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* Soul Trap - conjures a gem when the target monster dies so it can be summoned as a pet |
* Soul Trap - conjures a gem when the target monster dies so it can be summoned as a pet |
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* Dark Prowess - shadows imbue the target with dark power, increasing their damage done |
* Dark Prowess - shadows imbue the target with dark power, increasing their damage done |
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− | * Willow Wisp - conjures a ghostly light, allowing the |
+ | * Willow Wisp - conjures a ghostly light, allowing the caster to see and be seen in the dark |
* Demon Hide - forms a thick, demonic hide around the caster, increasing max health |
* Demon Hide - forms a thick, demonic hide around the caster, increasing max health |
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* Fear - causes all monsters in the room to become afraid |
* Fear - causes all monsters in the room to become afraid |
Revision as of 06:06, 26 May 2018
The school of Necromancy Magic involves communion with death and darkness. The spells cast may be destructive or beneficial, but always involve ghastly and abominable means.
Spells Gained:
- Deathly Chill - deals cold damage and causes increasing weakness with each cast
- Soul Trap - conjures a gem when the target monster dies so it can be summoned as a pet
- Dark Prowess - shadows imbue the target with dark power, increasing their damage done
- Willow Wisp - conjures a ghostly light, allowing the caster to see and be seen in the dark
- Demon Hide - forms a thick, demonic hide around the caster, increasing max health
- Fear - causes all monsters in the room to become afraid
- Syphon Soul - drains life from the target and gives it to the caster
- Shadow Spiders - turns the nearby shadows into spider minions who fight as pets
- Blood Rain - deals damage over time to all monsters in the room who are not undead
- Summon Minion - conjures a creature of darkness, such as an imp who casts fireballs