NecroGnomicon

The first steps on the dark path are often tenuous, and questions fill the mind of the neophyte. What am I to do? What is my role? When does the killing begin? Thankfully, the answers to these questions are simple. (Respectively: "Kill things," "Facilitate the killing of things," and "Now.")

Rejoice in the powers of necromancy, even if they seem weak at the start.

Level 1 Spells

Even the youngest initiate has the spells which are the hallmark of all necromancers: a life-stealing attack, an attack which does damage over time, magical protection, and an undead pet.

The School of the spell reflects which skill is used to cast it: Abjuration, Alteration, Conjuration, Divination, or Evocation. Mana is drained from your mana pool immediately upon casting the spell, even if the spell was resisted. If a spell fizzles – and you can expect to see a lot of that until your casting skills improve – you still lose some mana, but it is only a fraction of the total mana cost of the spell. Cast Time is in seconds; it may not seem important now, but it's a vital piece of information later on. Any necessary Reagents must be in your inventory to complete the spellcasting, and (except where noted) are consumed every time the spell is cast.

Dark Ritual School Mana Cast Time Reagents
Cavorting Bones Conjuration 15 5.0 1 bone chip

Summons a skeletal warrior to do the necromancer's bidding.

This the the first of many undead pets, and learning how to take advantage of them is one of the defining arts of necromancy. Wise use and firm control of your undead minion cannot be overemphasized.
Coldlight Conjuration 15 2.0 None

Summons a Coldstone to provide a pale phosphorescent light.

To provide the proper light, the Coldstone must be held in the hand or placed in an open inventory spot – if you stuff it in a bag, it won't help. Now, you're probably thinking that this is useless. Yes, you've got good night vision. Yes, you'll have a much better light source soon. You could live without this spell... but sooner or later, you'll be running through a dark tunnel trying to retrieve your well-lit body, and you'll be happier if you can pluck one of these things out of the air, trust me. Later in life, you should always have a Coldstone on you if you're attempting to recover your body; if you die on the way, it will prevent your otherwise-empty corpse from decaying quite so rapidly.
Disease Cloud Conjuration 10 1.5 None

Strikes the target for 5 disease damage, inflicts 60 disease damage over 6 minutes, and prevents the target from naturally regenerating health.

There is a long-standing debate that our disease spells do not actually prevent health regeneration, it only appearing so because the typical victim's health regeneration in battle (1 health/6 seconds) happens to equal the damage over time provided by the spell. Whichever the case may be, it can be quite useful for longer battles. It also has a fairly long range, making it a good pulling spell.
Invisibility vs. Undead Divination 40 4.0 None

Renders the target undetectable by most undead beings for an unpredictable length of time.

Note the word "most." Some powerful undead creatures won't be fooled. Your personal pet will always be fooled, however, and will promptly turn to dust. Also note the word "unpredictable" and plan accordingly. If you wish to give others the benefit of this spell, they will need to be in your group.
Lifetap Alteration 9 1.5 None

Drains 3-5 health from the target and grants it to the necromancer.

This is the first in our series of "I shall now suck the life out of you" spells. These spells always drain a fixed amount of health at each level of power, and the amount jumps up a little bit with each greater level until the maximum drain is achieved. Only creatures with complete magic resistance are immune to our drains (as long as they're not far too powerful, i.e., 7 or more levels higher than the necromancer). Lifetaps cost too much mana to be your only form of attack, but this spell and its kin will save your hide. The world is your snack bar.
Locate Corpse Divination 5 1.5 None

Targets the nearest corpse and turns the necromancer to face it. If a target is selected before the spell is cast, this will turn the necromancer towards the nearest corpse of the target (which corpse then becomes targetted).

If a Necromancer needs help finding their own corpse, it's a professional disgrace. Get this one early. This is also one of the few spells that other people occasionally need, so here's your chance to make a useful contribution to society (if you're into that sort of thing) or mock the dead (which is much more entertaining: "Hey, this is still fresh. Are you gonna eat this?").
Minor Shielding Abjuration 10 2.5 None

Provides the necromancer with an extra 6-10 maximum health and 3-8 armor class.

