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Necromancy Spells in Wizard101

In the online fantasy game "Wizard101," the school of death is one of seven schools of magic, along with fire, ice, storm, myth, balance and life. Practitioners of the death arts are known as Necromancers; they cast necromancy or "death" spells that often require combinations to deal high amounts of damage. During a duel with a monster or another player, a wizard may only cast spells from cards within the player's spell deck. As Necromancers level, they learn new death spells by training with a professor or completing quests.
  1. Necromancy Damage Spells

    • Damage spells make up a high percentage of spell cards within a player's deck. The damage inflicted upon the opponent varies, according to the spell's rank and the enemy's resistance to a particular school of magic. Necromancy spells also include damage over time effects that deal a certain amount of damage over multiple turns. An example is "Poison," a death spell that deals 40 damage initially, then 435 over the next three rounds.

    Necromancy Steal Spells

    • Steal spells are a vital part of a Necromancer's spell deck because they inflict damage and return approximately half of it to back to the caster. In the absence of direct healing spells, steal spells act as a welcome boost to health during duels. Life steal spells include "Ghoul," "Vampire," "Wraith" and "Scarecrow," which Necromancers obtain at level 48 from the quest titled "Rain on Scarecrow." The "Scarecrow" spell steals 400 health from enemies and gives 200 back to the Necromancer.

    Necromancy Ward and Charm Spells

    • Wizards have three different types of ward spells: shields, traps and absorptions. Shields and absorption spells decrease the amount of damage a player takes during multiple rounds, until the wizard consumes the spell card entirely. Traps are spells cast upon an enemy to increase damage taken during a round. Necromancy trap spells are especially important as precursors to greater spell combinations. Examples of trap spells are "Death Trap," "Feint" and "Curse." Charm spells work in a similar fashion -- they increase or decrease stats and can be cast on friends and foes alike. Necromancy charm spells include "Deathblade," "Plague" and "Infection."

    Necromancy Global and Manipulation Spells

    • Global spells affect every player and monster within a duel and last until a wizard plays another global spell card. These global effects can increase or decrease healing, increase damage output or increase the chance of receiving a power pip, a stat necessary for casting spells. A death global spell such as "Doom and Gloom" reduces all healing spells by 65 percent. Manipulation spells are also an important part of a Necromancer's arsenal, as they include summoning a minion of death to fight with the wizard. The minion summoned varies on the number of pips a player has; one pip summons an ethereal servant with 100 health and 14 pips summons death incarnate with 1,400 health.


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