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Spell List 

For the location of each of these spells, please click on this link.  Thank you K2, the author of this list.

LEVEL 1

Sense the Dead
Turns your body in the direction fo the nearest undead.  Quite an useful spell since you can not only find things to kill but also find potential bonce chips carriers.  Anything that makes hunting for chips a little easier is defininetely worth having.
Usefullness:

INVIS to Undead
Makes you invisible to undead creatures.  You will not use this spell very often, but it might prove very useful if you are in a zone heavily populated by undead creatures such as Najena.  It is also imperative that you have it if you are an Erudite and want to get to Neriak's necro guild.  The ghouls guarding the area do not like Erudites and will attack you on sight.
Usefullness:

Minor Shielding
The first buff spell a necro character gets.  It increases HP by 15 and AC by 10.  You will find yourself casting this spell over and over again until you reach level 8 and get an upgraded buff.
Usefullness:

Cavorting Bones
Summons a level 1 skeleton that becomes your pet until you die, go through a zone, or cast reclaim energy on it.  What would a necro character be without a pet? An easy prey that is.  This is essentialy the first spell a necromancer should buy as soon as he has enough money for it.  Unfortunately, it is not among the spells you start with.
Usefullness:

Coldlight
Creates a dim light that if held in one of your inventory slots will make it a little bit easier to see at night.  The light created by Coldlight is so small that this spell is almost rendered useless.  Nevertheless, it might help you find your corpse if you die and have no light source.  Do not rely on Coldlight as your light source though as lanterns and lightstones are by far better.
Usefullness:

Disease Cloud
Makes an opponent diseased if successful, dealing an initial damage to your opponent (5 HP)  So why am I giving this spell a 4 star rating? Well, Disease Cloud has a secondary effect that prevents the diseaded creature from healing.  Even though at first it might not seem like much, even 1HP can make the difference once you are near death and petless.  Useful in battles that last longer.
Usefullness: 

Lifetap
Drains a max of 5 HP from target and adds to self.  The second pillar of necromancers spells, Lifetap is the first spell from the Drain Life series.  Extremely useful, it will keep you alive longer in battles as you can take some hits, back off while your pet fights the creature and replenish your HP.  Then go back into melee combat and repeat the same process.  A must have and you will as it is one of the two spells a necromancer starts with.
Usefullness: 

Locate Corpse
Turns your body towards the nearest corpse from target player.  Very useful in large areas as you can safely go back and find the place where that mean rat just killed you.  To make it work, select the player you want to locate the corpse (F1 to target self) and cast the spell.  Then just keep going in the direction you have been turned until you get to your corpse.  It is also a mean to raise money as some necros charge others to locate their corpses.
Usefullness:

Syphon Strength
Steals strength from target and adds to self (your level plus one points of strength) for the next five minutes.  This average spell is a nice addition to very low level characters.  It can also be used as a pull spell, reducing the strength of a creature before you engage in combat.  Once you are past level 4, this spell becomes rather useless.
Usefullness: 

Reclaim Energy
Unsummon pet for mana back.  You will kill your pet and get around one-fourth of the mana user to cast it back.  Do not expect to use this in combat as the mana you get back is so small it is pretty useless.  And you will always prefer a nearly dead pet than a tiny little bit of mana back.  The only good thing about reclaim energy is a rather important one at times.  Sometimes you cast a pet that does not have the level you are looking for.  Specially at level 12 when some pets have magical attack abilities and some don't, reclaim energy is pretty useful to dispose of a bad pet.  Thus, always con your pet and see what level is he.  If you are not satisfied, reclaim him and cast again. You will loose the bone chips though...
Usefullness:
 
 

LEVEL 4

Gate
Takes you back to your home point.  Initially this is your home town but u can change that by casting or someone to cast on you the spell Bind Affinity (level 12).  There are two very useful ways you can use Gate.  First, you can speed up the traveling process by gating back to your desired destination.  And second, you can use as a last resource in a battle.  Hopefully your pet can hold your attacker long enough so you can gate and safely abandon that battle.  I had gate as one of my memorized spells until I reached level 16 and replaced it with Feign Death.
Usefullness: 

Sense Magic
Detects if an item is magical.  As far as I know, sense magic is an useless spell.  It is a nice spell in theory, but in practice you will not find an item that at first does not seem magical and after you cast Sense Magic it turns to be.  You don't need this spell since you can right click on the item and see whether it is magical or not.  To use it, select yourself and hold the item you want to sense in your hand then cast the spell.  "The item you are holding does not appear to be magical" will probably be your reply though.  Make that very probably.
Usefullness: 

