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	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71717</id>
		<title>Sorcerous Lore, Necromancy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71717"/>
		<updated>2015-11-20T17:18:01Z</updated>

		<summary type="html">&lt;p&gt;PDBOAT: just fixed what i thought might have been a mistake in the way things were worded.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The skill representing one&#039;s proficiency with manipulation, disassemblement, and reconstruction of live organic matter.  While any profession can train in &#039;&#039;&#039;Sorcerous Lore, Necromancy&#039;&#039;&#039;, it does not apply to any spells or abilities outside of the [[sorcerer]] domain.  However, training in Necromancy lore will increase the damage and flare rate done by [[Rotflares|RotFlares]], which are an extremely rare [[item script]].&lt;br /&gt;
&lt;br /&gt;
==[[Sacrifice]] (Ability)==&lt;br /&gt;
===Sacrifice===&lt;br /&gt;
The spirit loss of 1-2 spirit on a minor failure, or up to 5 on a major one, can be nullified by training in Sorcerous Lore, Necromancy. At 10 ranks there will be no spirit loss on a failed sacrifice. At 30 ranks there will also be no spirit loss on a successful sacrifice.&lt;br /&gt;
&lt;br /&gt;
Each successful sacrifice has an accompanying cooldown period of 10 minutes. Ranks in Sorcerous Lore, Necromancy will reduce the time according to the following:&lt;br /&gt;
&lt;br /&gt;
*Ranks 1 to 120: -2 seconds per rank&lt;br /&gt;
*Ranks 121 to 200: -0.75 seconds per rank&lt;br /&gt;
*Ranks ≥200: -1.5 seconds per rank &lt;br /&gt;
&lt;br /&gt;
The table below lists cooldown durations at various lore thresholds. &lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||0||30||60||90||120||200||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Cooldown (minutes)||10||9||8||7||6||5||4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sacrifice Channel===&lt;br /&gt;
Directs the energy of a sacrifice into an Animate, healing it of injuries and refreshing its duration to the original duration. Unlocked at 60 ranks of Sorcerous Lore, Necromancy.&lt;br /&gt;
&lt;br /&gt;
===Sacrifice Infest===&lt;br /&gt;
Taints the energy of a sacrifice, weakening the next few spawns of the same type of creature for a short amount of time.  The weakened creatures will have lower combat numbers such as [[AS]], [[DS]], [[CS]], and [[TD]], but levels will not change; thus, [[creature maneuver]]s will not be weakened. Unlocked at 100 ranks of Sorcerous Lore, Necromancy.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Rotflares]] (Item Script)==&lt;br /&gt;
Hit percentage of the flare increases at 36, 136, and 171 ranks in Sorcerous Lore, Necromancy; with 171 ranks causing a flare nearly every swing. The duration of the effect and the damage [[Damage Over Time]] (DoT) of the disease increase based on the seed 1 of the [[summation chart]]. Initial damage is not affected by Sorcerous Lore, Necromancy.&lt;br /&gt;
&lt;br /&gt;
==[[Blood Burst (701)]]==&lt;br /&gt;
Training in Sorcerous Lore, Necromancy allows the caster to receive an infusion of blood directly from the wounded creature. Blood is returned upon each successful warding and every subsequent round of blood loss. Only one rank of Sorcerous Lore, Necromancy is required to activate this effect. A caster fully doubled in Sorcerous Lore, Necromancy at level 100 will receive 50% (rounded down) of the blood lost. There is no limit to the number of creatures a caster can be drawing blood from at once, and there is no limit on distance they can be drawing from&lt;br /&gt;
&lt;br /&gt;
==[[Disintegrate (705)]]==&lt;br /&gt;
===Bolt===&lt;br /&gt;
20 ranks of Sorcerous Lore, Necromancy unlocks the ability for Disintegrate to be cast as a [[bolt]] spell, which is cast using &amp;lt;tt&amp;gt;PREP 705, [[EVOKE]] {target}&amp;lt;/tt&amp;gt;.&lt;br /&gt;
===Opponent Effectiveness Reduction===&lt;br /&gt;
Sorcerous Lore, Necromancy also provides the ability for both the regular and bolt aspects of the spell to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 [[summation]] of the caster&#039;s Necromancy ranks.  One of three effects may occur:&lt;br /&gt;
&lt;br /&gt;
#Weapons having 25% less [[damage factor]];&lt;br /&gt;
#Shields reducing the target&#039;s [[block]] chance by 5% and cause it to suffer -20 to offense with [[shield maneuvers]]; and &lt;br /&gt;
#[[Armor Use|Armor]] is reduced by 1 AsG. &lt;br /&gt;
&lt;br /&gt;
The effect(s) stacks and the duration renews each time the lore benefit triggers.  The target must be struck on the right hand or arm for the weapon effect, and on the left hand or arm for the shield effect.  Any other location hit will trigger the armor effect.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||6||13||21||30||40||51||63||76||90||105||121||138||156||175||195||216||238&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for opponent effectiveness reduction effect||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%||12%||13%||14%||15%||16%||17%&lt;br /&gt;
|}&lt;br /&gt;
===Bolt Damage Factor===&lt;br /&gt;
Training in Sorcerous Lore, Necromancy increases the bolt version only [[Damage factor|damage factor]] (DF). &lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- style= &amp;quot;text-align:center; background: #DDD;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Necromancy&amp;lt;br&amp;gt;Lore Ranks&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;center&amp;gt;Damage Factor&amp;lt;br&amp;gt;Increase&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 to 50&amp;lt;/center&amp;gt;||0.001 per rank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;51 to 100&amp;lt;/center&amp;gt;||0.001 per two ranks&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;101 to 200&amp;lt;/center&amp;gt;||0.001 per four ranks&lt;br /&gt;
|}&lt;br /&gt;
The total DF increase with 200 ranks Necromancy lore is 0.100.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Limb Disruption (708)]]==&lt;br /&gt;
Training in Sorcerous Lore, Necromancy will increase the likelihood of disrupted limbs to reanimate.  Only legs and arms (or their equivalents) will reanimate.  Hands will never reanimate.  Likewise, player limbs will never reanimate. &lt;br /&gt;
&lt;br /&gt;
When cast, there is a random 50% chance to determine if a limb will have the potential to reanimate.&lt;br /&gt;
If that check is successful, it takes a&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[d100 + ((50 * Necromancy ranks) / target&#039;s level)]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The result must be greater than 100 to reanimate. &lt;br /&gt;
The ability of the limb to drag a target down is&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[((caster&#039;s level - target&#039;s level) * 6) + d150]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
If that is greater than 100, it is successful. (Info provided by GM Estild.)&lt;br /&gt;
&lt;br /&gt;
Reanimated arms will attempt to knock over a standing target, or they will attempt to drag a grounded target, causing hard [[roundtime]]. Reanimated legs will attempt to knock over standing targets only. The odds of a limb successfully attacking a target are based on the size of the limb in relation to the size of the target and the level of the target in relation to the level of the creature from which the limb originated.&lt;br /&gt;
&lt;br /&gt;
==[[Grasp of the Grave (709)]]==&lt;br /&gt;
Grasp of the Grave causes 5-6 arms to emerge and immediately attempt to pull all non-flying, un[[group]]ed targets to the ground.  Most arms appear as a singular &amp;quot;arm,&amp;quot; but there is a 25% chance to get a &amp;quot;pair of arms,&amp;quot; which is beneficial to those with Sorcerous Lore, Necromancy training&lt;br /&gt;
&lt;br /&gt;
Training in Sorcerous Lore, Necromancy gives a chance to impose [[grapple critical table|grapple damage]] on the target based on a 2 &amp;amp;times; seed 2 [[summation]] of Necromancy ranks, including a small chance to outright strangle the target.  Arms appearing as a &amp;quot;pair of arms&amp;quot; will have double the chance for damage and strangulation.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||2||5||9||14||20||27||35||44||54||65||77||90||104||119||135||152||170||189||209||230||252&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for grapple damage||2%||4%||6%||8%||10%||12%||14%||16%||18%||20%||22%||24%||26%||28%||30%||32%||34%||36%||38%||40%||42%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Pain (711)]]==&lt;br /&gt;
Necromancy lore potentially affects the results in three ways:&lt;br /&gt;
&lt;br /&gt;
# Increased [[hitpoint]] damage&lt;br /&gt;
# Increased target [[roundtime]]&lt;br /&gt;
# Lower [[endroll]] thresholds&lt;br /&gt;
&lt;br /&gt;
Necromancy Lore increases the potency of the magic by reducing warding thresholds required to achieve each level of pain&#039;s effect. A minimum of 0.3 ranks per level is required to achieve the full effect of 35% health loss and 7 seconds RT with [[endroll]]s of +166 or greater. With one rank per level (1x) of necromancy lore the endroll requirement for maximum damage/RT is reduced from +166 to +141. Lore training above one rank per level has no additional affect.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|-bgcolor=skyblue&lt;br /&gt;
!Lore Ranks per Level&lt;br /&gt;
!20% HP&lt;br /&gt;
!23% HP&lt;br /&gt;
!26% HP&lt;br /&gt;
!29% HP&lt;br /&gt;
!32% HP&lt;br /&gt;
!35% HP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-113&lt;br /&gt;
|114-126&lt;br /&gt;
|127+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.1 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-108&lt;br /&gt;
|109-121&lt;br /&gt;
