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Necromancer

Necromancers of Algoron

The Necromancers of the Conclave are regarded as dark and vile creatures; heartless, soulless magi whose presence and talents are scarcely tolerated by the rest of their clan. They wield frightening power over death itself, and have been often spotted doting over corpses, harvesting pieces of the body for use in their dark Art.

Necromancers are a special reclass, available only to those mages who choose to join the Conclave. The Necromancers are generally evil, though not necessarily so, and despite rumor and legend, generally associate amiably with the rest of the wizardly classes. The nature of their Art requires that they distance themselves somewhat from people; after all, one never knows when one's best friend would make an excellent corpse host.

The school of Necromancy is by far the most powerful and most costly of the specialized magicks. Necromancers suffer terrible physical deformities and disabilities, and find themselves often unable to sleep, their nights terrorized by nightmare dreams and memories from beyond death. They receive precious little physical boon from leveling, and are severely limited in weapon selection. Nevertheless, with the ability to conjure entire armies of lifeless soldiers to fight for them, they are far from a helpless lot.

Who can be a Necromancer?

ClassMAGES only
RaceANY EXCEPT KENDER, HILL/MOUNTAIN DWARVES, GIANT OGRES, BUGBEARS WEMICS
AlignmentAny alignment, but usually evil
ClanCONCLAVE only
Prime Attribute:IntelligenceSecondary Attribute:Wisdom
Hit Points per Level:5 - 8Skill Adept:85%
Magic:Full spellcaster; power rises and falls with the moons
Currently Played:27

Armor

Necromancers can only wear cloth armor, and can use shields.

Armor TypeNecromancerNotes
ClothYesWearable by every class
LeatherNoToo abrasive for mages and other pure spellcasters
Studded LeatherNoToo heavy for many clerics, bards and stealth classes
ChainNoToo heavy or noisy for most stealth and spellcasting classes
PlateNoOnly warriors and a few warrior-type reclasses can wear plate

Experience by Race

How much experience a necromancer of each race needs per level compared to normal (100%); higher means slower leveling. Which races may actually become a necromancer is listed under Becoming a Necromancer below.

RaceExperience
Human100%
Goblin200%
Deep Gnome250%
Shalonesti Elf185%
Half Elf125%
Dark Elf100%
Wild Elf200%
Hill Dwarf100%
Mountain Dwarf100%
Kender100%
Ogre100%
Giant Ogre100%
Half Ogre100%
Minotaur100%
Yinn170%
Dark Dwarf100%
Tinker Gnome250%
Sea Elf185%
Felar100%
Wemic100%
Bugbear100%
Hobgoblin100%
Mul150%
Limited Races
Gully Dwarf100%
Centaur100%
Ariel100%
Pixie100%
Bakali100%
Troll100%
Orc100%
Arboren100%
Lagodae200%
Lepori100%

Skills & Spells

Free at Creation

Every necromancer starts with these, at no creation point cost.

LevelSkill
1Dagger
1Dig
1Recall
1Scrolls
1Staves
1Swim
1Wands

Necromancer Default Package (40 creation points)

Taking the default package at creation gives you all of the following:

LevelSkill
13Astrology

Spell groups: Combat, Detection, Enhancement, Maladictions, Necromancy, Transportation (see Spell Groups below)

Skills

Skills a necromancer can learn individually. Cost is in creation points at creation; after creation, skills are gained from your guildmaster for twice that many trains.

LevelSkillCostIn Default
1Axe7
1Flail8
1Mace7
1Polearm8
1Spear6
1Staff2
1Sword7
1Whip8
3Shield Block8
5Meditation4
8Anatomy1
8Peek5
9Haggle5
11Lore3
13Astrology3Yes
14Spellcraft5
18Fast Healing12
19Riding11
20Alchemy2
20Scribe2
22Dodge10
24Parry8
25Pick Lock8
27Hand to Hand9
33Second Attack10
44Blind Fighting12
45Enhanced Damage12

Spell Groups

Necromancers cannot buy spells one at a time; spells come in groups. Each group lists the level at which a necromancer can cast each spell.

GroupCostIn DefaultSpells (level)
Combat7YesMagic Missile (2), Chill Touch (5), Burning Hands (8), Shocking Grasp (11), Color Spray (17), Blizzra (23), Fireball (23), Acid Blast (29), Chain Lightning (34)
Creation5Floating Disc (5), Continual Light (7), Create Water (9), Create Tree (10), Create Food (11), Illumination (11), Create Spring (15), Create Rose (17)
Detection4YesDetect Magic (3), Detect Invis (4), Locate Object (10), Detect Evil (12), Detect Good (12), Know Alignment (13), Farsight (15), Detect Hidden (16), Detect Poison (16), Identify (16)
Enchantment7Recharge (10), Fireproof (14), Enchant Armor (17), Enchant Weapon (18)
Enhancement6YesRefresh (9), Infravision (10), Giant Strength (12), Light Foot (15), Haste (22)
Illusion4Ventriloquate (2), Invisibility (6), Self Projection (22), Mass Invis (23)
Maladictions6YesWeaken (12), Blindness (13), Poison (18), Curse (19), Energy Drain (20), Plague (24), Slow (34)
Necromancy8YesDetect Undead (1), Locate Remains (3), Embalm (6), Feign Death (15), Animate Dead (20), Regenerate (20), Soul Harvest (21), Prevent Recovery (27), Solidify (28), Empath (29), Shadowform (29), Black Curse (30), Withstand Death (30), Graft Flesh (31), Corpse Host (32), Bone Blight (36), Scourge (42), Bodrums Boils (46), Death Shroud (50)
Protective5Armor (8), Protection Evil (13), Protection Good (13), Protection Neutral (13), Fireproof (14), Dispel Magic (17), Proximity Dispel (17), Cancellation (19), Shield (21), Stone Skin (26), Sanctuary (37)
Transportation5YesFly (11), Word of Recall (12), Teleport (14), Pass Door (25), Summon (25), Gate (28), Waypoint (30), Portal (36), Nexus (41)
Weather4Faerie Fire (7), Lightning Bolt (14), Faerie Fog (15), Control Weather (16), Call Lightning (27), Tornado (40), Dispel Fog (43), Fog (43), Magewind (45)

Racial Skills

Only necromancers of the listed race receive these.

LevelSkillRace
1TauntKender
10FuryOrc
10SpitGoblin, Hobgoblin
15Forepaw SwipeWemic
15GoreMinotaur
15RootveinArboren
19SharpenHill & Mountain Dwarf
20Bunny HopLagodae, Lepori
20HoofCentaur
20Pixie DustPixie
20ScreechAriel
20Viper BiteBakali
25DeeprootArboren

Becoming a Necromancer

Base class: Mage only.

Clan: Conclave.

Requirements:

  • Must be level 51
  • Race: all except Kender, Hill/Mountain Dwarves, Giant Ogres and Bugbears
  • Any alignment, but usually evil
  • Must follow Kantilles, Sebatis or Drakkara
  • Conclave only
  • Granted by a clan leader

A character may reclass only once. See help reclass in the game for full details.

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