Endure Cold
Add to resist cold.  Another spell that in theory seems very nice but you won't put it to use very often.  I never did since at level 4 you are less than likely to travel to any place where this spell will prove useful.  I believe you should wait for its upgrade, resist cold at level 24.
Usefullness: 

Fear
Makes an NPC run away.  When not resisted, this spell can be useful sometimes.  It can buy you a few moments to run away or send a second attacker for a stroll while you weaken the first one.  When I used it though, it was resisted most of the times and is often useless against creatures of levels higher than yours.
Usefullness: 

Clinging Darkness
Makes a creature move slower and deals damage over time.  A good spell for combat initiation, Clinging Darkness can also buy you some time to run away.  The damage it deals is quite low (5 points per round) but if cast at first can help you in the end.
Usefullness: 

Numb the Dead
Reduces the chance an undead will attack players they would normally attack.  Not that useful as most of the times you want that creature to attack you.  It is only useful when dealing with 2 undead creatures at the same time.  You can make the combat a lot easier if one of them is not attacking you.  You will not use it as much at this level though.
Usefullness: 

Poison Bolt
Poison attack that deals damage over time (max of 8 damage per round).  A reasonable spell that you can combine with Clinging Darkness to deal a fairly nice amount of damage to the target creature.  Unlike Clinging Darkness though, Poison Bolt was resisted quite often.  Nonetheless, Poison Bolt is a nice spell for low level necros and you can start using the DoT/kite strategy.
Usefullness: 

Leering Corpse
The second pet spell a necromancer has access to, Leering Corpse summons a level 3 to 5 skeleton.  I guess I should not stress this is the first spell you should buy as soon as you make it to level 4.
Usefullness: 

Lifespike
Drains life from target creature to self.  An upgrade to the lifetap spell, Lifespike maxes at 11 damage.
Usefullness: 

Grim Aura
Adds about 10 points to your attack power.  I did not notice any major improvements in damage dealt after casting this spell, but it certainly did not hurt me as well.
Usefullness: 
 
 

LEVEL 8

Ward Undead
Deals direct damage to an undead creature.  Until reaching level 8, you are still relying on your pet to deal most of the damage while you do some occasional melee damage while casting Lifespike.  Ward Undead changes that as it deals up to 45 points of damage to an undead creature.  That is major damage for a necromancer and allows you to take some tough undeads that until now seemed impossible.  The only drawback with this spell is that it is the first to require the Evocation skill.  Thus, if you do not spend practice points to improve this skill, Ward Undead will fizzle very, very often.
Usefullness: 

Lesser Shielding
Increases HP by 22, AC by 9, and magical resistance by 7.  The upgrade to Minor Shielding, this is the first buff that also increases magical resistance.
Usefullness

Bone Walk
The third pet spell, Bone Walk summons a level 7 to 9 skeleton. A must buy.
Usefullness: 

Deadeye
Gives the caster the ability to see invisible and infravision.  Except for a fellow invisible player, you won't be seeing that many invisible creatures in Norrath.  But the infravision aspect makes this a very usefull spell in case your race does not already possess this ability.  As you should know, there are places in Norrath where you can see very little at night even with a good lightsource.  Thus, infravision will make your life a lot easier.
Usefullness: 

Mend Bones
Heals an undead creature.  This spell allows you to heal your pet.  It is somewhat useful at level 8, but will quickly become a waste of time and mana as you progress.  During a battle, if you find yourself healing your pet, it is most definetely time to get out of there.  In addition, since you can always divert the attention of the attacker towards you and prevent your pet from getting hit, Mend Bones is rendered useless.
Usefullness: 

Shadow Step
Mini random teleport.  You will be teleported to a different place within the zone you currently are.  Sounds nice as you should be able to escape a battle and run to the closest zone.  The problem is Shadow Step increases its strength as you progress in levels.  At level 8, you will be teleported to a very close spot to where you were and whatever was attacking you will find you again sooner than you think.  Thus, you can only successfuly use this spell at higher levels. And at higher levels you have a better alternatives such as Feign Death.
Usefullness: 

