NecroGnomicon

By this time, the aspiring necromancer should have a reasonable acquaintance with both solo and group tactics, pet control, and the specific effects of spells. These abilities are now augmented with more spells of protection and destruction.

This is also the time when the necromancer is first confronted with the necessity of magical research, the details of which are discussed elsewhere.

Level 16 Spells

Offense and Defense are the recurring themes at this level.

A new spell line is introduced with Heart Flutter, combining damage over time with debilitating effects for an excellent addition to combat. We also receive our first damage over time with an area of effect, which calls for careful usage.

The bulk of the new spells, though, are enhancements to bring us back into melee, precisely at the time when most other dedicated spellcasters are leaving melee for good. With three new shielding spells to protect us, a damage shield to further harm our attacks, the debuffing Heart Flutter, and a beastly new minion at our side, we should be well prepared for that personal bloodspilling which is the hallmark of our profession.

And when things go wrong... Feign Death, at last.

The School of the spell reflects which magical skill is called upon. Mana is drained from your mana pool immediately upon casting the spell. Cast Time is in seconds. Reagents must be in your inventory to complete the spellcasting.

Dark Ritual School Mana Cast Time Reagents
Banshee Aura Abjuration 60 5.0 1 Pearl

Surrounds the necromancer with an aura which strikes attackers for 8-12 damage on each successful melee attack.

Even though you need a pearl in your inventory to successfully cast the spell, the pearl is not consumed in the casting, so one pearl can last your entire necromantic career. The damage dealt by the aura slowly increases as you gain levels of power, until it reaches its maximum. Banshee Aura is one of our first research spells, but it can also be acquired from an ogre in the Overthere outpost.
Cancel Magic Abjuration 30 3.5 None

Attempts to remove magical effects from the target.

When you're fighting creatures that magically prepare themselves for battle – such as your typical gnoll shaman, goblin wizard, or elven druid – a quick hit with Cancel Magic will often remove one or two of their spells and make your life generally easier. If you yourself are under the effects of baneful magic, it can also be of benefit; unfortunately, it doesn't distinguish between "good" magic and "bad" magic, so don't be surprised if you cancel your own protective spells in the process. Be aware that this spell won't have any effect on lingering poison or disease. If you're planning on fighting an enchanter, have this ready to break any charms they place on your companions.
Cure Disease Alteration 20 2.0 None

Attempts to remove disease effects from the target.

Simple diseases like Rabies are typically removed with one attempt, but some more advanced diseases require multiple castings. But please... Make them beg for it. Have them shout praises to Bertoxxulous. Get some coins. Something. Just don't let them think you go around curing diseases for the fun of it. We have a sinister reputation to uphold here.
Feign Death Abjuration 60 1.5 None

Causes the necromancer to fall down and seemingly die, convincing attackers that the battle has ended.

Feign Death is one of our best survival spells, but only when the quirky details are understood. There are three situations in which a successful casting of Feign Death (i.e., not interrupted or fizzled) will not have the desired effects: (1) You simply fall to the ground; in this case, the spell has failed and no one will be fooled. (2) An enemy started an attack on you before you feigned, and the attack landed after you feigned; this typically happens when fighting spellcasters using attack spells with long cast times, and the spell hits you and breaks the feign. (3) An enemy believed you while you were feigning, but returned when you stood up; some powerful (35+) creatures realize they were fooled when you stop feigning, and return to finish the job. Aside from those events, Feign Death has the potential to save your life, over and over and over. I always have it memorized. Note that if you feign for too long, more than a couple of minutes, your pet (if it's still alive) will give up on you and return to the grave.
Heart Flutter Alteration 80 2.8 None

Reduces the target's strength by 20 and armor class by 17, and inflicts 144 disease damage over 72 seconds.

It hurts the enemy, makes them easier to hit, and maybe even makes them hit you less hard or less often. What more do you want?
Hungry Earth Alteration 30 2.0 None

Strikes the undead target for (level + 10) magic damage and immobilizes it.

The ability to root something to the ground is quite useful. Unfortunately, this only works on the undead, but it's still useful. As the saying goes, "May the road rise up to eat you." You'll have to research this spell or have another necromancer research it for you, you won't find it on any merchant.
Infectious Cloud Conjuration 78 2.75 None

Strikes the target and enemies near the target for 20 disease damage, and inflicts 105 disease damage over 126 seconds.

Even against a single target, it's not a bad choice if you know you've got a long fight ahead of you. For two or more targets, it deals a nice amount of damage for the mana it uses. Just be sure that you can deal with all of the attention you'll be getting.
Restless Bones Conjuration 160 9.0 1 Bone Chip

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

The newest summoning is a fine replacement for Convoke Shadow. You can either research this spell or find it at a local shadow knight guild. You've probably noticed by now that with each new summoning spell, your pet is a bit larger...
Shielding Abjuration 50 5.0 None

Provides the necromancer with an extra 46-50 maximum health, 12-14 armor class, and 12 magic resistance.

This is the upgrade to Lesser Shielding, which it replaces. In addition to the greater benefits, the higher level spells also tend to last longer.
Shieldskin Abjuration 41 3.5 1 Cat's Eye Agate

Makes the necromancer invulnerable to the next 27-55 damage.

Even though it doesn't absorb a huge amount of damage, it can make surviving a difficult encounter a bit more likely. This is the first of several damage-absorbing spells, with higher level spells absorbing more damage. Spell damage seems to take it right down, so be careful. When I was 16, I couldn't afford the agates to keep this up all the time, so I mostly saved it for breaking into new areas or taking on particularly tough opponents.
Spirit Armor Abjuration 75 6.0 None

Provides the target with an extra 15-20 armor class.

