Necromancer

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The Necromancer belongs to the dark brotherhood of the arcane arts, dabbling in death.
Through evil spells, he can animate dead bodies and skeletons to do his bidding, as well as cast spells to leach life from his victims. - EverQuest manual

Description

Necromancers are masters of life and death, utilizing fire, magic, poison, and disease based spells to overwhelm their foes and assist their allies. Their choice to descend into necromancy has alienated them from most old-world civilizations, being killed on sight by most guards and shunned by many merchants. As such, the necromancer is very independent; few support classes are able to offer anything that the necromancer does not already have, and items and gear do not carry the same weight as they do for other classes.

The necromancer's power comes from a deep understanding of the powers of life and death. This grants them a number of abilities, including the ability to mezmerize, snare, and fear their enemies, to transfer mana and health to their allies, and lastly to assert their dominance over the undead with a number of efficient direct damage, charm, root and lull spells. The necromancer is classified as anti-natural and has some unique spells to attack animals and plant based mobs.

A highlight of the necromancer is their DoT (Damage over Time) spells, where they are one of the premier classes in the game. These abilities tick (one tick = 6 seconds) for exceptional damage over time, at a relatively cheap cost to mana. The efficiency of these spells, as it will be discussed later, declines when the enemy dies before the DoT runs its course. This lends itself well, however, to soloing, where necromancers can see the full potential of their DoTs, as well as utilizing their ability to snare, fear, and root their enemies, as well as charm them, if they are undead. Furthermore, combining the spells Screaming Terror (mezmerize) and Feign Death, necromancers can split mobs with the best of classes, and so have great survivability when played at their full potential.

In addition to these, the Necromancer has access to one of the most powerful mana regenerating abilities in the game, commonly referred to as lich (after the level 49 spell). The Lich line of spells grant a buff that passively removes health in exchange for giving the Necromancer mana. Beginning with Dark Pact, and Allure of Death, these spells merely change health into mana, however with Call of Bones, Lich, and even Demi-Lich, the caster's flesh melts away, leaving a skeleton form for the Necromancer. This increased mana generation allows the Necromancer to have more mana, which translate into more spells in a period of time.

Necromancers are sought after in raids & groups for a number of reasons, including but not limited to their damage, ability to transfer health, and to generate mana which can be granted to party members in times of need.

  • As mentioned, there are many reasons to seek out a necromancer. They deliver incredible damage by stacking different, numerous DoTs, and can do this without fear of taking aggro through the use of feign death, which removes the hate the enemy has for the necromancer. However, the primary way that a necromancer deals damage is through damage over time abilities, creating a tension between a necromancer and his or her group. The better the group, the faster, higher damaging abilities that a necromancer must use, but these spells become less efficient in mana due to their high burst. This means that the mana efficiency of a necromancer is inversely proportional to the damage output of a group. As the group is doing less damage, the necromancer can use more mana efficient, but slow spells, but the faster the group is, the more the necromancer must use less mana efficient spells, to the point of not using DoTs and using Direct Damage spells. For long duration events, the ability for a necromancer to continue destruction is unsurpassed.

Necromancer have hands-down the most efficient detrimental spells in the game from a pure Damage per Mana (DPM) standpoint... but in practical application in the fast-paced group or raid atmosphere, the necromancer can be relegated to being a failure as a DPS in terms of DPM. As a group becomes more effective, the Necromancer will end up using less mana efficient, but faster spells, sacrificing DPM for the sake of getting the DPS out before the enemy dies. Only during solo activities and the more lengthier (raid) fights can the necromancer generally get their efficiency as advertised. However, the high mana regeneration capability compensates for this.

Another unique attribute of DoT spells is that they are either applied fully or resisted fully, unlike instant damage spells (nukes) which can be partially resisted. Because of this, some necromancer spells, specifically the lifetap and blood boil spell line have resistance modifiers that help them land on highly resistant enemies.