Dark Empathy
Heal other and damage self.  The only time you would want to use this spell is when someone is about to die.  If you are in a party when someone is about to die, chances are you will be next in line.  The last thing you want to do is loose precious HPs.  But there are some situations where this spell can be useful.  After a battle, a member of your party is poisoned and dangerously loosing life, you can prevent his death until the poison runs its course with Dark Empathy.  You can also speed your or your party's healing process.
Usefullness:

Impart Strength
Give your own strength to other.  What strength are we talking about ?  Most necromancers are fairly weak and can't really afford to give anyone strength.  In addition, a fighter class character would be the most likely person you would give your strength and I doubt a few more points would make any difference in battle for them.
Usefullness: 

Vampiric Embrace
Gives you life each time you deal melee damage to a creature.  Another spell that looks very nice in theory but does not work in practice.  Vampiric Embrace stays active for such a short period that the mana to cast it makes it useless.  A possible bug that Verant is trying to fix.
Usefullness: 

Gather Shadows
Makes the caster invisible.  A must have for any necromancer.  You will not go far from home if you do not have this spell.  It is the only safe way to cross towns.  Two important notes about Gather Shadows are worth mentioning. It fades away with no previous warning and it might happen when you least expect since duration varies quite a lot from a few minutes to a few seconds. It also does not make you invisible to undead creatures.
Usefullness: 

Dark Pact
Exchange HP for mana.  Can prove useful in some situations as very often a necromancer finds himself at full life but with very little mana left.  Good to finish off a creature before you are forced into melee combat and the situation becomes dangerous.
Usefullness: 
 
 

LEVEL 12

Bind Affinity
Sets the go home point, ot the place you will start if you die or gate.  Bind Affinity allows you to travel freely through Norrath with no worries of having to take that long trip in case you die.  Just make sure you bind yourself in a safe place, preferably right next to a zone.
Usefullness: 

Spook the Dead
Makes an undead NPC run away.  An upgrade to the level 4 Fear spell that works only on undeads.  As it is true with Fear, Spook the Dead is good to make a battle more even for a short amount of time.  Best when used in a party so you can control who stays and who goes.  But can also be used when solo hunting.  Just pur some DoT spells on your target and send it away.  It will not only take some damage from the DoTs, but also from your pet and even your drain life.  And the best thing is if the creature is running away, it will not fight back.
Usefullness: 

Endure Disease
Adds to endure disease.  I have not used this spell very often since the creatures you will be fighting at level 12 rarely possess the ability to disease its attacker.  In addition, you will get a cure disease spell at level 16 that renders Endure Disease completely useless.
Usefullness: 

Engulfing Darkness
Reduces target creature's movement and deals damage over time.  Engulfing Darkness is not that great in terms of dealing DoT (10 points per round for a max of 10 rounds), but it is excellent to in reducing the target creature's movement.  If under the effect of this spell, the creature will not catch up with you in case you need to run.  In addition, when cast in combination with Heat Blood, the other DoT spell from level 12, you can deal a substantial amount of damage to a creature simply by watching it.  Very useful in large areas such as the Karana Plains where you can cast the spell and then run away for some time until the creature has taken a good amount of damage.  It could deal a little more damage though.
Usefullness: 

Heat Blood
Deals damage over time (16 points per round for a max of 10 rounds).  The first really good DoT spell, Heat Blood will be your first cast spell in a battle for quite some time.  In a long battle, it can be the difference between life and death.  The same tactic of casting and running in large areas can be used with Heat Blood.  A must have.
Usefullness: 

Sight Graft
You can see through your pet's eyes.  I have not yet found a situation where doing this can be useful.  Since we have a very limited control over our pet, you cannot send him to a potentially dangerous area to do some scouting.  And even if you could, in case the area is actually infested, your pet will get attacked and you will soon be next.  A waste of money.
Usefullness:

Convoke Shadow
Summons a level 11 to 13 skeleton.  At this time your pet can deal some serious damage.
Usefullness:

Wave of Enfeeblement
Area effect radius lower strength.  Sounds good, but this spell also reduces the strength of any fellow party members, making it useless.  A possible bug.
Usefullness: 

Lifedraw
Drains HP from target to self.  A nice upgrade to Lifespike, Lifedraw deals very good damage while healing yourself.  It maxes at 45 damage.  The only drawback is the amount of mana it consumes is very high once you start using it.
Usefullness: 
 
 

LEVEL 16

Cancel Magic
Cancels the effect of a magic spell.  Even though you might not use this spell very often, it is advisable to have it on your spell book to take out any harmful spell an opponent casts on you.  Also useful when fighting a creature that will have a lot of buffs on.  Since Cancel Magic is a non-AGRO spell (the creature will not come after you if Cancel Magic is cast upon it), you can cast Cancel Magic a few times and remove some buffs to make the battle easier.
Usefullness: 

