Necromancer
From NecroWiki
Description
The necromancer is a mage derivative for those adventurers who have a background in the stealthy arts of the thief class. Necromancers feed off of the life force of their prey allowing them to regain lost mana. Like other mage classes, they are skilled in the arts of violent magic. They have a wide variety of offensive spells, but have trouble using any weapon with a long blade.
Necromancers can also capture the souls of certain slain enemies.
Skills
In addition to sharing many mage spells, a necromancer can also use death magic.
Mana costs assume the spell is trained to level 10.
| Level | Skill | Description | Effect | Type | Mana Cost |
| 1 | Magic Missile | This spell conjures up a powerful bolt of magical energy and launches it at the target. |
|
Combat | 5 per missile |
| 1 | Appraise | This skill gives the user detailed information on the target of the skill. | This skill can be used to identify objects in the user's inventory, equipped items, objects on the floor, player characters, and mobiles. | Noncombat | N/A |
| 2 | Detect Invisibility | Allows the user to see invisible objects and characters. | While active, the user can see invisible objects and character. Otherwise, the character would be unaware that invisible things are even present. | Buff | 10 |
| 2 | Detect Magic | Allows the user to detect magical auras. | Allows the user can see magical auras, such as in regen rooms or the presence of a glyph of warning. | Buff | 10 |
| 3 | Chill Touch | This spell focuses cold in the air around the caster into a beam of energy that is directed towards a single target. | Deals a small amount of cold damage to the target. | Combat | 10 |
| 3 | Infravision | This spell grants the user infravision, also known as night vision.. | While active, the user can see in dark rooms as if the room was lit. | Buff | 10 |
| 4 | Armor | Forms a magical defensive aura around the target. | Provides a small bonus to the player's defense (+4% at skill level 10). | Buff | 15 |
| 4 | Invisibility | Causes a character or object to become invisible. |
|
Buff | 25 |
| 5 | Burning Hands | The caster coats his/her hands with fire while grabbing hold of the target. | Deals a small a mount of fire damage to the target. | Combat | 10 |
| 6 | Locate Object | Allows the caster to attempt to find a specified object in the world. | Returns the location of some items that match the specified keyword. | Noncombat | 20 |
| 6 | Refresh | Relieves the tiredness of the user or a target player. | Restores a moderate amount of movement points to the target. | Noncombat | 25 |
| 7 | Shocking Grasp | With this spell a caster coats his/her hands in magicial sparks and grabs hold of the victim. | Deals a small amount of damage. | Combat | 15 |
| 8 | Sleep | The caster attempts to put a target NPC to sleep. | If successful, the target NPC will remain asleep until attacked or awakened by a player. | Noncombat | 25 |
| 8 | Encompassing Aura | With this spell, the caster can surround the target with a faint glowing aura that will make the target easier to hit. | The target suffers a temporary penalty to his/her defense (6% at skill level 10). | Noncombat | 5 |
| 9 | Blindness | The caster attempts to blind the target. | A blinded character cannot see anything and suffers a penalty to his/her attack (-5%) and defense (-8%). | Combat | 25 |
| 9 | Lightning Bolt | Allows the caster to summon a lightning bolt with which to strike a target character. | Deals a small amount of damage, which is slightly increased if used while outside in stormy weather. | Combat | 15 |
| 10 | Control Weather | This spell allows a caster to change the weather. | The caster can cause the weather to get more or less severe and can cause the temperature to grow warmer or colder. | Noncombat | 25 |
| 10 | Detect Poison | With this spell the caster can determine if a target character or object is poisoned. | Using this spell tells the caster if the target is poisoned. | Noncombat | 5 |
| 11 | Color Spray | This spell casts a spray of magical energy at an opponent. | Deals a small amount of damage and has a chance to blind the target. | Combat | 15 |
| 11 | Dispel Magic | This spell attempts to remove magical enchantments from a target character, object, or room exit. |
|
Combat | 15 |
| 12 | Word of Recall | This spell returns the user to the center of the nearest major city. |
|
Noncombat | 10 |
| 12 | Llyods Beacon | Allows use of special beacon objects found randomly throughout the game. |
|
Noncombat | 10 |
| 12 | Whirlwind | Summons a powerful gust of wind if used outdoors. | Deals a moderate amount of damage to all NPCs in the caster's room, which is increased if used outside during windy weather. | Combat | 20 |
| 13 | Mass Invisibility | Invokes the invisibility spell on all characters in the room at once. | Causes all characters in the room to become invisible, granting them an 8% bonus to their defense. | Buff | 35 |
| 13 | Sense Death | Allows the caster to detect any recent deaths. | Displays the names of any characters recently killed in the same room as the caster, along with the name of the killers. | Noncombat | 5 |
| 11 | Breathe Water | Adapts a player's lungs to be able to breathe water as they would normally breathe air. | Allows the player to survive in underwater rooms, which would otherwise result in drowning. | Buff | 10 |