It's like wearing extra armor, and you can share it with your undead minion and your companions as well.
Voice Graft Divination 10 6.0 None

Allows the necromancer to speak through the pet.

Once you've cast Voice Graft, target your pet, and then anything that you say will be instead be said by your pet. Target yourself (or nothing) to say things normally. Change your targeting to switch back and forth. In the right situations, it can be darned amusing. Unfortunately, it does not extend the range of your pet commands, so it's mostly for entertainment.

Tactics

Aside from the increased ability to survive melee, only one new tactic presents itself, and it's rather limited in application. You won't be able to utilize it to its full potential for another 18 levels.

We do technically acquire a new pulling style here, but again, it won't be useful until a much higher degree of spellcasting success can be relied upon.

Root Rot

Find a suitable target (at this point, an undead one) alone. Root it (at this point, with Hungry Earth). Drop three or four damage over time spells on it – Darkness, Heat Blood, Heart Flutter or Infectious Cloud, and Leach if you're using a health-to-mana spell (and you should be). Sit and meditate while your victim dies. Reapply Root and damage spells as necessary.

Since our damage over time spells offer the most damage for mana, this is a very efficient way to kill things, especially since you can meditate during the "battle" if there's room. You can keep your pet around for extra insurance if things go poorly, or you can do without.

The disadvantages are small but important. The biggest disadvantage at this level is the limitation to undead targets. If you can't get keep your victim rooted (hungry earthed?), you're really Kiting, and you lose a lot of the advantages – although if you've got your pet, you can quickly switch to Fear Kiting if the area supports it. Also, since these sorts of battles tend to last a bit longer than most, there's an increased potential for wanderers to join the fight.

Experiment with it now, but know that it won't become truly powerful until the standard Root spell is acquired at level 34.

Feign Pulling

Feign Death can be used to split up groups of enemies, allowing you to bring fewer of those enemies to your own group (or your pet) for destruction. It's something that's really best done by a monk, but don't let that stop you from giving it a try.

For the best results, approach the group of nasties that you'd like to split up, staying a decent distance away. Target one of them, and hit it with a fast-casting spell at maximum range – something like Siphon Strength is good, Screaming Terror is better, but any spell that does not do damage over time is fine. The group of monsters should now be chasing you. Start running back towards your group, but before you reach them, stop to cast Feign Death. (Knowing how long you have to stop in order to successfully cast the spell without interrupting yourself is something that comes with practice.) When you successfully Feign Death, the monsters should stop chasing you. They'll stand around for a bit, and then head back to their camp one at a time. When the last remaining enemy starts to leave, stand up, tag it again with a spell, and bring it back for the slaughter.

Note that a lot of things can keep this from working. If Feign Death fails, that's obviously a problem. It can be difficult to pull casters this way, since spells landing on you will break the feign. Some monsters won't forget you after you stand up, and might not be successfully split with this tactic. Things that run fast can be troublesome unless you've magically boosted your own running speed. Finally, if it does fail, you've got a lot of things pounding on you, which is usually bad.

When it works, though, it's impressive. If you're planning on spending some time in a single place, it might only be necessary to break the camp once, and you might not always have a monk around.

Hunting Grounds

There's good hunting not far away from wherever you are now. The Karanas, the Oasis, Rathe Mountains, and Highpass are all popular choices. The dungeons of Befallen, the Estate of Unrest, and the Warrens can be visited by the cautious or the foolhardy. Many areas of Kunark, particularly in the near vicinity of Cabilis, offer excellent hunting grounds if you can make your way to them.

If you want to hunt where you won't be bothered, make your way to the Swamp of No Hope.

Gnomes should consider spending enough time in Highpass to impress the guards, at least to the point where they aren't aggressive. This is the perfect time for gnoll and orc killing. If the pass itself is too busy, visit the Mucktail gnolls in East Karana or the Shra'lok orcs in Kithicor with a friend or three.

Morty's Bloody Trail

The mountains were fairly deserted while I was there, and the giant-hunting parties that currently populate the area were unknown.

Level 16

I spent a bit more time in the Oasis of Marr, and then took a grand tour. I chose to learn the elements of Research from my home guild in Ak'Anon, but the Book of Dark Bindings was mysteriously unavailable there. I consoled myself by purchasing a couple of books on tinkering and a few of my new spells. I knew that the Shrine of Bertoxxulous would have my research tome available, and so off I went again, taking a short detour through the Beholder Maze along the way. From the Shrine I headed for the Mountains of Rathe, where I stayed for a while.

Level 17

Having grown fond of the mountains, I stayed in the area, occasionally heading to South Karana or Southern Ro for a change of scenery. If I had a recipe for basilisk tongue, I'd be rich.

Level 18

Why was I still in the Mountains of Rathe? I hadn't been to a bank in... in... I couldn't even remember. I hustled through the Desert of Ro, pausing only to bury a few drybones, and made my way back to Freeport and the long-forgotten bank. Then, with my newly found wealth, I headed back to Steamfont and finally acquired some tinkering supplies and set about making myself a fishing pole. With my new fishing pole in hand, I then headed halfway across the world to meet some friends in the Beholder Maze for some wholesale destruction. And then, back to the Oasis of Marr for some massive orc carnage.

Level 19

Enjoying the warm desert clime, I remained in the Oasis of Marr for a while. Rumors of an undead army then took me to the Qeynos Hills, where I helped put the unrestful back in their place – I wanted to march them all to Surefall, but they just wouldn't listen. That being done, I headed over to East Karana to deal with reavers and stalkers, but I soon found myself at the undead ruins in West Karana, where a short bit of hunting was very profitable.

"Never check."
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