  • Their ability to pull is minor in the group or raid game due to the difficulty surviving taking hits as a cloth wearer, netting a necromancer extremely low AC caps and HP, as well as a cast/recast timer on Feign Death. From a pure pulling efficiency standpoint, necromancers are inferior to bards and monks. From a survivability standpoint are surpassed by Shadowknights. Because of this, necromancers generally don't play the role of puller in a large raid environment or against difficult group content. However, the necromancer can generally split off mobs quite well as long as they are not immune to changes in run-speed or linked. One of the primary reasons that necromancers are considered to be inefficient pullers is due to the long reuse timer on feign death, resulting in necromancers taking a considerable amount of time to split a pull.
  • Necromancers also utilize abilities to root, nuke, lull, and charm the undead. These abilities are somewhat limited, but tend to be more mana efficient and tools for certain leveling strategies. In raids, you can end up using charm on certain undead enemies for a greater damage output than your summoned pet could put out. However, there is a maximum level on these, as with all charms, so these do not grant total dominance over the undead.
  • Necromancers are also considered one of the pet classes, as they have undead pets to do their bidding from the very first level, and receive benefit from a single pet focus item. Compared to the main pet class, the magician, necromancer pets are moderately weak (due in part the inability to support them as well as magicians). The Necromancer's pet can be equipped with regular, or magician-summoned gear to dramatically improve their survivability & damage output. The Necromancer has three pet varieties, the first and most common being a warrior, which is along side a monk and a rogue at later levels. The warrior has better survivability but reduced damage when compared to the rogue (which requires proper positioning at the rear of targets to allow backstabbing for any significant damage increase). The monk has slightly more health than the rogue, and can survive better than it, but instead of bash or backstab, it has access to a flying kick.
  • Necromancers also have access to a useful spell-line commonly referred to as twitch. These spells include Rapacious Subvention, Covetous Subversion, and Sedulous Subversion. These spells are cast to give mana to another player, in essence transferring your mana to that player. This can often be useful on fights in which Necromancers are getting resisted too much, or in which their DPS is not necessarily desired. This allows the Necromancer to act as something of a mana generator for buffers and clerics during raid recovery. As a Necromancer, you have among the fastest mana return in the game, and twitch allows you to share some in a pinch.
  • Lastly, the necromancer class is very fun and rewarding as long as you are not determined to be the best in all situations. Necromancers are arguably the most independent of all classes, being designed with a number of self-only spells that certain other casters can cast on others (Self-only invis, self-only succor), making it a prime choice for those that plan to solo the majority of their careers. In addition to this, the necromancer offers a player wanting an alt to solo when they are bored (or frustrated) with their main a chance for a solitary reprieve. However, necromancers are also outstanding additions to raiding guilds because of the extreme DPS potential over the long run, their ability to twitch and help a cleric save lives, or to even patch heal others as needed. A successful necromancer must learn a variety of different strategies that change as a necromancer levels and gains new abilities. These different strategies allow the Necromancer to solo that which would otherwise require a group.

Class Titles

Level 1-50 Level 51-54 Level 55-59 Level 60
Necromancer Heretic Defiler Warlock

Creation Guide

Picking the right race

The first thing you have to pick then is your race. Which race you pick will determine the foundation of you character for the rest of your life in Norrath, so it is kind of important you pick one you like and that you will be happy with.

Now in terms of faction, Necromancers are generally hated everywhere, some races are hated more then others, Gnomes and Humans and Erudites are neutral races and will have an easier time building faction (especially gnomes being the least evil of all the necromancer race choices) vs a Dark Elf or Iksar so there is some difference in the races in that respect.

Human

  • Well rounded statistics
  • No low-light vision
  • Low starting Intelligence


Erudite

  • A number of quests available to them that no other race can do with some decent items
  • Like humans, no low-light vision
  • Highest starting intelligence


Dark Elf

  • Hated everywhere but a couple of other evil towns
  • Harder time building up faction in comparison to the neutral race choices
  • Access to the Thex Mallet and Reaper of the Dead questline (which is believed to be possible to do if you are not a Dark Elf, but requires incredibly high faction)
  • Only necromancer race that can use "hide." If you combine a successful hide while you feign death then you can clear your aggro list safely
    • Keep in mind some enemies can see through hide. But, this is a very useful combination of spell + ability and it shouldn't be overlooked.
  • High starting Intelligence.


Gnome

  • Least hated Necromancer/race combination
  • Easier to build faction with good races to access their areas faster and more efficiently
  • Generally have more access to cities/hubs/zones than other necromancer races
  • Access to the Tinkering skill which can offer some interesting crafting options
  • High Starting Intelligence.


