|---|---|
Early Game | ||
Upend Upend |
• Converts all your resistances into damage. • Works well with passives that give Resistance. |
|
Besiege Besiege |
• Probably the best rune to slot in the early game. • Bypasses Barrier attack damage penalty altogether, making sure you are breaking it the fastest way possible. • Use this if enemies have the blue barrier meter up. |
|
Ravage Ravage |
• Flat damage boost when damaging Health. • Ideal for finishing off enemies. |
|
End Game | ||
Escalate Escalate |
• Enhances your next ability with more damage. • Passively gives +10% Ability Damage. • Great for maxing out the damage of your abilities. |
|
Vivify Vivify |
• Refreshes all your ability cooldowns and allows you to cast your next one for free. • Gives 10% Mana Generation. • Perfect for recasting Frost Nova if ever you are in a tight spot. |
|
Ravage Ravage |
• Flat damage boost when damaging Health. • Deals 50% more damage for all attacks/spells when you are damaging their health. • Ideal for finishing off enemies. |
Your runes will be mostly for damage boosts since you will not have a lot of damage in the early game.
By endgame, Ravage will still be viable for damage boosts but is paired together with Escalate now, while Vivify will be for refreshing Frost Nova.
Companion | Build |
---|---|
Harding | Skills:
Heavy Draw
Heavy Draw Harding draws her bowstring back as far as it will go, unleashing a devastating shot. Deals high Stagger.
Soothing Potion (Harding)
Soothing Potion (Harding) An expert scout carries only the best resources. This special brew is a pick-me-up like no other. Harding tosses a restorative tincture to you, granting Rejuvenation.
Shred
Shred Harding shreds her opponent’s defenses with a decisive shot. Deals high Stagger.
Equipment: Main Weapon: My Regards My Regards Physical
Attack My Target deals +300% damage vs. Staggered enemies +25% Staggered duration Keepsake: Secrets and Memories Secrets and Memories Healing
18% Increased Healing +20% Critical damage Critical Hits vs. Bleeding enemies add 1 stack of Bleeding Armor: Spelunker's Gear Spelunker's Gear +50% Sundered duration
Harding deals +50% damage vs. Sundered enemies Trinket: Dwarven Key Dwarven Key Every time you use a Potion, you have a 10% chance to gain it back
+1 maximum Potions |
Davrin | Skills:
Heroic Strike
Heroic Strike Deals 200 Fire damage. A quick and decisive strike imbued with the righteous fire of Grey Wardens. Deals high Stagger. Applies Overwhelm.
Death from Above
Death from Above Davrin calls Assan to strike a target from above. Deals high Stagger. Detonates Weakened.
Battle Cry
Battle Cry Davrin lets out a formidable shout, drawing the attention of enemies attacking the party. Taunts enemies in the area, forcing them to attack Davrin for a short time. Does not affect some of the strongest boss enemies.
Equipment: Main Weapon: Blight Killer Blight Killer Physical
Attack My Target applies Vulnerability to Fire Damage (30s CD) Vulnerability to Fire Damage is increased by +25% Keepsake: Reforged Bulwark Reforged Bulwark Physical
Attack My Target applies Taunted; does not affect some of the strongest boss enemies Davrin deals +50% Stagger vs. Taunted enemies Armor: Monster Leathers Monster Leathers +25% Detonation Damage vs. Darkspawn
Primers last 25% longer vs. Darkspawn |
Harding and Davrin work well together since their abilities are capable of doing Primer + Detonation combos.
Make sure to use Soothing Potion whenever you can since the Death Caller does not have reliable healing yet in the early game.
Companion | Build |
---|---|
Harding | Skills:
Heavy Draw
Heavy Draw Harding draws her bowstring back as far as it will go, unleashing a devastating shot. Deals high Stagger.
Soothing Potion (Harding)
Soothing Potion (Harding) An expert scout carries only the best resources. This special brew is a pick-me-up like no other. Harding tosses a restorative tincture to you, granting Rejuvenation.
Shred
Shred Harding shreds her opponent’s defenses with a decisive shot. Deals high Stagger.
Equipment: Main Weapon: My Regards My Regards Physical
Attack My Target deals +300% damage vs. Staggered enemies +25% Staggered duration Keepsake: Secrets and Memories Secrets and Memories Healing
18% Increased Healing +20% Critical damage Critical Hits vs. Bleeding enemies add 1 stack of Bleeding Armor: Spelunker's Gear Spelunker's Gear +50% Sundered duration
Harding deals +50% damage vs. Sundered enemies Trinket: Dwarven Key Dwarven Key Every time you use a Potion, you have a 10% chance to gain it back
+1 maximum Potions |
Davrin | Skills:
Heroic Strike
Heroic Strike Deals 200 Fire damage. A quick and decisive strike imbued with the righteous fire of Grey Wardens. Deals high Stagger. Applies Overwhelm.
Death from Above
Death from Above Davrin calls Assan to strike a target from above. Deals high Stagger. Detonates Weakened.
Battle Cry
Battle Cry Davrin lets out a formidable shout, drawing the attention of enemies attacking the party. Taunts enemies in the area, forcing them to attack Davrin for a short time. Does not affect some of the strongest boss enemies.
Equipment: Main Weapon: Grey Edge Grey Edge Physical
Attack My Target applies Burning vs. Darkspawn (30s CD) The entire party deals +25% damage vs. Darkspawn Keepsake: Warden's Shell Warden's Shell Physical
+25% Stagger Whenver an enemy becomes Staggered, you heal for 2% of your health Armor: Monster Leathers Monster Leathers +25% Detonation Damage vs. Darkspawn
Primers last 25% longer vs. Darkspawn |
Your endgame companions will still be the same with Harding and Davrin being being barely different from their early game versions.
By this time, the Death Caller will have amazing healing with Spirit Bomb so try to use it often to heal your companions as well.
The Death Caller is a specialization for the Mage that focuses on using Staves and Necrotic spells to eliminate their enemies. They specialize in casting Damage Over Time (DOT) spells and is classified as a Necromancer type of class without the traditional minions.
Make sure you cast Frost Nova first so you can trigger your Deathfrost passive for that sweet 15% Necrotic damage increase and cast Corrupted Ground immediately after.
Since Corrupted Ground uses mana, its cooldown is very short but can only be cast again once the current one in play has expired.
The Channeled Thoughts trait will be your fastest way for restoring mana, allowing you to infinitely cast Corrupted Ground and have your enemies die to damage over time. Just make sure you are using Channeled Thoughts in a safe position so your channeling does not get interrupted by heavy attacks.
Since you always have Corrupted Ground active in the field, your only problem would be the long cooldown of Frost Nova. During that time, you can also keep using Arcane Shot or Spirit Bomb to finish off your enemies and heal yourself until Frost Nova is back online and start casting it again before recasting Corrupted Ground.
All Classes, Specializations, and Best Builds
Warrior Class | ||
---|---|---|
Champion | Slayer | Reaper |
Mage Class | ||
Death Caller | Spellblade | Evoker |
Rogue Class | ||
Duelist | Veil Ranger | Saboteur |
This is a great build guide! Thanks for putting tit together. Could alternate helms be suggested for non-Qunari Rooks?
Death Caller Build and Best Skills
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Why would you run a Glacial Rod build instead of a The Bargain build? Death Caller has way more than enough healing to offset the health cost, and The Bargain means you don't have to be standing around using Channeled Thoughts for mana gain. You just sling abilities left and right, with the passive healing and the leech from your ranged beam attack completely offsetting the HP cost and any other damage you might take.