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Lionheart
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Necromancy
RAISE ENEMY: The spell infuses the caster’s own spirit energy into any corpse, temporarily bringing the target body back to life. The caster cannot afford to maintain the link for long, so the raised enemy will only remain animated for a few minutes. The raised creature has a fraction of the hit points and damage-dealing potential it did in life. As you place more skill points into the Necromancy Branch, enemies you raise will maintain more of their original hit points and damage-dealing potential. In addition, only one summoned creature may be called forth at a time, and each carries a slight Mana maintenance cost to keep them on this plane of existence.


CORPSE BOMB: One of the most destructive spells, Corpse Bomb allows the caster to infuse all corpses within a radius of the spell with tremendous energies, causing bodies to detonate. At higher skill levels, Corpse Bomb’s explosion can poison enemies within the radius. As you place more skill points into the Necromancy Branch, the duration and effectiveness of this spell increase.


RAISE UNDEAD: With the Raise Undead spell, the caster calls forth a mindless undead servant from the dark beyond. The raised undead will serve the caster faithfully for several minutes before the necromantic energies sustaining the shambling abomination fade and return the corpse to the ground. At first, the caster will be able to summon a zombie, but the more skill points that are placed into the Necromancy Branch, the more powerful undead creatures can be created. In addition, only one summoned creature may be called forth at a time, and each carries a slight Mana maintenance cost to keep them on this plane of existence.


UNDEAD ENERGY: By tapping into dark planes of negative energy, you can augment the strength of summoned undead creatures. Casting Undead Energy on a summoned undead monster raises its hit points and damage-dealing potential. At higher levels, Undead Energy also increases fire, acid, and electrical resistances. As you place more skill points into the Necromancy Branch, the duration and effectiveness of this spell increase.


VAMPIRE: By invoking this dreaded spell, a caster gains the thirst and power of the legendary vampire. With each successful melee strike, the caster will take some health from the target victim. The Vampire spell does not allow you to drain victims with ranged weapons. As you place more skill points into the Necromancy Branch, the duration and effectiveness of this spell increase.

Spell Branches
Divine Favor
Domination
Electrical
Fire
Fortitude
Ice
Nature's Fury
Necromancy
Protective (Divine)
Protective (Thought)
Protective (Tribal)
Smite
 
 
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