|122-134&lt;br /&gt;
|135+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.2 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-116&lt;br /&gt;
|117-129&lt;br /&gt;
|130+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.3 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-124&lt;br /&gt;
|125-137&lt;br /&gt;
|138-165&lt;br /&gt;
|166+&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;0.4 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-132&lt;br /&gt;
|133-160&lt;br /&gt;
|161+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.5 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-127&lt;br /&gt;
|128-155&lt;br /&gt;
|156+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.6 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-150&lt;br /&gt;
|151+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.7 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-146&lt;br /&gt;
|147+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.8 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-143&lt;br /&gt;
|144+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.9 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-142&lt;br /&gt;
|142+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 Rank&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-140&lt;br /&gt;
|141+&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Pestilence (716)]]==&lt;br /&gt;
Training in Sorcerous Lore, Necromancy provides two benefits for the self-cast (reactive flare) version:&lt;br /&gt;
&lt;br /&gt;
*It increases the chance for the reactive flare attack by 2 * seed 9 ranks [[summation]].&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;% chance for reactive flare = 25 + 2 per seed 9 ranks&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
*It increases the number of reactive flares by +1 per seed 9 ranks summation. &lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Total reactive flare charges = 5 + 1 per seed 9 ranks&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||9||19||30||42||55||69||84||100||117||135||154||174||195||217||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for reactive flares||27%||29%||31%||33%||35%||37%||39%||41%||43%||45%||47%||49%||51%||53%||55%&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total # of reactive flare charges||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Animate Dead (730)]]==&lt;br /&gt;
===Maximum Animatable Level===&lt;br /&gt;
MAL is used to determine the highest level of creature a sorcerer can animate.  The following formula is used to determine a sorcerer&#039;s MAL (note: a sorcerer&#039;s MAL is capped at their level + 15):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;MAL = (700s ranks, capped at level) - 10 &lt;br /&gt;
::&#039;&#039;&#039;+ (700s ranks over level &amp;amp;divide; 10, max of 5) &lt;br /&gt;
::&#039;&#039;&#039;+ (WIS Bonus &amp;amp;divide; 5) &lt;br /&gt;
::&#039;&#039;&#039;+ ([[Sorcerous Lore, Necromancy]] Ranks &amp;amp;divide; 10)&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When animating other characters, add 20 to the creature MAL to get the character MAL.&lt;br /&gt;
&lt;br /&gt;
===Exploding an Animate===&lt;br /&gt;
TELL ANIMATE TO EXPLODE will cause a creature animate to explode.  This explosion is player character friendly, and will affect a number of targets up to 2 + (Sorcerous Lore, Necromancy ranks &amp;amp;divide; 20).  The explosions are elementally themed based on the caster&#039;s [[attunement]], and [[Elemental Lore]] training in the element of the explosion will increase the damage of the explosion. The explosion uses the [[standard maneuver roll]] and training in Necromancy Lore increases the chances for the explosion to hit its targets.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||20||40||60||80||100||120||140||160||180||200||220||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Possible # of explosion targets||3||4||5||6||7||8||9||10||11||12||13||14&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Addition to MAL||2||4||6||8||10||12||14||16||19||20||22||24&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;Not all thresholds shown in relation to MAL, which adds Necromancy ranks &amp;amp;divide; 10.&#039;&#039;&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Ensorcell (735)]]==&lt;br /&gt;
===Additional Strikes===&lt;br /&gt;
Sorcerers will retain attack flare bonuses for one extra attack at 90 ranks or two extra attacks at 180 ranks.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||90||180&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total acuity flare attacks (You feel energized!)||2||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faster Energy Gain===&lt;br /&gt;
Sorcerous Lore, Necromancy provides a flat modifier to the necrotic energy gained for each like-level creature killed (using seed 1 [[Summation Chart|summation]] &amp;amp;divide; 2), with bonuses occurring at discrete rank thresholds as shown in the lore bonus table. Lore ranks between these thresholds provide no added ensorcell benefits.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||3||10||21||36||55||78||105||136||171||210&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Per kill energy bonus||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|}&lt;br /&gt;
:&#039;&#039;Note: Bonus is capped at [10 + (creature level - character level)]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Sorcerous Lore]]&lt;br /&gt;
*[[Sorcerous Lore, Demonology]]&lt;br /&gt;
*[[Lore chart]] &lt;br /&gt;
*[[Sacrifice verb updated (saved posts)]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Officials folder]&lt;br /&gt;
{{top}}&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>PDBOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71714</id>
		<title>Sorcerous Lore, Necromancy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71714"/>
		<updated>2015-11-20T17:07:13Z</updated>

		<summary type="html">&lt;p&gt;PDBOAT: it&amp;#039;s not a redundant header. sacrifice is the ability followed by sacrifice the verb, and then the sacrifice channel verb followed by the sacrifice infest verb.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The skill representing one&#039;s proficiency with manipulation, disassemblement, and reconstruction of live organic matter.  While any profession can train in &#039;&#039;&#039;Sorcerous Lore, Necromancy&#039;&#039;&#039;, it does not apply to any spells or abilities outside of the [[sorcerer]] domain.  However, training in Necromancy lore will increase the damage and flare rate done by [[Rotflares|RotFlares]], which are an extremely rare [[item script]].&lt;br /&gt;
&lt;br /&gt;
==[[Sacrifice]] (Ability)==&lt;br /&gt;
===Sacrifice===&lt;br /&gt;
Attempts cause the expenditure of spirit points and 10 sec of RT, regardless of outcome (failures during the cooldown not included). Failed attempts can drain 1-2 spirit on minor failures and up to 5 on major ones. A successful attempt will cost 2 spirit, kill the target, and return mana to the sacrificer.&lt;br /&gt;
&lt;br /&gt;
The spirit loss can be nullified by training in Sorcerous Lore, Necromancy. At 10 ranks there will be no more spirit loss on a failed sacrifice. At 30 ranks there will be no spirit loss on a successful sacrifice.&lt;br /&gt;
&lt;br /&gt;
Each successful sacrifice has an accompanying cooldown period of 10 minutes. Ranks in Sorcerous Lore, Necromancy will reduce the time according to the following:&lt;br /&gt;
&lt;br /&gt;
*Ranks 1 to 120: -2 seconds per rank&lt;br /&gt;
*Ranks 121 to 200: -0.75 seconds per rank&lt;br /&gt;
*Ranks ≥200: -1.5 seconds per rank &lt;br /&gt;
&lt;br /&gt;
The table below lists cooldown durations at various lore thresholds. &lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||0||30||60||90||120||200||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Cooldown (minutes)||10||9||8||7||6||5||4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sacrifice Channel===&lt;br /&gt;
Directs the energy of a sacrifice into an Animate, healing it of injuries and refreshing its duration to the original duration. Unlocked at 60 ranks of Sorcerous Lore, Necromancy.&lt;br /&gt;
&lt;br /&gt;
===Sacrifice Infest===&lt;br /&gt;
Taints the energy of a sacrifice, weakening the next few spawns of the same type of creature for a short amount of time.  The weakened creatures will have lower combat numbers such as [[AS]], [[DS]], [[CS]], and [[TD]], but levels will not change; thus, [[creature maneuver]]s will not be weakened. Unlocked at 100 ranks of Sorcerous Lore, Necromancy.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Rotflares]] (Item Script)==&lt;br /&gt;
Hit percentage of the flare increases at 36, 136, and 171 ranks in Sorcerous Lore, Necromancy; with 171 ranks causing a flare nearly every swing. The duration of the effect and the damage [[Damage Over Time]] (DoT) of the disease increase based on the seed 1 of the [[summation chart]]. Initial damage is not affected by Sorcerous Lore, Necromancy.&lt;br /&gt;
&lt;br /&gt;
==[[Blood Burst (701)]]==&lt;br /&gt;
Training in Sorcerous Lore, Necromancy allows the caster to receive an infusion of blood directly from the wounded creature. Blood is returned upon each successful warding and every subsequent round of blood loss. Only one rank of Sorcerous Lore, Necromancy is required to activate this effect. A caster fully doubled in Sorcerous Lore, Necromancy at level 100 will receive 50% (rounded down) of the blood lost. There is no limit to the number of creatures a caster can be drawing blood from at once, and there is no limit on distance they can be drawing from&lt;br /&gt;
&lt;br /&gt;
==[[Disintegrate (705)]]==&lt;br /&gt;
===Bolt===&lt;br /&gt;
