Necrotise
Necrotise | |
---|---|
Level | 1 |
School1 | Necromancy |
Source(s) | |
Casting noise | 1 |
Spell noise | 1 |
Power Cap | 25 |
Range | 5 |
Flags | Will check, Dir or target, Needs tracer |
Spell Details | |
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Damage Formula | 1d(4 + Power/5) |
Max Damage | 1d9 negative energy |
Max Power | 25 |
Range | 5 |
Targeting | Beam |
To-hit | Infinite |
Special | *Ignores AC *Checks willpower |
Necrotise was a level 1 Necromancy spell which fired a beam of negative energy against a single target; it must succeed against the enemy's willpower to function. If it killed the target, or the target is killed within 1.0 turn after, they would turn into a skeleton ally.
Necromancers began with this spell in their libraries. Kikubaaqudgha could gift this spell at 1* of piety.
Contents
Useful Info
Other than dealing direct damage, this spell creates derived undead, in the form of skeletons.
HD of skeletons depends on the spellpower: minion_hd = mons_hd * (100 + pow) / 300
. This means that at the max spellpower skeletons will have 1/2 of their original HD. Skeletons will last for around 27 turns, regardless of spellpower. There is no limit to the amount of skeletons that you can create.
Necrotise has an enchantment power multiplier of x3.5, which makes it significantly harder to resist than other early-game spells. However, due to the low spell power cap, it struggles to affect enemies in the mid-game onwards.
Strategy
Necrotise deals decent damage that ignores AC and EV. For an XL 1 Necromancer, expect around a 60-80% chance for Necrotise to work (ignoring your own spell failure rate).
Note that your own skeletons can block Necrotise's line of fire.
Monster Spell
Monsters have access to the Pain spell, which deals the same damage but doesn't create a skeleton.
History
- Removed in 0.32 and replaced by Soul Splinter
- Necrotise was introduced in 0.29, combining the effect of Pain (without the self damage) and Animate Skeleton.