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:   |