Iksar

  • Hated in all cities besides their own, even those of other evil races.
  • An experience penalty of 20% other races have no penalty.
  • Health regeneration bonus (chart below)
  • A natural AC bonus
  • Access to Forage for food and water
  • Low Starting Intelligence

Froglok

  • +15 Poison Resistance
  • +5 Magic Resistance
  • Swimming (125)

If you are concerned with min/maxing, Iksar regeneration should not be underestimated. As the chart below shows, the Iksar Necromancer will lose health slower, which ultimately means that an Iksar Necromancer can kill more things, faster. This will mean increased experience gain so long as the Iksar Necromancer levels up in places with plenty of enemies to kill (which helps to mitigate the 20% penalty). The chart shows the differences between Iksar and Non-Iksar, for each spell under the Lich spell line in the rows, while across the top of the chart in columns, it offers the different positions that effect the rate of health regeneration.

Iksar vs Non-Iksar: Pre-Lich

Race + LichLevelsStandingFeignedSitting
Non-Iksar with Death Pact1-19-1-10
Iksar with Death Pact1-1900+2
Non-Iksar with Allure of Death20-49-3-3-1
Iksar with Allure of Death20-49-2-2+2
Non-Iksar with Call of Bones20-49-10-10-8
Iksar with Call of Bones20-49-9-9-5

Iksar vs Non-Iksar: Lich

Race + LichLevelsStandingFeignedSitting
Non-Iksar with Lich49-21-21-19
Iksar with Lich49-20-20-16
Non-Iksar with Lich50-21-21-18
Iksar with Lich50-20-20-14
Non-Iksar with Lich51-55-20-19-17
Iksar with Lich51-55-16-14-10
Non-Iksar with Lich56-59-19-18-16
Iksar with Lich56-59-12-10-6
Non-Iksar with Lich60-18-17-15
Iksar with Lich60-10-8-4

Iksar vs Non-Iksar: Arch Lich & Demi Lich

Race + LichLevelsStandingFeignedSitting
Non-Iksar with Arch Lich60-16-15-13
Iksar with Arch Lich60-8-6-2
Non-Iksar with Demi-Lich60-28-27-25
Iksar with Demi-Lich60-20-18-14

Starting Statistics

RACE STR DEX AGI STA INT WIS CHA BONUS
Dark Elf 60 85 90 65 109 83 60 30
Erudite 60 80 70 70 117 83 70 30
Froglok 70 100 100 85 110 75 50 30
Gnome 60 95 85 70 108 67 60 30
Human 75 85 75 75 85 75 75 30
Iksar 70 95 90 70 85 80 55 30

Health vs. Mana

Due to the mechanics of Lich, passively reducing our health every tick in exchange for a boost in mana per tick, necromancers are put into a position of having, in effect, two pools of mana. From their mana, they directly draw for spells, but their health pool acts as a mana battery, constantly being drained to provide more mana for the necromancer's use. So how much health and how much mana should you have?

We should begin by understanding that each of these two have a certain advantage. A sizable mana pool means that when you are coming out of an extended rest (by which it is meant that you will be at full mana and health), you will be able to cast more spells in a small period of time. A sizable health pool means that while you are fighting and engaged in combat, the negative effects of Lich will not be as pressing, and you will have more wiggle room in which to use lifetaps to restore your health.

A great deal of this comes down to feeling, and your own playstyle. Following is a series of considerations that one should keep in mind when finding their "sweet spot" for mana/health ratio. Just remember that both health and mana are effectively power to fuel your spells, but that each of them works differently: Mana is readily available, immediately exploitable resource to cast your spells, while Health is not immediately available, but makes your life much easier and safer.

When to go for Health vs. Mana

Obviously when your HP are full (or very close) you want to focus on gaining Mana; Lifetapping would be wasteful. The same is true in reverse: Lich is wasteful when your Mana is full.

When neither is full, your priorities should depend on two things: your "squishiness" (relative to the mob), and your pace. If you are facing tougher foes (ie. feeling squishy) you'll want to keep your HP higher, as Mana won't help if the mob gets some lucky hits in and kills you.

At the same time, you'll also want to take into account whether you are facing a steady stream of individual mobsm, or bursts of several. If you can't rely on having enough time for your Lich spell to provide more Mana in-between fights, you may want to focus on keeping your Mana higher in-between fights.

