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Necromancer Spellbook

The Grave: Nothing dies without paying you back.

The Grave

The Grave

Nothing dies without paying you back.

Every kill leaves a corpse, and the Grave counter shows the ones within six tiles. Charnel Blast bursts them in a chain through the pack, Death's Command raises them, Bone Gale spins them round you and Carrion Flies hatch from them.

Keystone: Pyre of Bones · Chase legendary: The Hundred Funerals

The mechanic arrives with your first Spellbook page, at level 4; before that a Necromancer plays as it always did. See the Necromancer class guide for the core skills and subclasses.

Necromancer pages

9 pages. A page is a skill you choose on top of the seven core ones; each has 2 or 3 variants that unlock at mastery ranks 2, 5 and 8.

Contagion

Page pick at level 4 · Area · 14 Essence · 5s cooldown

A burst of grave-spores where you aim: every foe it touches catches Plague-rot, and you drink a little of what it takes. When a host dies, the sickness leaps on to fresh ones.

Builds: Pestilence

Variants (one active at a time)

  • Spore Cloud mastery 2 The burst swells to 2.2 strides, so more of the pack catches the rot. 25% lighter.
  • Hungry Spores mastery 5 The spores feed on what they take: you drink 60% of the damage instead of 25%. 10% lighter.
  • Windborne Spores mastery 8 The spores ride the wind: each foe they touch throws them on to three more beyond it. 20% lighter.

Charnel Blast

Page pick at level 4 · Area · 12 Essence · 4s cooldown

The 3 corpses nearest your target (within 6 strides) burst, each blasting the foes beside it with grave-fire and a share of the dead one's own health. A foe a burst kills bursts in turn a moment later, and its kills burst once more: one cast can ripple through a whole pack. With no corpse in reach the ground itself breaks open at your target. Each burst gives back 1 Essence.

Builds: Charnel Chain

Variants (one active at a time)

  • Ossuary Shrapnel mastery 2 Each burst also throws 3 bone shards at the nearest foes within 4 strides, each at 40% of a burst: the blast carries when corpses are few.
  • Shallow Grave mastery 5 Every corpse within 4 strides of your target bursts at once, each 35% weaker.
  • Grave Fodder mastery 8 Your own fallen summons' corpses are taken first and burst 50% harder: when a boss leaves no dead, your skeletons feed the fuse.

Bone Gale

Page pick at level 4 · Area · 14 Essence · 16s cooldown

Bone shards whirl around you for 10 seconds, 4 to start, cutting every foe that comes close. Walk within 2 strides of a corpse and the gale draws it in as one more shard, up to 12. Each shard is 1% less damage taken and a harder cut. While it blows, each Bone Spear you throw looses half the shards at the nearest foes.

Builds: Charnel Chain · Hemomancer

Variants (one active at a time)

  • Ossified mastery 2 The shards pack tight into armour: each is 2% less damage taken and they never launch, but they cut 40% lighter.
  • Splinterstorm mastery 5 The orbit swings wide (3.4 strides) and the shards cut 20% harder.
  • Marrow Feast mastery 8 Each corpse the gale draws in heals you for 2% of your health.

Death's Command

Page pick at level 4 · Area · 10 Essence · 10s cooldown

Brand the foe at your aim (an elite or a boss near it first) for 4 seconds. Every corpse within 5 strides of you stands up as a Husk for 10 seconds (6 at most, inside your limit of 12 bodies), and every minion within 12 strides leaps to the brand and attacks it 30% faster.

Builds: The Last Muster · Charnel Chain

Variants (one active at a time)

  • Rally the Dead mastery 2 The regroup: instead of leaping to the brand, every minion blinks to your side and mends 15% of its health.
  • Hunt mastery 5 When the brand falls, the command passes once to the nearest elite within 8 strides, or else the healthiest foe there.
  • Sacrifice mastery 8 Every one of your bodies within 4 strides of the brand explodes at it and leaves its corpse behind: a blast now, a raise again after.

Sanguine Wave

Page pick at level 9 · Melee strike · 15 Essence · 4s cooldown

A wave of blood in a cone: foes start Bleeding and you drink 10% of the damage.

Builds: Hemomancer

Variants (one active at a time)

  • Clotting mastery 2 The wave wards you: a barrier of 6% of your max HP.
  • Tidepull mastery 5 The blood clots at their feet: foes in the cone are Rooted for a second and a quarter.
  • Red Torrent mastery 8 A narrow torrent that reaches nine strides and hits 30% harder.

Vein Burst

Page pick at level 9 · Area · 20 Essence · 8s cooldown

Burst the veins of the pack where it stands: every foe in the blast starts Bleeding and you drink a third of the damage.

Builds: Hemomancer

Variants (one active at a time)

  • Open Pool mastery 2 The blood pools for 4 seconds and keeps biting (a little smaller, 2.4 strides); each bite is lighter.
  • Opened Veins mastery 5 Each foe in the blast throws a gout of blood on to one more foe. Each blow is 25% weaker.
  • Heart's Blood mastery 8 Bursts from you instead: 3.6 strides around you, 20% harder, and you drink 40%.

Pestilence

Page pick at level 14 · Area · 26 Essence · 13s cooldown

The rot answers your call: every foe around you carrying Plague-rot erupts for 15% of what it still carries (the rest keeps rotting), and the cold of the grave rolls out.

Builds: Pestilence

Variants (one active at a time)

  • Black Tithe mastery 2 Every infected foe erupts for 30% of its rot instead of 15%. The nova itself is 20% lighter.
  • Creeping Pall mastery 5 The cold rolls out to 4.2 strides, so the call reaches the whole pack. 15% lighter.
  • Carrion Feast mastery 8 You drink a quarter of everything the rot gives up when it erupts.

Carrion Flies

Page pick at level 14 · Projectile · 14 Essence · 5s cooldown

The 4 corpses nearest your aim burst into fly swarms. Each seeks the nearest foe beside its corpse (one clean of Plague-rot first), bites it and leaves it with Plague-rot. With no corpse in reach the swarms leave your hands instead.

Builds: Pestilence

Variants (one active at a time)

  • Biting Flies mastery 2 Six swarms that carry no rot: they leave foes Poisoned (90%) instead, each 20% weaker.
  • Hive mastery 5 One great swarm from the nearest corpse that bursts on its first foe (2.6 strides) and Plague-rots what it finds (80%).
  • Swarm Shield mastery 8 The flies circle you first: a ward of 10% of your max health.

Reaper's Due

Page pick at level 18 · Area · 40 Essence · 16s cooldown

Sweep the pack with a scythe of grave-cold: everything within five strides is cut, drained and sent running.

Builds: Charnel Chain · The Last Muster

Variants (one active at a time)

  • Long Scythe mastery 2 A single sweep instead: a 120-degree cone nine strides long, 20% harder.
  • Pall of the Grave mastery 5 The cold clings: a 4-stride pall that follows you for 5 seconds and Weakens what it touches, but each pulse is weak.
  • Hungry Dark mastery 8 The dark feeds: you drink 60% of the damage, and the sweep reaches 6.5 strides.

How you get them

  • Page picks. A Necromancer gets page picks at levels 4, 9, 14 and 18: one page from up to 3 offered.
  • The mentor. Pages you passed over can be bought from the class mentor for 30 gold × your level squared.
  • Variants. Every page has variants that change how it plays. Choose the active one on the hero sheet's Spellbook tab.

How the Spellbook works