20 ranks of Sorcerous Lore, Necromancy unlocks the ability for Disintegrate to be cast as a [[bolt]] spell, which is cast using &amp;lt;tt&amp;gt;PREP 705, [[EVOKE]] {target}&amp;lt;/tt&amp;gt;.&lt;br /&gt;
===Opponent Effectiveness Reduction===&lt;br /&gt;
Sorcerous Lore, Necromancy also provides the ability for both the regular and bolt aspects of the spell to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 [[summation]] of the caster&#039;s Necromancy ranks.  One of three effects may occur:&lt;br /&gt;
&lt;br /&gt;
#Weapons having 25% less [[damage factor]];&lt;br /&gt;
#Shields reducing the target&#039;s [[block]] chance by 5% and cause it to suffer -20 to offense with [[shield maneuvers]]; and &lt;br /&gt;
#[[Armor Use|Armor]] is reduced by 1 AsG. &lt;br /&gt;
&lt;br /&gt;
The effect(s) stacks and the duration renews each time the lore benefit triggers.  The target must be struck on the right hand or arm for the weapon effect, and on the left hand or arm for the shield effect.  Any other location hit will trigger the armor effect.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||6||13||21||30||40||51||63||76||90||105||121||138||156||175||195||216||238&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for opponent effectiveness reduction effect||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%||12%||13%||14%||15%||16%||17%&lt;br /&gt;
|}&lt;br /&gt;
===Bolt Damage Factor===&lt;br /&gt;
Training in Sorcerous Lore, Necromancy increases the bolt version only [[Damage factor|damage factor]] (DF). &lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- style= &amp;quot;text-align:center; background: #DDD;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Necromancy&amp;lt;br&amp;gt;Lore Ranks&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;center&amp;gt;Damage Factor&amp;lt;br&amp;gt;Increase&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 to 50&amp;lt;/center&amp;gt;||0.001 per rank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;51 to 100&amp;lt;/center&amp;gt;||0.001 per two ranks&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;101 to 200&amp;lt;/center&amp;gt;||0.001 per four ranks&lt;br /&gt;
|}&lt;br /&gt;
The total DF increase with 200 ranks Necromancy lore is 0.100.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Limb Disruption (708)]]==&lt;br /&gt;
Training in Sorcerous Lore, Necromancy will increase the likelihood of disrupted limbs to reanimate.  Only legs and arms (or their equivalents) will reanimate.  Hands will never reanimate.  Likewise, player limbs will never reanimate. &lt;br /&gt;
&lt;br /&gt;
When cast, there is a random 50% chance to determine if a limb will have the potential to reanimate.&lt;br /&gt;
If that check is successful, it takes a&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[d100 + ((50 * Necromancy ranks) / target&#039;s level)]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The result must be greater than 100 to reanimate. &lt;br /&gt;
The ability of the limb to drag a target down is&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[((caster&#039;s level - target&#039;s level) * 6) + d150]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
If that is greater than 100, it is successful. (Info provided by GM Estild.)&lt;br /&gt;
&lt;br /&gt;
Reanimated arms will attempt to knock over a standing target, or they will attempt to drag a grounded target, causing hard [[roundtime]]. Reanimated legs will attempt to knock over standing targets only. The odds of a limb successfully attacking a target are based on the size of the limb in relation to the size of the target and the level of the target in relation to the level of the creature from which the limb originated.&lt;br /&gt;
&lt;br /&gt;
==[[Grasp of the Grave (709)]]==&lt;br /&gt;
Grasp of the Grave causes 5-6 arms to emerge and immediately attempt to pull all non-flying, un[[group]]ed targets to the ground.  Most arms appear as a singular &amp;quot;arm,&amp;quot; but there is a 25% chance to get a &amp;quot;pair of arms,&amp;quot; which is beneficial to those with Sorcerous Lore, Necromancy training&lt;br /&gt;
&lt;br /&gt;
Training in Sorcerous Lore, Necromancy gives a chance to impose [[grapple critical table|grapple damage]] on the target based on a 2 &amp;amp;times; seed 2 [[summation]] of Necromancy ranks, including a small chance to outright strangle the target.  Arms appearing as a &amp;quot;pair of arms&amp;quot; will have double the chance for damage and strangulation.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||2||5||9||14||20||27||35||44||54||65||77||90||104||119||135||152||170||189||209||230||252&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for grapple damage||2%||4%||6%||8%||10%||12%||14%||16%||18%||20%||22%||24%||26%||28%||30%||32%||34%||36%||38%||40%||42%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Pain (711)]]==&lt;br /&gt;
Necromancy lore potentially affects the results in three ways:&lt;br /&gt;
&lt;br /&gt;
# Increased [[hitpoint]] damage&lt;br /&gt;
# Increased target [[roundtime]]&lt;br /&gt;
# Lower [[endroll]] thresholds&lt;br /&gt;
&lt;br /&gt;
Necromancy Lore increases the potency of the magic by reducing warding thresholds required to achieve each level of pain&#039;s effect. A minimum of 0.3 ranks per level is required to achieve the full effect of 35% health loss and 7 seconds RT with [[endroll]]s of +166 or greater. With one rank per level (1x) of necromancy lore the endroll requirement for maximum damage/RT is reduced from +166 to +141. Lore training above one rank per level has no additional affect.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|-bgcolor=skyblue&lt;br /&gt;
!Lore Ranks per Level&lt;br /&gt;
!20% HP&lt;br /&gt;
!23% HP&lt;br /&gt;
!26% HP&lt;br /&gt;
!29% HP&lt;br /&gt;
!32% HP&lt;br /&gt;
!35% HP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-113&lt;br /&gt;
|114-126&lt;br /&gt;
|127+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.1 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-108&lt;br /&gt;
|109-121&lt;br /&gt;
|122-134&lt;br /&gt;
|135+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.2 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-116&lt;br /&gt;
|117-129&lt;br /&gt;
|130+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.3 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-124&lt;br /&gt;
|125-137&lt;br /&gt;
|138-165&lt;br /&gt;
|166+&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;0.4 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-132&lt;br /&gt;
|133-160&lt;br /&gt;
|161+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.5 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-127&lt;br /&gt;
|128-155&lt;br /&gt;
|156+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.6 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-150&lt;br /&gt;
|151+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.7 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-146&lt;br /&gt;
|147+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.8 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-143&lt;br /&gt;
|144+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.9 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-142&lt;br /&gt;
|142+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 Rank&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-140&lt;br /&gt;
|141+&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Pestilence (716)]]==&lt;br /&gt;
Training in Sorcerous Lore, Necromancy provides two benefits for the self-cast (reactive flare) version:&lt;br /&gt;
&lt;br /&gt;
*It increases the chance for the reactive flare attack by 2 * seed 9 ranks [[summation]].&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;% chance for reactive flare = 25 + 2 per seed 9 ranks&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
*It increases the number of reactive flares by +1 per seed 9 ranks summation. &lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Total reactive flare charges = 5 + 1 per seed 9 ranks&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||9||19||30||42||55||69||84||100||117||135||154||174||195||217||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for reactive flares||27%||29%||31%||33%||35%||37%||39%||41%||43%||45%||47%||49%||51%||53%||55%&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total # of reactive flare charges||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Animate Dead (730)]]==&lt;br /&gt;
===Maximum Animatable Level===&lt;br /&gt;
MAL is used to determine the highest level of creature a sorcerer can animate.  The following formula is used to determine a sorcerer&#039;s MAL (note: a sorcerer&#039;s MAL is capped at their level + 15):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;MAL = (700s ranks, capped at level) - 10 &lt;br /&gt;
::&#039;&#039;&#039;+ (700s ranks over level &amp;amp;divide; 10, max of 5) &lt;br /&gt;
::&#039;&#039;&#039;+ (WIS Bonus &amp;amp;divide; 5) &lt;br /&gt;
::&#039;&#039;&#039;+ ([[Sorcerous Lore, Necromancy]] Ranks &amp;amp;divide; 10)&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When animating other characters, add 20 to the creature MAL to get the character MAL.&lt;br /&gt;
&lt;br /&gt;
===Exploding an Animate===&lt;br /&gt;