Religion

Religion is not of a huge concern to Necromancers as they are already hated. Most choose to worship either Cazic-Thule, or Innoruuk the Prince of Hate, as it ties in well their role. The other choice is Bertoxxulous. Necromancers cannot be agnostic, as their dark powers are directly linked to their worship of their god.

Spells

Spell Name Level Mana Skill Target Type
Cavorting Bones 1 15 Conjuration Self only
Coldlight 1 15 Conjuration Self only
Disease Cloud 1 10 Conjuration Single target
Invisibility versus Undead 1 40 Divination Single target
Lifetap 1 8 Alteration Tap
Locate Corpse 1 5 Divination Self only
Minor Shielding 1 10 Abjuration Self only
Reclaim Energy 1 5 Conjuration Caster's pet
Sense the Dead 1 5 Divination Self only
Siphon Strength 1 5 Alteration Single target
Fear 2 40 Alteration Single target
Numb the Dead 2 20 Abjuration Undead only
True North 2 5 Divination Self only
Endure Cold 3 20 Abjuration Single target
Grim Aura 3 25 Alteration Self only
Lifespike 3 13 Alteration Tap
Clinging Darkness 4 20 Alteration Single target
Gate 4 70 Alteration Self only
Leering Corpse 4 40 Conjuration Self only
Poison Bolt 4 18 Conjuration Single target
Deadeye 5 35 Divination Self only
Shadow Step 5 10 Alteration Self only
Dark Empathy 6 20 Alteration Single target
Dark Pact 6 5 Alteration Self only
Ward Undead 6 5 Evocation Undead only
Gather Shadows 7 35 Divination Self only
Mend Bones 7 15 Alteration Undead only
Vampiric Embrace 7 30 Alteration Self only
Bone Walk 8 80 Conjuration Self only
Impart Strength 8 15 Alteration Single target
Lesser Shielding 8 25 Abjuration Self only
Leech 9 72 Alteration Single target
Sight Graft 9 10 Divination Caster's pet
Wave of Enfeeblement 9 40 Alteration Area of effect around the caster
Heat Blood 10 88 Alteration Single target
Scent of Dusk 10 50 Alteration Single target
Spook the Dead 10 10 Alteration Undead only
Endure Disease 11 20 Abjuration Single target
Engulfing Darkness 11 60 Conjuration Single target
Focus Death 11 35 Alteration Caster's pet
Bind Affinity 12 0 Alteration Single target
Bind Affinity 12 100 Alteration Single target
Convoke Shadow 12 120 Conjuration Self only
Lesser Summon Corpse 12 100 Conjuration Self only
Lifedraw 12 86 Alteration Tap
Cure Disease 13 20 Alteration Single target
Heart Flutter 13 41 Alteration Single target
Wuggan's Lesser Appraisal 13 70 Divination Single target
Shieldskin 14 41 Abjuration Self only
Wuggan's Lesser Discombobulation 14 70 Divination Single target
Wuggan's Lesser Extrication 14 70 Divination Single target
Banshee Aura 15 60 Abjuration Self only
Cancel Magic 15 30 Abjuration Single target
Infectious Cloud 15 78 Conjuration Area of effect around the target
Voice Graft 15 10 Divination Caster's pet
Feign Death 16 60 Abjuration Self only
Focus Crude Spellcaster's Empowering Essence 16 100 Alteration Self only
Focus Primitive Spellcaster's Empowering Essence 16 50 Alteration Self only
Focus Rudimentary Spellcaster's Empowering Essence 16 75 Alteration Self only
Form of Chilled Bone 16 70 Divination Caster's pet
Hungry Earth 16 30 Alteration Undead only
Restless Bones 16 160 Conjuration Self only
Shielding 16 50 Abjuration Self only
Spirit Armor 16 75 Abjuration Single target
Identify 17 50 Divination Single target
Shackle of Bone 17 80 Alteration Undead only
Shadow Compact 17 10 Alteration Single target
Allure of Death 18 5 Alteration Self only
Dominate Undead 18 100 Alteration Undead only
Track Corpse 18 15 Divination Self only
Expulse Undead 19 36 Evocation Undead only
Shadow Vortex 19 40 Alteration Single target
Tiny Companion 19 50 Alteration Caster's pet
Animate Dead 20 200 Conjuration Self only
Focus Makeshift Spellcaster's Empowering Essence 20 150 Alteration Self only
