NecroGnomicon

The prime ability of the necromancer is the manipulation of mystical energies through the means of spells. Mastering these skills is essential.

Spellcasting Skills

The dark path begins with the basic ability to channel power and cast spells in any of the five schools of magic. Other skills require preparation and previous experience, and the necromancer is encouraged to seek out the nearest guildmaster to begin that training as soon as possible.

Skill Level Acquired Level Cap Maximum
Abjuration Level 1 5 x (level + 1) 235

Spells of abjuration are protective in nature, typically through enhancing armor or boosting resistance. The necromancer has relatively few spells of this type, but they're used on a regular basis.
Alteration Level 1 5 x (level + 1) 235

Many of our spells are alterations of one form or another, including our various soul-drainings. These spells get used very frequently, making Alteration the easiest of the spellcasting skills to maximize.
Conjuration Level 1 5 x (level + 1) 235

The spells that summon the dead are all conjurations, as are the combat spells involving disease, poison, and darkness. Although conjurations are commonly used, they tend to last a good long while. Keeping this skill up to par may take a small bit of effort.
Divination Level 1 5 x (level + 1) 235

There are only a few spells of necromantic divination, and they won't be used very often. However, when the time comes to pull one out, nothing else will do – these spells include Locate Corpse and Gather Shadows. Divination goes up quickly through casting, but you'll probably have to set aside some time for repeated castings of a simple spell (such as Sense the Dead) to keep your skill level at its peak.
Evocation Level 1 5 x (level + 1) 235

The necromancer has very few spells of evocation. All of them strike an enemy directly for damage, but most of them are only effective on the undead. They cast slowly, and there is a long wait between castings. Obviously, this isn't what we're good at. Since these spells are useful in particular situations, though, it's worthwhile to make an effort to raise the skill level, either through repeated castings (which means spending a lot of time blasting skeletons and such) or by training with the guildmaster of your choice.
Channeling Level 1 5 x (level + 1) 220

Channeling is the ability to manipulate mana, and it is the core of spellcasting. Primarily it determines the chance of successfully recovering from an interruption. This skill will rise quickly, which is good – having a high channeling skill will save your life someday.
Meditation Level 4 5 x (level + 1) 252

Meditation improves the rate at which a necromancer can recover mana, memorize spells, and scribe spells into the spellbook. Beginning meditation is achieved by concentrating on the spellbook instead of the local scenery. By level 35, though, meditation has become a way of life and simply sitting down is enough for a good meditative bout. Once acquired from the guildmaster, this skill will go up quickly.

Necromantic Research

As the necromancer grows in power and begins wielding more difficult magics, it is inevitable that certain spells will be unavailable from the local guild merchants. A bit of probing in the guilds of clerics and shadow knights will turn up a few missing scrolls, but the rest of the spells need to be recreated using the words of power that have been scattered across the world.

Skill Level Acquired Level Cap Maximum
Research Level 16 5 x (level – 15) 200

The necromancer's Research ability determines the likelihood of successfully combining words into spells. Thus, this skill is either terribly important (if you're creating your own spells) or not worth any effort at all (if you have another necromancer researching for you).

[Translator's Note: Rumors tell of necromantic research being applied by certain Tailors in the creation of magical vestments. As unlikely as this may seem, reports of great veracity Confirm that such is the case. – B]

Specializations

Specialization is a refinement of the spellcasting techniques used in the five schools of magic. Advancement in a school's specialization gives various benefits when casting spells of that school, including reduced mana usage, a lower chance of fizzling the casting, and a greater chance of avoiding interruptions. As such, the value of specialization becomes quite apparent in the heat of battle when a fizzled or interrupted spell can lead to an unplanned death.

At higher levels of specialization, however, the techniques of each school become somewhat exclusive. As a result, only one school specialization may increase beyond a skill level of 50 – the first to reach 51 becomes the necromancer's prime specialization, limiting the other schools to the maximum of 50.

Specializations advance quickly through use, and should not require any guild training beyond the single session spent to acquire the skills.

Skill Level Acquired Level Cap Maximum
Specialize:
Abjuration
Level 20 5 x (level + 1) 200

For the most part, the necromancer's spells of abjuration are cast prior to any combat and do not require a great deal of mana. There is little to recommend this as a necromancer's primary specialization.
Specialize:
Alteration
Level 20 5 x (level + 1) 200

Alteration spells form the majority of the necromancer's combat arsenal. While these spells do not tend to use an extreme amount of mana, anything that makes them cheaper and less likely to fail is a great boon. This is the obvious choice for the primary specialization.
Specialize:
Conjuration
Level 20 5 x (level + 1) 200

Conjurations form the second largest class of spells for the necromancer. Approximately half of the conjurations are the spells used to summon our undead pets, which are very expensive in terms of mana. Most of the rest are combat spells, where spell failure can be fatal. With that in mind, this would also be a reasonable choice as the primary specialization.
Specialize:
Divination
Level 20 5 x (level + 1) 200

With only a dozen or so divination spells for the necromancer, all of them cheap and not likely to be cast during combat, there is no reason at all to make this a primarily specialization.
Specialize:
Evocation
Level 20 5 x (level + 1) 200

All of the necromancer's spells of evocation are death-dealing combat spells, and all of them are mana-hungry. Given that, it is somewhat conceivable that this could be a necromancer's primary specialization. Unfortunately, with only a handful of spells in this school, most of which useful only on the undead, evocation would be a very narrow specialization indeed.

Choosing the proper specialization is worthy of some consideration. Alteration is easily the most popular choice, followed by Conjuration as a distant second.

"Nothing up my sleeve... and..."
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