| 13 | Shield Room | Creates a magical force that either weakly covers the room in general or can be focused on one specific exit. |
|
Noncombat | 50 |
| 13 | Protection from Fire | Protects the user from fire-based damage. | Adds 20 to fire resistance. | Buff | 10 |
| 14 | Curse | Puts a curse on a target player or object. |
|
Buff | 5 |
| 15 | Fireball | Summons a ball of fire to strike the target. | Deals a moderate amount of fire damage to the target. | Combat | 30 |
| 15 | Waterwalk | This spell enchants the target's feet such that the character can walk across water. | Allows the character to walk across surfaces of water, but not the open ocean. | Buff | 10 |
| 15 | Flesh Armor | This spell causes the caster's skill to harden into a steel-like substance. | Grants a small bonus to the caster's defense (5% at skill level 10). | Buff | 15 |
| 16 | Teleport | This spell allows the caster to teleport. |
|
Noncombat | 15 |
| 16 | Charm Person | This spell attempts to temporarily subjugate an NPC to the caster's will. | A charmed NPC will join the caster's group and respond to his/her orders. | Noncombat | 30 |
| 16 | Animate Dead | This spell allows the caster to animate corpses of fallen beings. | When cast on a corpse that is lying on the ground, that corpse will rise as an undead NPC. The corpse will then join the caster's group and obey specific commands. | Noncombat | 30 |
| 17 | Sense Life | This spell grants the user the ability the detect hidden characters. | The player will be able to see if any hidden characters are in his/her room, but not their actual names. | Buff | 10 |
| 17 | Drain Life | This necromancer spell allows the caster to drain lifeforce from his/her victim. | Deals a small amount of damage to the target and restores an equivalent amount of hit points to the caster. | Combat | 13 |
| 18 | Heat Ray | This spell focuses heat in the air around the caster into a beam of energy that is directed towards a single target. | Deals a small amount of damage to the target, which is greatly enhanced if cast outside in warm or hot conditions. | Combat | 15 |
| 18 | Wizards Lock | This spell places an invisible enchantment on a closed door, locking it with magic. | Anyone wishing to open a wizards locked door must use the knock spell. | Noncombat | 20 |
| 18 | Deathsphere | With this spell the caster can use five of the souls he/she has gathered from fallen enemies and form a field of deathly energy about his/her body. | Returns a percentage of all damage done to the caster onto the attacker, which is increased if the attack is a form of death magic. | Noncombat | 45 |
| 19 | Chain Lightning | Summons a bolt of lightning to strike all NPCs in the caster's room. | Deals a moderate amount of damage to all NPCs in the room, which is increased if used outside during a rainstorm. | Combat | 20 |
| 20 | Knock | Allows the caster to remove a magical enchantment sealing a door shut. | Nullified the effect of Wizards Lock on a door. | Noncombat | 20 |
| 20 | Protection from Cold | Protects the user from cold-based damage. | +20 to resist cold. | Buff | 10 |
| 21 | Globe of Darkness | This spell wraps the caster in a protective globe of darkness, making him/her hidden from view. | Conceals the name of the caster from other characters looking at the room. The caster may move, eat, look, cast other spells and remain hidden by the globe. | Buff | 40 |
| 22 | Demonskin | This spell coats the caster with a thin layer of demon's blood that mutates and reacts over time with the caster's skin. | The spell provides a different positive bonus depending on its current mutation. | Buff | 30 |
| 22 | Death Touch | With this spell the caster can unleash his/her stored up souls on a single target. |
|
Combat | 20 |
| 23 | Mindshock | This powerful spell sends a pulse of mental energy outward from the caster. | Deals a moderate-large amount of damage to all NPCs in the same room as the caster. | Combat | 23 |
| 24 | Ward of Destruction | Allows the caster to create a magical ward across an exit of a room. | A ward will deal damage to any player or NPC attempting to use that exit. This will also break invisibility and expose any sneaking player. | Noncombat | 50 |
| 25 | Enchant Weapon | Allows the caster to imbue magical properties into a weapon. | The caster can permanently enchant a weapon such that it will give bonuses to attributes or skills/spell. | Noncombat | 100 |
| 26 | Detonate | This spell causes a large explosion within the body of the target character. | Deals a large amount of fire-based damage to the target. | Combat | 25 |
| 27 | Flame Touch | Allows the user to coat a weapon with swirling flames. | The flames add a small amount of damage to each successful melee attack using that weapon. | Noncombat | 7 |
| 27 | Encasing Souls | Allows the user to coat a weapon with 10 souls of his/her recently slain enemies. | The souls add a small amount of damage to each successful melee attack using that weapon. | Noncombat | 7 |
| 28 | Wizards Eye | Launches an invisible, magic eye in one specified direction. | The eye reports back to the caster whatever it sees in each room it enters. | Noncombat | 25 |
Class Benefits
- Naturally have more mana
- More powerful offensive magic
- Can use death magic
Class Negatives
Multiclassing
Necromancer is formed by a thief multiclassing to mage.
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