Focus Mass Crude Spellcaster's Empowering Essence 20 400 Alteration Self only
Focus Mass Primitive Spellcaster's Empowering Essence 20 200 Alteration Self only
Focus Mass Rudimentary Spellcaster's Empowering Essence 20 300 Alteration Self only
Harmshield 20 85 Abjuration Self only
Siphon Life 20 115 Alteration Tap
Word of Shadow 20 85 Evocation Area of effect around the caster
Breath of the Dead 21 45 Alteration Self only
Rapacious Subvention 21 200 Alteration Single target
Scent of Shadow 21 100 Alteration Single target
Shock of Poison 21 99 Conjuration Single target
Leatherskin 22 83 Abjuration Self only
Screaming Terror 22 60 Alteration Single target
Shadow Sight 22 50 Divination Self only
Intensify Death 23 50 Alteration Caster's pet
Rest the Dead 23 75 Abjuration Undead only
Wuggan's Appraisal 23 145 Divination Single target
Focus Mass Makeshift Spellcaster's Empowering Essence 24 600 Alteration Self only
Haunting Corpse 24 240 Conjuration Self only
Major Shielding 24 80 Abjuration Self only
Resist Cold 24 50 Abjuration Single target
Wuggan's Discombobulation 24 145 Divination Single target
Wuggan's Extrication 24 145 Divination Single target
Defoliate 25 100 Evocation Plant
Panic the Dead 25 50 Alteration Undead only
Renew Bones 26 64 Alteration Undead only
Spirit Tap 26 152 Alteration Tap
Dooming Darkness 27 120 Conjuration Single target
Eternities Torment 27 140 Alteration Undead only
Word of Spirit 27 133 Evocation Area of effect around the caster
Boil Blood 28 136 Alteration Single target
Dismiss Undead 28 63 Evocation Undead only
Summon Dead 29 290 Conjuration Self only
Vampiric Curse 29 144 Alteration Single target
Focus Elementary Spellcaster's Empowering Essence 30 200 Alteration Self only
Invoke Fear 30 100 Alteration Single target
Beguile Undead 31 170 Alteration Undead only
Call of Bones 31 5 Alteration Self only
Resist Disease 31 50 Abjuration Single target
Steelskin 32 149 Abjuration Self only
Surge of Enfeeblement 32 100 Alteration Area of effect around the caster
Torbas' Acid Blast 32 147 Conjuration Single target
Greater Shielding 33 120 Abjuration Self only
Invoke Shadow 33 340 Conjuration Self only
Wuggan's Greater Appraisal 33 240 Divination Single target
Focus Mass Elementary Spellcaster's Empowering Essence 34 800 Alteration Self only
Root 34 30 Alteration Single target
Venom of the Snake 34 172 Conjuration Single target
Wuggan's Greater Discombobulation 34 240 Divination Single target
Wuggan's Greater Extrication 34 240 Divination Single target
Augment Death 35 200 Alteration Caster's pet
Scourge 35 130 Conjuration Single target
Summon Corpse 35 700 Conjuration Self only
Chilling Embrace 36 172 Alteration Single target
Counteract Disease 36 50 Alteration Single target
Word of Souls 36 171 Evocation Area of effect around the caster
Nullify Magic 37 50 Abjuration Single target
Scent of Darkness 37 150 Alteration Single target
Expel Undead 38 93 Evocation Undead only
Shackle of Spirit 38 175 Alteration Undead only
Dark Soul 39 200 Conjuration Single target
Drain Spirit 39 213 Alteration Tap
Malignant Dead 39 390 Conjuration Self only
Asystole 40 98 Alteration Single target
Focus Modest Spellcaster's Empowering Essence 40 250 Alteration Self only
Summon Companion 40 50 Conjuration Self only
Arch Shielding 41 200 Abjuration Self only
Dead Man Floating 41 150 Abjuration Single target
Ignite Bones 42 210 Evocation Single target
Incinerate Bones 42 210 Evocation Single target
Corporeal Empathy 43 200 Alteration Single target
Covetous Subversion 43 400 Alteration Single target
Diamondskin 43 236 Abjuration Self only
Bounce 44 100 Abjuration Self only
Cackling Bones 44 450 Conjuration Self only
Focus Mass Modest Spellcaster's Empowering Essence 44 1000 Alteration Self only