Cure Disease
Cures a disease inflicted upon you.  Same logic as the cancel magic spell.  Always good to have this spell on your spellbook.  It does not remove buffs though, simply cancels the effect of a disease attack.
Usefullness: 

Shielding
Increases HP, AC, and magical resistance.  The upgrade to Lesser Shielding (level 8), Shielding is a must have for any necromancer.  It adds 50 HP to your maximum, 14 AC, and 12 to your resistance to magical attacks.  Nedless to say, this spell is often the difference between life and death.
Usefullness: 

Banshee Aura
Adds a damage shield to the caster.  Deals 8 damage to an opponent each time it attacks you.  I had three problems with this spell.  First, its duration is very limited, lasting less than 1 minute.  Second,  it deals only 8 damage to your opponent, and only if it does attack you.  That is not the case most of the times since you want your pet to take the hits the largest part of the battle (specially a few levels past 16).  And third and most important of all, having Banshee Aura on seems to make the creature real mad at you.  This means it will forget about your pet and focus its attack on you.  Having a creature go AGRO on you for only 8 damage per round is not that great a deal.  Some use only at lower levels, as soon as you have access to Banshee Aura.  None later on.
Usefullness: 

Infectious Cloud
Area Effect Disease Attack.  This spell attempts to disease creatures that are in the area around the caster.  As it is true with Disease Cloud, Infectious Cloud is not that great in terms of dealing DoT, but is helpful when dealing with opponents that either posses healing abilities or have so much life that can heal quite a lot of HPs during the course of battle.  Disease will prevent this healing from occurring.
Usefullness: 

Feign Death
Play dead to an opponent.  Once cast, you will look as if you were dead and you have a good chance of fooling your opponent.  If you do so, the attacker will abandon battle or will concentrate his effort in killing your pet.  Yes, your pet does not die once you cast Feign Death.  This extremely useful spell will save your life plenty of times.  Two important notes.  On the bright side, Feign Death is very fast to cast so you have a very good chance to get it off.  On the low side, it may not work.  You might play dead but simply not fool your opponent.  That does not prevent this spell from getting a 5 start rating though as it is a spell that will be constantly on one of your valuable memorized spell slots.
Usefullness: 

Heart Flutter
Lowers your target strength and AC as well as deals DoT.  Even though some might disagree, I believe this is the most powerful DoT spell a necromancer has at level 16.  It might not deal as much damage as Heat Blood (16 damage per round for Heat Blood and 15 damage per round for Heart Flutter), but it greatly reduces the attack and defense capabilities or your target.  AC is reduced by 47 points and strength is reduced by 17 points.  Buy it.
Usefullness: 

Shieldskin
Provides the caster with a brief moment of invunerability.  Nedless to say, it is very useful when you have a horde of creatures hitting you.  It works as a magical shield that absorbs about 80 points or so of damage.  If you cast it and do net get hit, it will stay on for quite some time, I believe as much as Shielding.  The major downside is that it requires a component to be cast, cat's eye agate.  It can be found in most if not all necro guilds and costs quite a bit of money for a reagent, 2.5g.  Nevertheless, it can save you if things get a little out of hand.
Usefullness: 

Spirit Armor
Adds 15 points to AC.  You can cast Spirit Armor on you or someone else, including your pet.  15 AC does not seem like much, but it made a nice difference in damage received, specially considering the pet.  And you can buff other players, which is a rare thing for a necromancer.
Usefullness: 

Hungry Earth
Root spell against undeads.  Fairly simple, this spell is the small brother to the Root spell that other spellcasters get.  Very useful but with one major drawback.  So far, you can only get this spell through research or buying it from another player.  Check the Research Guide section for more details.
Usefullness: 

Voice Graft
You can speak through your pet.  Combined with Sight Graft, they are probably the two least useful spells in the necromancer arsenal.  The only thing you can do with Voice Graft is scare one of your friends.  Or at least make him laugh at the waste of money you had from buying this spell.
Usefullness: 

Restless Bones
Summons a level 15 to 17 skeleton, the 5th in the line of necromancer pet spells.
Usefullness: 
 
 