TELL ANIMATE TO EXPLODE will cause a creature animate to explode.  This explosion is player character friendly, and will affect a number of targets up to 2 + (Sorcerous Lore, Necromancy ranks &amp;amp;divide; 20).  The explosions are elementally themed based on the caster&#039;s [[attunement]], and [[Elemental Lore]] training in the element of the explosion will increase the damage of the explosion. The explosion uses the [[standard maneuver roll]] and training in Necromancy Lore increases the chances for the explosion to hit its targets.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||20||40||60||80||100||120||140||160||180||200||220||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Possible # of explosion targets||3||4||5||6||7||8||9||10||11||12||13||14&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Addition to MAL||2||4||6||8||10||12||14||16||19||20||22||24&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;Not all thresholds shown in relation to MAL, which adds Necromancy ranks &amp;amp;divide; 10.&#039;&#039;&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Ensorcell (735)]]==&lt;br /&gt;
===Additional Strikes===&lt;br /&gt;
Sorcerers will retain attack flare bonuses for one extra attack at 90 ranks or two extra attacks at 180 ranks.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||90||180&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total acuity flare attacks (You feel energized!)||2||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faster Energy Gain===&lt;br /&gt;
Sorcerous Lore, Necromancy provides a flat modifier to the necrotic energy gained for each like-level creature killed (using seed 1 [[Summation Chart|summation]] &amp;amp;divide; 2), with bonuses occurring at discrete rank thresholds as shown in the lore bonus table. Lore ranks between these thresholds provide no added ensorcell benefits.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||3||10||21||36||55||78||105||136||171||210&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Per kill energy bonus||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|}&lt;br /&gt;
:&#039;&#039;Note: Bonus is capped at [10 + (creature level - character level)]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Sorcerous Lore]]&lt;br /&gt;
*[[Sorcerous Lore, Demonology]]&lt;br /&gt;
*[[Lore chart]] &lt;br /&gt;
*[[Sacrifice verb updated (saved posts)]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Officials folder]&lt;br /&gt;
{{top}}&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>PDBOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71711</id>
		<title>Sorcerous Lore, Necromancy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71711"/>
		<updated>2015-11-20T17:02:08Z</updated>

		<summary type="html">&lt;p&gt;PDBOAT: Undo revision 71710 by VANKRASN39 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The skill representing one&#039;s proficiency with manipulation, disassemblement, and reconstruction of live organic matter.  While any profession can train in &#039;&#039;&#039;Sorcerous Lore, Necromancy&#039;&#039;&#039;, it does not apply to any spells or abilities outside of the [[sorcerer]] domain.  However, training in Necromancy lore will increase the damage and flare rate done by [[Rotflares|RotFlares]], which are an extremely rare [[item script]].&lt;br /&gt;
&lt;br /&gt;
==[[Sacrifice]] (Ability)==&lt;br /&gt;
===Sacrifice===&lt;br /&gt;
Attempts cause the expenditure of spirit points and 10 sec of RT, regardless of outcome (failures during the cooldown not included). Failed attempts can drain 1-2 spirit on minor failures and up to 5 on major ones. A successful attempt will cost 2 spirit, kill the target, and return mana to the sacrificer.&lt;br /&gt;
&lt;br /&gt;
The spirit loss can be nullified by training in Sorcerous Lore, Necromancy. At 10 ranks there will be no more spirit loss on a failed sacrifice. At 30 ranks there will be no spirit loss on a successful sacrifice.&lt;br /&gt;
&lt;br /&gt;
Each successful sacrifice has an accompanying cooldown period of 10 minutes. Ranks in Sorcerous Lore, Necromancy will reduce the time according to the following:&lt;br /&gt;
&lt;br /&gt;
*Ranks 1 to 120: -2 seconds per rank&lt;br /&gt;
*Ranks 121 to 200: -0.75 seconds per rank&lt;br /&gt;
*Ranks ≥200: -1.5 seconds per rank &lt;br /&gt;
&lt;br /&gt;
The table below lists cooldown durations at various lore thresholds. &lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||0||30||60||90||120||200||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Cooldown (minutes)||10||9||8||7||6||5||4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sacrifice Channel===&lt;br /&gt;
Directs the energy of a sacrifice into an Animate, healing it of injuries and refreshing its duration to the original duration. Unlocked at 60 ranks of Sorcerous Lore, Necromancy.&lt;br /&gt;
&lt;br /&gt;
===Sacrifice Infest===&lt;br /&gt;
Taints the energy of a sacrifice, weakening the next few spawns of the same type of creature for a short amount of time.  The weakened creatures will have lower combat numbers such as [[AS]], [[DS]], [[CS]], and [[TD]], but levels will not change; thus, [[creature maneuver]]s will not be weakened. Unlocked at 100 ranks of Sorcerous Lore, Necromancy.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Rotflares]] (Item Script)==&lt;br /&gt;
Hit percentage of the flare increases at 36, 136, and 171 ranks in Sorcerous Lore, Necromancy; with 171 ranks causing a flare nearly every swing. The duration of the effect and the damage [[Damage Over Time]] (DoT) of the disease increase based on the seed 1 of the [[summation chart]]. Initial damage is not affected by Sorcerous Lore, Necromancy.&lt;br /&gt;
&lt;br /&gt;
==[[Blood Burst (701)]]==&lt;br /&gt;
Training in Sorcerous Lore, Necromancy allows the caster to receive an infusion of blood directly from the wounded creature. Blood is returned upon each successful warding and every subsequent round of blood loss. Only one rank of Sorcerous Lore, Necromancy is required to activate this effect. A caster fully doubled in Sorcerous Lore, Necromancy at level 100 will receive 50% (rounded down) of the blood lost. There is no limit to the number of creatures a caster can be drawing blood from at once, and there is no limit on distance they can be drawing from&lt;br /&gt;
&lt;br /&gt;
==[[Disintegrate (705)]]==&lt;br /&gt;
===Bolt===&lt;br /&gt;
20 ranks of Sorcerous Lore, Necromancy unlocks the ability for Disintegrate to be cast as a [[bolt]] spell, which is cast using &amp;lt;tt&amp;gt;PREP 705, [[EVOKE]] {target}&amp;lt;/tt&amp;gt;.&lt;br /&gt;
===Opponent Effectiveness Reduction===&lt;br /&gt;
Sorcerous Lore, Necromancy also provides the ability for both the regular and bolt aspects of the spell to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 [[summation]] of the caster&#039;s Necromancy ranks.  One of three effects may occur:&lt;br /&gt;
&lt;br /&gt;
#Weapons having 25% less [[damage factor]];&lt;br /&gt;
#Shields reducing the target&#039;s [[block]] chance by 5% and cause it to suffer -20 to offense with [[shield maneuvers]]; and &lt;br /&gt;
#[[Armor Use|Armor]] is reduced by 1 AsG. &lt;br /&gt;
&lt;br /&gt;
The effect(s) stacks and the duration renews each time the lore benefit triggers.  The target must be struck on the right hand or arm for the weapon effect, and on the left hand or arm for the shield effect.  Any other location hit will trigger the armor effect.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||6||13||21||30||40||51||63||76||90||105||121||138||156||175||195||216||238&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for opponent effectiveness reduction effect||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%||12%||13%||14%||15%||16%||17%&lt;br /&gt;
|}&lt;br /&gt;
===Bolt Damage Factor===&lt;br /&gt;
Training in Sorcerous Lore, Necromancy increases the bolt version only [[Damage factor|damage factor]] (DF). &lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- style= &amp;quot;text-align:center; background: #DDD;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Necromancy&amp;lt;br&amp;gt;Lore Ranks&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;center&amp;gt;Damage Factor&amp;lt;br&amp;gt;Increase&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 to 50&amp;lt;/center&amp;gt;||0.001 per rank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;51 to 100&amp;lt;/center&amp;gt;||0.001 per two ranks&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;101 to 200&amp;lt;/center&amp;gt;||0.001 per four ranks&lt;br /&gt;
|}&lt;br /&gt;
The total DF increase with 200 ranks Necromancy lore is 0.100.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Limb Disruption (708)]]==&lt;br /&gt;
Training in Sorcerous Lore, Necromancy will increase the likelihood of disrupted limbs to reanimate.  Only legs and arms (or their equivalents) will reanimate.  Hands will never reanimate.  Likewise, player limbs will never reanimate. &lt;br /&gt;
&lt;br /&gt;
When cast, there is a random 50% chance to determine if a limb will have the potential to reanimate.&lt;br /&gt;
If that check is successful, it takes a&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[d100 + ((50 * Necromancy ranks) / target&#039;s level)]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The result must be greater than 100 to reanimate. &lt;br /&gt;
The ability of the limb to drag a target down is&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[((caster&#039;s level - target&#039;s level) * 6) + d150]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
If that is greater than 100, it is successful. (Info provided by GM Estild.)&lt;br /&gt;
&lt;br /&gt;
Reanimated arms will attempt to knock over a standing target, or they will attempt to drag a grounded target, causing hard [[roundtime]]. Reanimated legs will attempt to knock over standing targets only. The odds of a limb successfully attacking a target are based on the size of the limb in relation to the size of the target and the level of the target in relation to the level of the creature from which the limb originated.&lt;br /&gt;
&lt;br /&gt;
==[[Grasp of the Grave (709)]]==&lt;br /&gt;