Form of Bleached Bone 44 70 Divination Caster's pet
Pact of Shadow 44 10 Alteration Single target
Auspice 45 300 Alteration Single target
Dead Men Floating 45 375 Abjuration Group
Banish Undead 46 118 Evocation Undead only
Insidious Retrogression 46 210 Conjuration Single target
Paralyzing Earth 46 100 Alteration Single target
Cajole Undead 47 245 Alteration Undead only
Cascading Darkness 47 300 Conjuration Single target
Ignite Blood 47 218 Alteration Single target
Drain Soul 48 248 Alteration Tap
Invoke Death 48 490 Conjuration Self only
Lich 48 5 Alteration Self only
Bond of Death 49 360 Alteration Single target
Torbas' Poison Blast 49 186 Conjuration Single target
Ward of Calliav 49 200 Abjuration Caster's pet
Envenomed Bolt 50 202 Conjuration Single target
Focus Simple Spellcaster's Empowering Essence 50 300 Alteration Self only
Improved Invisibility to Undead 50 75 Divination Self only
Dread of Night 51 100 Alteration Undead only
Splurt 51 237 Alteration Single target
Comatose 52 80 Abjuration Self only
Defoliation 52 250 Evocation Plant
Degeneration 52 300 Alteration Single target
Manaskin 52 330 Abjuration Self only
Plague 52 172 Conjuration Single target
Scent of Terris 52 200 Alteration Single target
Annul Magic 53 75 Abjuration Single target
Convergence 53 0 Alteration Target's corpse
Convergence 53 700 Alteration Target's corpse
Instill 53 60 Alteration Single target
Minion of Shadows 53 525 Conjuration Self only
Deflux 54 299 Alteration Tap
Focus Mass Simple Spellcaster's Empowering Essence 54 1200 Alteration Self only
Imprecation 54 290 Conjuration Single target
Shadowbond 54 10 Alteration Single target
Shield of the Magi 54 300 Abjuration Self only
Succussion of Shadows 54 350 Alteration Single target
Thrall of Bones 54 300 Alteration Undead only
Torbas' Venom Blast 54 251 Conjuration Single target
Augmentation of Death 55 250 Alteration Caster's pet
Chill Bones 55 210 Evocation Single target
Conglaciation of Bone 55 210 Evocation Single target
Dark Rune 55 200 Conjuration Self only
Focus Spellcaster's Empowering Essence 55 350 Alteration Self only
Infusion 55 1 Alteration Self only
Levant 55 500 Alteration Self only
Skin of the Shadow 55 85 Alteration Self only
Cessation of Cor 56 203 Alteration Single target
Crippling Claudication 56 300 Alteration Single target
Demi Lich 56 1 Alteration Self only
Eidolon Voice 56 125 Alteration Undead only
Form of Mottled Bone 56 70 Divination Caster's pet
Sedulous Subversion 56 600 Alteration Single target
Servant of Bones 56 525 Conjuration Self only
Trepidation 56 200 Alteration Single target
Conjure Corpse 57 700 Conjuration Self only
Exile Undead 57 210 Evocation Undead only
Unholy Voice 57 250 Alteration Single target
Vexing Replenishment 57 495 Alteration Single target
Guard of Calliav 58 350 Abjuration Caster's pet
Immobilize 58 80 Alteration Single target
Mind Wrack 58 1000 Alteration Single target
Pyrocruor 58 295 Alteration Single target
Quivering Veil of Xarn 58 135 Abjuration Self only
Reflect 58 150 Abjuration Self only
Devouring Darkness 59 400 Conjuration Single target
Emissary of Thule 59 650 Conjuration Self only
Focus Mass Spellcaster's Empowering Essence 59 1400 Alteration Self only
Touch of Night 59 382 Alteration Tap
Ancient: Lifebane 60 310 Alteration Single target
Ancient: Master of Death 60 1 Alteration Self only
Arch Lich 60 1 Alteration Self only
Banishment of Shadows 60 750 Evocation Undead only
Death Peace 60 120 Abjuration Self only
Enslave Death 60 500 Alteration Undead only
Focus Refined Spellcaster's Empowering Essence 60 400 Alteration Self only
Funeral Pyre of Kelador 60 470 Alteration Single target
Gangrenous Touch of Zum`uul 60 360 Alteration Tap
Trucidation 60 375 Alteration Tap
Zevfeer's Theft of Vitae 60 800 Alteration Single target