LEVEL 20

Dominate Undead
Charms an undead creature.  Seems like a pretty good thing to do, but it turns out this spell has little use.  The first problem with Dominate Undead is that it requires that you have no pet cast as the undead you charm will become your pet.  The second problem is your charm works just like invisibility, you never know when it will fade and your once charmed amible pet will turn against you.  It can last for a few minutes or few seconds.  The last thing you want is become petless and under attack.  The only use for this spell is when you charm an undead, send it attack something else, and run to a zone.  Wait just before you zone and see if your pet got any kills. If so, you will get quick and easy XP but will have to zone soon as your pet will likely be coming after you with his whole family behind him.  This tactic works better if the undead you charm can only be hit by magical weapons and the opponents have no magical weapons.
Usefullness: 

Expulse Undead
Deals direct damage to an undead creature.  The upgrade to the level 8 spell Ward Undead, Expulse Undead deals a maximum of 95 points to an undead creature.  A very useful spell but not as good as its predecessor.  Assuming that your Evocation skill is maxed out by level 20, Expulse Undead will rarely fizzle.  But its usefulness is somewhat reduced when compared to Ward Undead as the amount of damage it deals is not that high.  You could de dealing around 70 points of damage with Siphon Life and gain life in return.  And the difference in mana cost is very small.  Nevertheless, it helps kill an undead creature faster.
Usefullness: 

Identify
Identifies an item.  I honestly do not know what this spell is supposed to do.  I believe that once, you could not find out what an item was just by right clicking on it.  You needed a spell such as this one to understand what the item really did.  If that was true in the past, it certainly is not today, making this spell a waste of precious money.
Usefullness: 

Word of Shadow
Area effect direct damage, no range.  After some research, I now understand this spell.  It reduces by 10 the AC of your target.  Since it has no range, you must be in melee combat (just next the critter) to successfully cast this spell.  A message saying that the creature was surrounded by shadows should appear if successfuly cast.  I tested this spells in about ten consecutive battles and did not notice any significant improvements in damage dealt.
Usefullness: 

Animate Dead
Summons a level 19 to 21 skeleton.  You pet will now deal up to 22 damage in its first attack and often bash for more than 10 damage.
Usefullness: 

Siphon Life
Drains life from target to self.  The upgrade to the level 12 Lifedraw spell, Siphon Life drains a maximum of 73 points from your target.  Even though I think you could deal a little more damage, it is still a nice upgrade.  At level 20 you will have a very nice tank in your skeleton pet and won't have to engage in melee combat very often.  Thus, 70 points of damage is usually more than enough to finish a battle at full health.
Usefullness: 

Allure of Death
You lose HP in exchange for mana at a rate of 8 points per round.  I have heard mixed oppinions about this spell.  Some think it is useless while some like it.  It can be useful if you have a healing effect on you, speeding your healing process.  If that is the case, you can have a lot more mana in combat.  You can also cast Allure of Death and constantly drain life from your opponent with Siphon Life to replenish the lost HPs.  I do not use Allure of Death very often, but it should be in your spellbook.  In time, you will not change into a skeleton when you cast it.  That only happens with the Dead Man Walking spell.
Usefullness:
 
 

LEVEL 24

Resist Cold
Adds 16 points to your resistance versus cold magical attacks.  A popular spell in areas such as Permafrost and a spell that makes you quite popular over there as you can cast Resist Cold on other players. 
Usefullness: 

Major Shielding
Increases HP, AC, and magical resistance.  The upgrade to Shielding (level 16), Major Shielding is another must have for necromancers.  It adds 70 HP to your maximum, 21 AC, and 17 to your resistance to magical attacks.  Stop by your friendly wizard guild and get your Major Shielding spell today!  Ok, so there are no friendly wizard guilds around... *sigh*  Yet another spell we have to ask other players to buy for us.
Usefullness: 

Shadow Sight
Grants the caster ultravision.  If you are not a Dark Elf, you should get this spell even though the improvements from Deadeye are not that great.  Nevertheless, it does let you see a little better at night.  You will still need to cast deadeye though as ultravision does not let you see invisible creatures/players.
Usefullness: 

Shock of Poison
Poison direct damage spell.  I cannot even begin to tell you how great this spell is once you reach level 24.  No, it is not a DoT spell.  It is a direct damage spell that can be used against anything, not only undead creatures.  It deals a maximum 158 points of damage and seems to be rarely fully resisted.  You will often deal the maximum damage.  A must have.
Usefullness: 