Grasp of the Grave causes 5-6 arms to emerge and immediately attempt to pull all non-flying, un[[group]]ed targets to the ground.  Most arms appear as a singular &amp;quot;arm,&amp;quot; but there is a 25% chance to get a &amp;quot;pair of arms,&amp;quot; which is beneficial to those with Sorcerous Lore, Necromancy training&lt;br /&gt;
&lt;br /&gt;
Training in Sorcerous Lore, Necromancy gives a chance to impose [[grapple critical table|grapple damage]] on the target based on a 2 &amp;amp;times; seed 2 [[summation]] of Necromancy ranks, including a small chance to outright strangle the target.  Arms appearing as a &amp;quot;pair of arms&amp;quot; will have double the chance for damage and strangulation.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||2||5||9||14||20||27||35||44||54||65||77||90||104||119||135||152||170||189||209||230||252&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for grapple damage||2%||4%||6%||8%||10%||12%||14%||16%||18%||20%||22%||24%||26%||28%||30%||32%||34%||36%||38%||40%||42%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Pain (711)]]==&lt;br /&gt;
Necromancy lore potentially affects the results in three ways:&lt;br /&gt;
&lt;br /&gt;
# Increased [[hitpoint]] damage&lt;br /&gt;
# Increased target [[roundtime]]&lt;br /&gt;
# Lower [[endroll]] thresholds&lt;br /&gt;
&lt;br /&gt;
Necromancy Lore increases the potency of the magic by reducing warding thresholds required to achieve each level of pain&#039;s effect. A minimum of 0.3 ranks per level is required to achieve the full effect of 35% health loss and 7 seconds RT with [[endroll]]s of +166 or greater. With one rank per level (1x) of necromancy lore the endroll requirement for maximum damage/RT is reduced from +166 to +141. Lore training above one rank per level has no additional affect.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|-bgcolor=skyblue&lt;br /&gt;
!Lore Ranks per Level&lt;br /&gt;
!20% HP&lt;br /&gt;
!23% HP&lt;br /&gt;
!26% HP&lt;br /&gt;
!29% HP&lt;br /&gt;
!32% HP&lt;br /&gt;
!35% HP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-113&lt;br /&gt;
|114-126&lt;br /&gt;
|127+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.1 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-108&lt;br /&gt;
|109-121&lt;br /&gt;
|122-134&lt;br /&gt;
|135+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.2 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-116&lt;br /&gt;
|117-129&lt;br /&gt;
|130+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.3 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-124&lt;br /&gt;
|125-137&lt;br /&gt;
|138-165&lt;br /&gt;
|166+&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;0.4 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-132&lt;br /&gt;
|133-160&lt;br /&gt;
|161+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.5 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-127&lt;br /&gt;
|128-155&lt;br /&gt;
|156+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.6 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-150&lt;br /&gt;
|151+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.7 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-146&lt;br /&gt;
|147+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.8 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-143&lt;br /&gt;
|144+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.9 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-142&lt;br /&gt;
|142+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 Rank&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-140&lt;br /&gt;
|141+&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Pestilence (716)]]==&lt;br /&gt;
Training in Sorcerous Lore, Necromancy provides two benefits for the self-cast (reactive flare) version:&lt;br /&gt;
&lt;br /&gt;
*It increases the chance for the reactive flare attack by 2 * seed 9 ranks [[summation]].&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;% chance for reactive flare = 25 + 2 per seed 9 ranks&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
*It increases the number of reactive flares by +1 per seed 9 ranks summation. &lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Total reactive flare charges = 5 + 1 per seed 9 ranks&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||9||19||30||42||55||69||84||100||117||135||154||174||195||217||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for reactive flares||27%||29%||31%||33%||35%||37%||39%||41%||43%||45%||47%||49%||51%||53%||55%&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total # of reactive flare charges||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Animate Dead (730)]]==&lt;br /&gt;
===Maximum Animatable Level===&lt;br /&gt;
MAL is used to determine the highest level of creature a sorcerer can animate.  The following formula is used to determine a sorcerer&#039;s MAL (note: a sorcerer&#039;s MAL is capped at their level + 15):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;MAL = (700s ranks, capped at level) - 10 &lt;br /&gt;
::&#039;&#039;&#039;+ (700s ranks over level &amp;amp;divide; 10, max of 5) &lt;br /&gt;
::&#039;&#039;&#039;+ (WIS Bonus &amp;amp;divide; 5) &lt;br /&gt;
::&#039;&#039;&#039;+ ([[Sorcerous Lore, Necromancy]] Ranks &amp;amp;divide; 10)&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When animating other characters, add 20 to the creature MAL to get the character MAL.&lt;br /&gt;
&lt;br /&gt;
===Exploding an Animate===&lt;br /&gt;
TELL ANIMATE TO EXPLODE will cause a creature animate to explode.  This explosion is player character friendly, and will affect a number of targets up to 2 + (Sorcerous Lore, Necromancy ranks &amp;amp;divide; 20).  The explosions are elementally themed based on the caster&#039;s [[attunement]], and [[Elemental Lore]] training in the element of the explosion will increase the damage of the explosion. The explosion uses the [[standard maneuver roll]] and training in Necromancy Lore increases the chances for the explosion to hit its targets.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||20||40||60||80||100||120||140||160||180||200||220||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Possible # of explosion targets||3||4||5||6||7||8||9||10||11||12||13||14&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Addition to MAL||2||4||6||8||10||12||14||16||19||20||22||24&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;Not all thresholds shown in relation to MAL, which adds Necromancy ranks &amp;amp;divide; 10.&#039;&#039;&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Ensorcell (735)]]==&lt;br /&gt;
===Additional Strikes===&lt;br /&gt;
Sorcerers will retain attack flare bonuses for one extra attack at 90 ranks or two extra attacks at 180 ranks.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||90||180&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total acuity flare attacks (You feel energized!)||2||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faster Energy Gain===&lt;br /&gt;
Sorcerous Lore, Necromancy provides a flat modifier to the necrotic energy gained for each like-level creature killed (using seed 1 [[Summation Chart|summation]] &amp;amp;divide; 2), with bonuses occurring at discrete rank thresholds as shown in the lore bonus table. Lore ranks between these thresholds provide no added ensorcell benefits.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||3||10||21||36||55||78||105||136||171||210&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Per kill energy bonus||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|}&lt;br /&gt;
:&#039;&#039;Note: Bonus is capped at [10 + (creature level - character level)]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Sorcerous Lore]]&lt;br /&gt;
*[[Sorcerous Lore, Demonology]]&lt;br /&gt;
*[[Lore chart]] &lt;br /&gt;
*[[Sacrifice verb updated (saved posts)]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Officials folder]&lt;br /&gt;
{{top}}&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>PDBOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71709</id>
		<title>Sorcerous Lore, Necromancy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71709"/>
		<updated>2015-11-20T17:00:20Z</updated>

		<summary type="html">&lt;p&gt;PDBOAT: please stop deleteing information. the reason I made the update to the page is because there was a big warning on the top of the page saying it needed updates. if you didn&amp;#039;t want someone to come in and update it you should have deleted the warning.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The skill representing one&#039;s proficiency with manipulation, disassemblement, and reconstruction of live organic matter.  While any profession can train in &#039;&#039;&#039;Sorcerous Lore, Necromancy&#039;&#039;&#039;, it does not apply to any spells or abilities outside of the [[sorcerer]] domain.  However, training in Necromancy lore will increase the damage and flare rate done by [[Rotflares|RotFlares]], which are an extremely rare [[item script]].&lt;br /&gt;
&lt;br /&gt;
==[[Sacrifice]] (Ability)==&lt;br /&gt;
===Sacrifice===&lt;br /&gt;
Attempts cause the expenditure of spirit points and 10 sec of RT, regardless of outcome (failures during the cooldown not included). Failed attempts can drain 1-2 spirit on minor failures and up to 5 on major ones. A successful attempt will cost 2 spirit, kill the target, and return mana to the sacrificer.&lt;br /&gt;
&lt;br /&gt;
The spirit loss can be nullified by training in Sorcerous Lore, Necromancy. At 10 ranks there will be no more spirit loss on a failed sacrifice. At 30 ranks there will be no spirit loss on a successful sacrifice.&lt;br /&gt;
&lt;br /&gt;
Each successful sacrifice has an accompanying cooldown period of 10 minutes. Ranks in Sorcerous Lore, Necromancy will reduce the time according to the following:&lt;br /&gt;
&lt;br /&gt;
*Ranks 1 to 120: -2 seconds per rank&lt;br /&gt;