Here's the first of another line of spells. As with many spells, the effects increase as you gain levels until the maximum effect is reached. Unless you're feeling completely safe (and I know that I never do) you'll want to keep your best shielding spell up at all times.
Reclaim Energy Conjuration 5 2.5 Summoned Pet

Banishes the necromancer's summoned pet and returns a portion of the mana used to summon it to the necromancer.

Your pet needs to be your target, and it needs to be within the range of the spell. It's easier and faster to tell your pet to get lost, but if your pet isn't responding to commands for some reason, this can be handy. At lower levels you probably won't notice the amount of mana you get back; later, it becomes much more worthwhile.
Sense the Dead Divination 5 2.0 None

Targets the nearest undead being and turns the necromancer to face it.

This is a handy thing, and any necromancer worthy of the title should be able to do it. The spell ignores your own pet and the pets of other necromancers like yourself. It's useful when you're on the hunt for bone chips, and it's a fine way to keep your Divination skill in shape.
Siphon Strength Alteration 5 1.5 None

Drains 5-10 strength from the target and grants it to the necromancer.

Anything that makes the enemy weaker and you stronger is a good thing. You may or may not notice any difference in the target's combat ability, but the personal strength boost is nice. The effects are rarely resisted.

Tactics

The neophyte necromancer, with little experience in the use of spells and a limited pool of mana, has a fairly narrow range of tactics available.

Melee Solo

When your weapons and your raw strength (aided by your twisted magics) are enough to finish off your victims, indulge in some personal bloodspilling. Even though our physical attacks are quickly eclipsed by our magical arts, it is important to engage in melee once in a while. This builds both offensive and defensive skills; offensive skills are convenient, but defensive skills will keep you alive.

If you have the chance, familiarize yourself with a variety of weapon types. You never know what sort of grim tools you'll run across in the future.

You won't be able to melee solo for very long. Enjoy it while you can.

Melee with the Dead

One of the joys of necromancy is our ability to summon up a bony warrior to fight by our side. It makes the killing go faster, it makes you look necromantic, and it can provide you with a window of safety should you need to retreat. There's really no better time to start learning how to command your undead pet.

At this level, your companion is fairly brittle. Be sure that he's not taunting, and be at the forefront of the fight.

Hunting Grounds

Familiarize yourself with your home town; begin by making your way to the necromancer's guild and handing in your recruitment note to the guild master listed. Once that's done, head out and begin your killing spree.

Gnomes will begin by finding the Mines of Malfunction, which are in the deepest parts of Ak'Anon. First find the main merchant area, which holds the Forge of Defiance, the large pyramid which contains the bank and many vendors, and the meddling bard. Cross the bridge which goes over the river and make your way down the sloping path. Once there, follow the right-hand wall; you'll pass the large underground falls, go through a corridor, pass some machinery, and stumble down an incline. About halfway down that incline is the square metal door which marks the entrance to the Mines. Go through the door and turn left. The Dark Reflection necromancer guild is before you.

Once you've acquired your Dark Gold Felt Robe, leave Ak'Anon and make your way into Steamfont. Follow the mountains to the left or the right for a good killing ground, you won't need to go far at all.

Morty's Bloody Trail

Long ago – and that's not an exaggeration, trust me – I began to keep a journal of my hunting grounds. It begins here. Not terribly interesting at the start, but there it is.

Level 1

My rampage of death began in Steamfont, like nearly all other gnome necromancers. Since killing gnome skeletons results in a falling out of favor with the Dark Reflection, I left those alone.

(Note: I believe that this has changed, as the Dark Reflection no longer concerns itself with the wandering dead of Steamfont. They were, shall we say, an interesting experiment.)

Level 2

I was still killing things in Steamfont, there being no particular reason to move on.

Level 3

I remained in Steamfont, taking down a slightly wider variety of things. I had a short period of freelancing in the Mines of Malfunction, but I found that to be troublesome.

"Of course life isn't fair. Death is fair."
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