Surrounds the Death Knight with a vile swarm of unholy insects for 10 sec, stinging all enemies within 10 yards, infecting them with Blood Plague and Frost Fever.
30 yd range
2 min cooldown
Places an Anti-Magic Zone for 3 sec that reduces spell damage taken by party or raid members by 20%.
30 sec cooldown
You passively move 10% faster, and movement-impairing effects may not reduce you below 70% of normal movement speed.
When activated, you gain 30% movement speed and may not be slowed below 100% of normal movement speed for 6 seconds.
Every 15 Runic Power you spend will generate a Blood Charge. Max 12 charges.
Blood Tap consumes 5 Blood Charges to activate a random fully-depleted rune as a Death Rune.
40 yd range
Deals 1,810 Shadowfrost damage to an enemy, healing the Death Knight for 335% of damage dealt.
2 min cooldown
Corrupts the ground in a 8 yard radius beneath the Death Knight for 10 sec. While standing in this corruption, the Death Knight is immune to roots, snares, and effects that cause loss of control. This ability instantly removes such effects when activated.
Glyph of Death and Decay
Your Death and Decay also reduces the movement speed of enemies within its radius by 50%.
Glyph of Anti-Magic Shell
Causes your Anti-Magic Shell to absorb all incoming magical damage, up to the absorption limit.
Glyph of Horn of Winter
When used outside of combat, your Horn of Winter ability causes a brief, localized snow flurry.
Glyph of the Geist
Your Raise Dead spell summons a geist instead of a ghoul.
Glyph of Foul Menagerie
Causes your Army of the Dead spell to summon an assortment of undead minions.