*Ranks 121 to 200: -0.75 seconds per rank&lt;br /&gt;
*Ranks ≥200: -1.5 seconds per rank &lt;br /&gt;
&lt;br /&gt;
The table below lists cooldown durations at various lore thresholds. &lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||0||30||60||90||120||200||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Cooldown (minutes)||10||9||8||7||6||5||4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sacrifice Channel===&lt;br /&gt;
Directs the energy of a sacrifice into an Animate, healing it of injuries and refreshing its duration to the original duration. Unlocked at 60 ranks of Sorcerous Lore, Necromancy.&lt;br /&gt;
&lt;br /&gt;
===Sacrifice Infest===&lt;br /&gt;
Taints the energy of a sacrifice, weakening the next few spawns of the same type of creature for a short amount of time.  The weakened creatures will have lower combat numbers such as [[AS]], [[DS]], [[CS]], and [[TD]], but levels will not change; thus, [[creature maneuver]]s will not be weakened. Unlocked at 100 ranks of Sorcerous Lore, Necromancy.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Rotflares]] (Item Script)==&lt;br /&gt;
Hit percentage of the flare increases at 36, 136, and 171 ranks in Sorcerous Lore, Necromancy; with 171 ranks causing a flare nearly every swing. The duration of the effect and the damage [[Damage Over Time]] (DoT) of the disease increase based on the seed 1 of the [[summation chart]]. Initial damage is not affected by Sorcerous Lore, Necromancy.&lt;br /&gt;
&lt;br /&gt;
==[[Blood Burst (701)]]==&lt;br /&gt;
Training in Sorcerous Lore, Necromancy allows the caster to receive an infusion of blood directly from the wounded creature. Blood is returned upon each successful warding and every subsequent round of blood loss. Only one rank of Sorcerous Lore, Necromancy is required to activate this effect. A caster fully doubled in Sorcerous Lore, Necromancy at level 100 will receive 50% (rounded down) of the blood lost. There is no limit to the number of creatures a caster can be drawing blood from at once, and there is no limit on distance they can be drawing from&lt;br /&gt;
&lt;br /&gt;
==[[Disintegrate (705)]]==&lt;br /&gt;
===Bolt===&lt;br /&gt;
20 ranks of Sorcerous Lore, Necromancy unlocks the ability for Disintegrate to be cast as a [[bolt]] spell, which is cast using &amp;lt;tt&amp;gt;PREP 705, [[EVOKE]] {target}&amp;lt;/tt&amp;gt;.&lt;br /&gt;
===Opponent Effectiveness Reduction===&lt;br /&gt;
Sorcerous Lore, Necromancy also provides the ability for both the regular and bolt aspects of the spell to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 [[summation]] of the caster&#039;s Necromancy ranks.  One of three effects may occur:&lt;br /&gt;
&lt;br /&gt;
#Weapons having 25% less [[damage factor]];&lt;br /&gt;
#Shields reducing the target&#039;s [[block]] chance by 5% and cause it to suffer -20 to offense with [[shield maneuvers]]; and &lt;br /&gt;
#[[Armor Use|Armor]] is reduced by 1 AsG. &lt;br /&gt;
&lt;br /&gt;
The effect(s) stacks and the duration renews each time the lore benefit triggers.  The target must be struck on the right hand or arm for the weapon effect, and on the left hand or arm for the shield effect.  Any other location hit will trigger the armor effect.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||6||13||21||30||40||51||63||76||90||105||121||138||156||175||195||216||238&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for opponent effectiveness reduction effect||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%||12%||13%||14%||15%||16%||17%&lt;br /&gt;
|}&lt;br /&gt;
===Bolt Damage Factor===&lt;br /&gt;
Training in Sorcerous Lore, Necromancy increases the bolt version only [[Damage factor|damage factor]] (DF). &lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- style= &amp;quot;text-align:center; background: #DDD;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Necromancy&amp;lt;br&amp;gt;Lore Ranks&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;center&amp;gt;Damage Factor&amp;lt;br&amp;gt;Increase&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 to 50&amp;lt;/center&amp;gt;||0.001 per rank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;51 to 100&amp;lt;/center&amp;gt;||0.001 per two ranks&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;101 to 200&amp;lt;/center&amp;gt;||0.001 per four ranks&lt;br /&gt;
|}&lt;br /&gt;
The total DF increase with 200 ranks Necromancy lore is 0.100.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Limb Disruption (708)]]==&lt;br /&gt;
Training in Sorcerous Lore, Necromancy will increase the likelihood of disrupted limbs to reanimate.  Only legs and arms (or their equivalents) will reanimate.  Hands will never reanimate.  Likewise, player limbs will never reanimate. &lt;br /&gt;
&lt;br /&gt;
When cast, there is a random 50% chance to determine if a limb will have the potential to reanimate.&lt;br /&gt;
If that check is successful, it takes a&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[d100 + ((50 * Necromancy ranks) / target&#039;s level)]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The result must be greater than 100 to reanimate. &lt;br /&gt;
The ability of the limb to drag a target down is&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[((caster&#039;s level - target&#039;s level) * 6) + d150]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
If that is greater than 100, it is successful. (Info provided by GM Estild.)&lt;br /&gt;
&lt;br /&gt;
Reanimated arms will attempt to knock over a standing target, or they will attempt to drag a grounded target, causing hard [[roundtime]]. Reanimated legs will attempt to knock over standing targets only. The odds of a limb successfully attacking a target are based on the size of the limb in relation to the size of the target and the level of the target in relation to the level of the creature from which the limb originated.&lt;br /&gt;
&lt;br /&gt;
==[[Grasp of the Grave (709)]]==&lt;br /&gt;
Grasp of the Grave causes 5-6 arms to emerge and immediately attempt to pull all non-flying, un[[group]]ed targets to the ground.  Most arms appear as a singular &amp;quot;arm,&amp;quot; but there is a 25% chance to get a &amp;quot;pair of arms,&amp;quot; which is beneficial to those with Sorcerous Lore, Necromancy training&lt;br /&gt;
&lt;br /&gt;
Training in Sorcerous Lore, Necromancy gives a chance to impose [[grapple critical table|grapple damage]] on the target based on a 2 &amp;amp;times; seed 2 [[summation]] of Necromancy ranks, including a small chance to outright strangle the target.  Arms appearing as a &amp;quot;pair of arms&amp;quot; will have double the chance for damage and strangulation.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||2||5||9||14||20||27||35||44||54||65||77||90||104||119||135||152||170||189||209||230||252&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for grapple damage||2%||4%||6%||8%||10%||12%||14%||16%||18%||20%||22%||24%||26%||28%||30%||32%||34%||36%||38%||40%||42%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Pain (711)]]==&lt;br /&gt;
Necromancy lore potentially affects the results in three ways:&lt;br /&gt;
&lt;br /&gt;
# Increased [[hitpoint]] damage&lt;br /&gt;
# Increased target [[roundtime]]&lt;br /&gt;
# Lower [[endroll]] thresholds&lt;br /&gt;
&lt;br /&gt;
Necromancy Lore increases the potency of the magic by reducing warding thresholds required to achieve each level of pain&#039;s effect. A minimum of 0.3 ranks per level is required to achieve the full effect of 35% health loss and 7 seconds RT with [[endroll]]s of +166 or greater. With one rank per level (1x) of necromancy lore the endroll requirement for maximum damage/RT is reduced from +166 to +141. Lore training above one rank per level has no additional affect.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|-bgcolor=skyblue&lt;br /&gt;
!Lore Ranks per Level&lt;br /&gt;
!20% HP&lt;br /&gt;
!23% HP&lt;br /&gt;
!26% HP&lt;br /&gt;
!29% HP&lt;br /&gt;
!32% HP&lt;br /&gt;
!35% HP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-113&lt;br /&gt;
|114-126&lt;br /&gt;
|127+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.1 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-108&lt;br /&gt;
|109-121&lt;br /&gt;
|122-134&lt;br /&gt;
|135+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.2 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-116&lt;br /&gt;
|117-129&lt;br /&gt;
|130+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.3 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-124&lt;br /&gt;
|125-137&lt;br /&gt;
|138-165&lt;br /&gt;
|166+&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;0.4 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-132&lt;br /&gt;
|133-160&lt;br /&gt;
|161+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.5 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-127&lt;br /&gt;
|128-155&lt;br /&gt;
|156+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.6 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-150&lt;br /&gt;
|151+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.7 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-146&lt;br /&gt;
|147+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.8 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-143&lt;br /&gt;
|144+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.9 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-142&lt;br /&gt;
|142+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 Rank&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-140&lt;br /&gt;
|141+&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Pestilence (716)]]==&lt;br /&gt;
Training in Sorcerous Lore, Necromancy provides two benefits for the self-cast (reactive flare) version:&lt;br /&gt;