Charm
Charms a creature.  Same charm spell the other spellcasters get earlier in their careers.  It had a bug as you could not charm anything above level 24, but I assume it is being fixed as of now.  Extemely useful in many circumstances, specially when hunting big hordes in a large party.  You cannot have a pet to successfuly cast Charm though.
Usefullness: 

Rest the Dead
Lowers an undead creature's reaction.  The upgrade to the level 4 Numb the Dead spell,  Rest the Dead will reduce the chances that an undead creature will attack you.  You can cast it to, for example, head deeper inside an undead dungeon such as Unrest, but I would not recommend it.  The last thing you want is to meet with all those undead critters when running back to a zone.  What you can and should do is cast this spell when soloing 2 undead creatures at the same time.  By lowering the reaction of one, you can safely kill the second undead and be ready for the one you just calmed once the effects of Rest the Dead wear off.
Usefullness: 

Leatherskin
Provides the caster with a brief moment of invunerability.  Leatherskin is the upgrade to the level 16 Shieldskin spell.  Leatherskin absorbs twice as much damage (about 160) and requires a bloodstone to cast.  It can be quite an expensive spell to cast, but can save your life if you cast it before a tough battle.
Usefullness: 

Intensify Death
Pet buffing spell.  Increases your pet AC, STR and attack speed.  Quite an useful spell, specially for the noticeable increase in attack speed. A must have research only spell. 
Usefullness: 

Breath of the Dead
Gives the caster the ability to breath under water.  Requires a fish scale to cast.  Even though you might rarely cast it, I would recommend havint it on your spellbook as you might want to try an underwater dungeon in the future such as Kedge Keep.
Usefullness: 

Hauting Corpse
The level 24 pet spell.  Great spell, but hard to find.  You can buy it in Grobb's shadow knight guild.
Usefullness: 
 
 

LEVEL 29

Boil Blood
The upgrade to Heat Blood, Boil Blood deals damage over time.  And quite some damage indeed.  It deals 27 points of damage for up to 15 rounds.  An excelent upgrade to Heat Blood and a must have.
Usefullness: 

Dooming Darkness
The upgrade to Engulfing Darkness, Dooming Darkness deals damage over time.  Until level 29, you have probably used Engulfing Darkness to start a battle quite a few times.  The problem is it gets resisted quite a few times once you are past the mid 20s.  Thus, Doomiing Darkness is a very welcome upgrade.  It also deals a lot more damage, 18 per round for up to 15 rounds.  Buy it.
Usefullness: 

Summon Dead
The level 29 pet spell.  Even though it does not seem to deal a lot more damage then Haunting Corpse, it does have a lot more HPs.  You can either research it or buy it in the Ocean of Tears.
Usefullness: 

Renew Bones
The upgrade to Mend Bones, Renew Bones heals about 15% of your pets health per cast..
Usefullness: 

Dismiss Undead
Upgrade to Expulse Undead, Dismiss Undead deals direct damage to undead only. 
Usefullness: 

Panic the Dead
Upgrade to Spook the Dead, Panic the dead will fear an undead creature.  Good against higher level undeads that do resist Spook the Dead quite often.  The duration seems to be similar, varying from a few seconds to 1 minute or a little more.  Great for hunting in zones filled with undeads, specially if you are going solo.  Needless to say, do not try it inside dungeons or you will be casting Summon Train instead.
Usefullness: 

Vampiric Curse
This is quite an interesting DoT spell.  It won't deal as much damage as its older brothers (Boil Blood and Dooming Darkness), but it will give you life back at the same time it deals damage to an opponent.  It deals 11 points of damage per round for a maximum of 15 rounds.  And the best thing is it will work even after the creature is dead.  So, make sure you cast it at the end of a battle so you can cast Allure of Death and both heal and med faster.
Usefullness: 

Spirit Tap
Spirit Tap is the upgrade to Siphon Life.  It will drain life from target to self.  It drains 127 points at level 29 and maxes at 142.  Great spell.
Usefullness: 

Word of Spirit
The upgrade to Word of Shadow, Word of Spirit deals damage to an area.  It works the same way that Word of Shadow do, you must be very close to the creatures that you want to damage.  In other words, they must be hiting you.  If successful, you will deal 75 damage to each creatuyre within range.  Quite an useless spell since at level 29 you do not want more than one creature attacking you at the same time.  You should let your pet tank as much as he can.  And there are so few slots you can put your spells that having this one memorized does not sound like a good thing.  It might speed up your bone chip hunt though..
Usefullness: 

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