&lt;br /&gt;
*It increases the chance for the reactive flare attack by 2 * seed 9 ranks [[summation]].&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;% chance for reactive flare = 25 + 2 per seed 9 ranks&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
*It increases the number of reactive flares by +1 per seed 9 ranks summation. &lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Total reactive flare charges = 5 + 1 per seed 9 ranks&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||9||19||30||42||55||69||84||100||117||135||154||174||195||217||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for reactive flares||27%||29%||31%||33%||35%||37%||39%||41%||43%||45%||47%||49%||51%||53%||55%&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total # of reactive flare charges||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Animate Dead (730)]]==&lt;br /&gt;
===Maximum Animatable Level===&lt;br /&gt;
MAL is used to determine the highest level of creature a sorcerer can animate.  The following formula is used to determine a sorcerer&#039;s MAL (note: a sorcerer&#039;s MAL is capped at their level + 15):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;MAL = (700s ranks, capped at level) - 10 &lt;br /&gt;
::&#039;&#039;&#039;+ (700s ranks over level &amp;amp;divide; 10, max of 5) &lt;br /&gt;
::&#039;&#039;&#039;+ (WIS Bonus &amp;amp;divide; 5) &lt;br /&gt;
::&#039;&#039;&#039;+ ([[Sorcerous Lore, Necromancy]] Ranks &amp;amp;divide; 10)&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When animating other characters, add 20 to the creature MAL to get the character MAL.&lt;br /&gt;
&lt;br /&gt;
===Exploding an Animate===&lt;br /&gt;
TELL ANIMATE TO EXPLODE will cause a creature animate to explode.  This explosion is player character friendly, and will affect a number of targets up to 2 + (Sorcerous Lore, Necromancy ranks &amp;amp;divide; 20).  The explosions are elementally themed based on the caster&#039;s [[attunement]], and [[Elemental Lore]] training in the element of the explosion will increase the damage of the explosion. The explosion uses the [[standard maneuver roll]] and training in Necromancy Lore increases the chances for the explosion to hit its targets.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||20||40||60||80||100||120||140||160||180||200||220||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Possible # of explosion targets||3||4||5||6||7||8||9||10||11||12||13||14&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Addition to MAL||2||4||6||8||10||12||14||16||19||20||22||24&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;Not all thresholds shown in relation to MAL, which adds Necromancy ranks &amp;amp;divide; 10.&#039;&#039;&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Ensorcell (735)]]==&lt;br /&gt;
===Additional Strikes===&lt;br /&gt;
Sorcerers will retain attack flare bonuses for one extra attack at 90 ranks or two extra attacks at 180 ranks.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||90||180&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total acuity flare attacks (You feel energized!)||2||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faster Energy Gain===&lt;br /&gt;
Sorcerous Lore, Necromancy provides a flat modifier to the necrotic energy gained for each like-level creature killed (using seed 1 [[Summation Chart|summation]] &amp;amp;divide; 2), with bonuses occurring at discrete rank thresholds as shown in the lore bonus table. Lore ranks between these thresholds provide no added ensorcell benefits.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||3||10||21||36||55||78||105||136||171||210&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Per kill energy bonus||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|}&lt;br /&gt;
:&#039;&#039;Note: Bonus is capped at [10 + (creature level - character level)]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Sorcerous Lore]]&lt;br /&gt;
*[[Sorcerous Lore, Demonology]]&lt;br /&gt;
*[[Lore chart]] &lt;br /&gt;
*[[Sacrifice verb updated (saved posts)]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Officials folder]&lt;br /&gt;
{{top}}&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>PDBOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71706</id>
		<title>Sorcerous Lore, Necromancy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71706"/>
		<updated>2015-11-20T14:44:54Z</updated>

		<summary type="html">&lt;p&gt;PDBOAT: quit deleting this please. it&amp;#039;s pertinant information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The skill representing one&#039;s proficiency with manipulation, disassemblement, and reconstruction of live organic matter.  While any profession can train in &#039;&#039;&#039;Sorcerous Lore, Necromancy&#039;&#039;&#039;, it does not apply to any spells or abilities outside of the [[sorcerer]] domain.  However, training in Necromancy lore will increase the damage and flare rate done by [[Rotflares|RotFlares]], which are an extremely rare [[item script]].&lt;br /&gt;
&lt;br /&gt;
==[[Sacrifice]] (Ability)==&lt;br /&gt;
===Sacrifice===&lt;br /&gt;
Attempts cause the expenditure of [[spirit]] points and 10 sec of RT, regardless of outcome (failures during the cooldown not included). Failed attempts can drain 1-2 spirit on minor failures and up to 5 on major ones. A successful attempt will cost 2 spirit, kill the target, and return mana to the sacrificer. &lt;br /&gt;
&lt;br /&gt;
The spirit loss can be nullified by training in Sorcerous Lore, Necromancy.  At 10 ranks there will be no more spirit loss on a failed sacrifice. At 30 ranks there will be no spirit loss on a successful sacrifice.&lt;br /&gt;
&lt;br /&gt;
Each successful sacrifice has an accompanying cooldown period of 10 minutes. Ranks in Sorcerous Lore, Necromancy will reduce the time according to the following:&lt;br /&gt;
&lt;br /&gt;
*Ranks 1 to 120: -2 seconds per rank&lt;br /&gt;
*Ranks 121 to 200: -0.75 seconds per rank&lt;br /&gt;
*Ranks ≥200: -1.5 seconds per rank &lt;br /&gt;
&lt;br /&gt;
The table below lists cooldown durations at various lore thresholds. &lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||0||30||60||90||120||200||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Cooldown (minutes)||10||9||8||7||6||5||4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sacrifice Channel===&lt;br /&gt;
Directs the energy of a sacrifice into an Animate, healing it of injuries and refreshing its duration to the original duration. Unlocked at 60 ranks of Sorcerous Lore, Necromancy.&lt;br /&gt;
&lt;br /&gt;
===Sacrifice Infest===&lt;br /&gt;
Taints the energy of a sacrifice, weakening the next few spawns of the same type of creature for a short amount of time.  The weakened creatures will have lower combat numbers such as [[AS]], [[DS]], [[CS]], and [[TD]], but levels will not change; thus, [[creature maneuver]]s will not be weakened. Unlocked at 100 ranks of Sorcerous Lore, Necromancy.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Rotflares]] (Item Script)==&lt;br /&gt;
Hit percentage of the flare increases at 36, 136, and 171 ranks in Sorcerous Lore, Necromancy; with 171 ranks causing a flare nearly every swing. The duration of the effect and the damage [[Damage Over Time]] (DoT) of the disease increase based on the seed 1 of the [[summation chart]]. Initial damage is not affected by Sorcerous Lore, Necromancy.&lt;br /&gt;
&lt;br /&gt;
==[[Blood Burst (701)]]==&lt;br /&gt;
Training in Sorcerous Lore, Necromancy allows the caster to receive an infusion of blood directly from the wounded creature. Blood is returned upon each successful warding and every subsequent round of blood loss. Only one rank of Sorcerous Lore, Necromancy is required to activate this effect. A caster fully doubled in Sorcerous Lore, Necromancy at level 100 will receive 50% (rounded down) of the blood lost. There is no limit to the number of creatures a caster can be drawing blood from at once, and there is no limit on distance they can be drawing from&lt;br /&gt;
&lt;br /&gt;
==[[Disintegrate (705)]]==&lt;br /&gt;
===Bolt===&lt;br /&gt;
20 ranks of Sorcerous Lore, Necromancy unlocks the ability for Disintegrate to be cast as a [[bolt]] spell, which is cast using &amp;lt;tt&amp;gt;PREP 705, [[EVOKE]] {target}&amp;lt;/tt&amp;gt;.&lt;br /&gt;
===Opponent Effectiveness Reduction===&lt;br /&gt;
Sorcerous Lore, Necromancy also provides the ability for both the regular and bolt aspects of the spell to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 [[summation]] of the caster&#039;s Necromancy ranks.  One of three effects may occur:&lt;br /&gt;
&lt;br /&gt;
#Weapons having 25% less [[damage factor]];&lt;br /&gt;
#Shields reducing the target&#039;s [[block]] chance by 5% and cause it to suffer -20 to offense with [[shield maneuvers]]; and &lt;br /&gt;
#[[Armor Use|Armor]] is reduced by 1 AsG. &lt;br /&gt;
&lt;br /&gt;
The effect(s) stacks and the duration renews each time the lore benefit triggers.  The target must be struck on the right hand or arm for the weapon effect, and on the left hand or arm for the shield effect.  Any other location hit will trigger the armor effect.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||6||13||21||30||40||51||63||76||90||105||121||138||156||175||195||216||238&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for opponent effectiveness reduction effect||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%||12%||13%||14%||15%||16%||17%&lt;br /&gt;
|}&lt;br /&gt;
===Bolt Damage Factor===&lt;br /&gt;
Training in Sorcerous Lore, Necromancy increases the bolt version only [[Damage factor|damage factor]] (DF). &lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- style= &amp;quot;text-align:center; background: #DDD;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Necromancy&amp;lt;br&amp;gt;Lore Ranks&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;center&amp;gt;Damage Factor&amp;lt;br&amp;gt;Increase&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 to 50&amp;lt;/center&amp;gt;||0.001 per rank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;51 to 100&amp;lt;/center&amp;gt;||0.001 per two ranks&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;101 to 200&amp;lt;/center&amp;gt;||0.001 per four ranks&lt;br /&gt;
|}&lt;br /&gt;
The total DF increase with 200 ranks Necromancy lore is 0.100.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Limb Disruption (708)]]==&lt;br /&gt;
Training in Sorcerous Lore, Necromancy will increase the likelihood of disrupted limbs to reanimate.  Only legs and arms (or their equivalents) will reanimate.  Hands will never reanimate.  Likewise, player limbs will never reanimate. &lt;br /&gt;
&lt;br /&gt;
When cast, there is a random 50% chance to determine if a limb will have the potential to reanimate.&lt;br /&gt;
If that check is successful, it takes a&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[d100 + ((50 * Necromancy ranks) / target&#039;s level)]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The result must be greater than 100 to reanimate. &lt;br /&gt;
The ability of the limb to drag a target down is&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[((caster&#039;s level - target&#039;s level) * 6) + d150]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
If that is greater than 100, it is successful. (Info provided by GM Estild.)&lt;br /&gt;
&lt;br /&gt;
Reanimated arms will attempt to knock over a standing target, or they will attempt to drag a grounded target, causing hard [[roundtime]]. Reanimated legs will attempt to knock over standing targets only. The odds of a limb successfully attacking a target are based on the size of the limb in relation to the size of the target and the level of the target in relation to the level of the creature from which the limb originated.&lt;br /&gt;
&lt;br /&gt;
==[[Grasp of the Grave (709)]]==&lt;br /&gt;
Grasp of the Grave causes 5-6 arms to emerge and immediately attempt to pull all non-flying, un[[group]]ed targets to the ground.  Most arms appear as a singular &amp;quot;arm,&amp;quot; but there is a 25% chance to get a &amp;quot;pair of arms,&amp;quot; which is beneficial to those with Sorcerous Lore, Necromancy training&lt;br /&gt;
&lt;br /&gt;
Training in Sorcerous Lore, Necromancy gives a chance to impose [[grapple critical table|grapple damage]] on the target based on a 2 &amp;amp;times; seed 2 [[summation]] of Necromancy ranks, including a small chance to outright strangle the target.  Arms appearing as a &amp;quot;pair of arms&amp;quot; will have double the chance for damage and strangulation.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||2||5||9||14||20||27||35||44||54||65||77||90||104||119||135||152||170||189||209||230||252&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for grapple damage||2%||4%||6%||8%||10%||12%||14%||16%||18%||20%||22%||24%||26%||28%||30%||32%||34%||36%||38%||40%||42%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Pain (711)]]==&lt;br /&gt;
Necromancy lore potentially affects the results in three ways:&lt;br /&gt;
&lt;br /&gt;
# Increased [[hitpoint]] damage&lt;br /&gt;
# Increased target [[roundtime]]&lt;br /&gt;
# Lower [[endroll]] thresholds&lt;br /&gt;
&lt;br /&gt;
Necromancy Lore increases the potency of the magic by reducing warding thresholds required to achieve each level of pain&#039;s effect. A minimum of 0.3 ranks per level is required to achieve the full effect of 35% health loss and 7 seconds RT with [[endroll]]s of +166 or greater. With one rank per level (1x) of necromancy lore the endroll requirement for maximum damage/RT is reduced from +166 to +141. Lore training above one rank per level has no additional affect.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|-bgcolor=skyblue&lt;br /&gt;
!Lore Ranks per Level&lt;br /&gt;
!20% HP&lt;br /&gt;
!23% HP&lt;br /&gt;
!26% HP&lt;br /&gt;
!29% HP&lt;br /&gt;
!32% HP&lt;br /&gt;
!35% HP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-113&lt;br /&gt;
|114-126&lt;br /&gt;
|127+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.1 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-108&lt;br /&gt;
|109-121&lt;br /&gt;
|122-134&lt;br /&gt;
|135+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.2 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-116&lt;br /&gt;
|117-129&lt;br /&gt;
|130+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.3 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-124&lt;br /&gt;
|125-137&lt;br /&gt;
|138-165&lt;br /&gt;
|166+&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;0.4 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-132&lt;br /&gt;
|133-160&lt;br /&gt;
|161+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.5 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-127&lt;br /&gt;
|128-155&lt;br /&gt;
|156+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.6 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-150&lt;br /&gt;
|151+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.7 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-146&lt;br /&gt;
|147+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.8 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-143&lt;br /&gt;
|144+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.9 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-142&lt;br /&gt;
|142+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 Rank&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-140&lt;br /&gt;
|141+&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Pestilence (716)]]==&lt;br /&gt;
Training in Sorcerous Lore, Necromancy provides two benefits for the self-cast (reactive flare) version:&lt;br /&gt;
&lt;br /&gt;
*It increases the chance for the reactive flare attack by 2 * seed 9 ranks [[summation]].&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;% chance for reactive flare = 25 + 2 per seed 9 ranks&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
*It increases the number of reactive flares by +1 per seed 9 ranks summation. &lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Total reactive flare charges = 5 + 1 per seed 9 ranks&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||9||19||30||42||55||69||84||100||117||135||154||174||195||217||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for reactive flares||27%||29%||31%||33%||35%||37%||39%||41%||43%||45%||47%||49%||51%||53%||55%&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total # of reactive flare charges||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Animate Dead (730)]]==&lt;br /&gt;
===Maximum Animatable Level===&lt;br /&gt;
MAL is used to determine the highest level of creature a sorcerer can animate.  The following formula is used to determine a sorcerer&#039;s MAL (note: a sorcerer&#039;s MAL is capped at their level + 15):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;MAL = (700s ranks, capped at level) - 10 &lt;br /&gt;
::&#039;&#039;&#039;+ (700s ranks over level &amp;amp;divide; 10, max of 5) &lt;br /&gt;
::&#039;&#039;&#039;+ (WIS Bonus &amp;amp;divide; 5) &lt;br /&gt;
::&#039;&#039;&#039;+ ([[Sorcerous Lore, Necromancy]] Ranks &amp;amp;divide; 10)&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When animating other characters, add 20 to the creature MAL to get the character MAL.&lt;br /&gt;
&lt;br /&gt;
===Exploding an Animate===&lt;br /&gt;
TELL ANIMATE TO EXPLODE will cause a creature animate to explode.  This explosion is player character friendly, and will affect a number of targets up to 2 + (Sorcerous Lore, Necromancy ranks &amp;amp;divide; 20).  The explosions are elementally themed based on the caster&#039;s [[attunement]], and [[Elemental Lore]] training in the element of the explosion will increase the damage of the explosion. The explosion uses the [[standard maneuver roll]] and training in Necromancy Lore increases the chances for the explosion to hit its targets.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||20||40||60||80||100||120||140||160||180||200||220||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Possible # of explosion targets||3||4||5||6||7||8||9||10||11||12||13||14&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Addition to MAL||2||4||6||8||10||12||14||16||19||20||22||24&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;Not all thresholds shown in relation to MAL, which adds Necromancy ranks &amp;amp;divide; 10.&#039;&#039;&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Ensorcell (735)]]==&lt;br /&gt;
===Additional Strikes===&lt;br /&gt;
Sorcerers will retain attack flare bonuses for one extra attack at 90 ranks or two extra attacks at 180 ranks.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||90||180&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total acuity flare attacks (You feel energized!)||2||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faster Energy Gain===&lt;br /&gt;
Sorcerous Lore, Necromancy provides a flat modifier to the necrotic energy gained for each like-level creature killed (using seed 1 [[Summation Chart|summation]] &amp;amp;divide; 2), with bonuses occurring at discrete rank thresholds as shown in the lore bonus table. Lore ranks between these thresholds provide no added ensorcell benefits.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||3||10||21||36||55||78||105||136||171||210&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Per kill energy bonus||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|}&lt;br /&gt;
:&#039;&#039;Note: Bonus is capped at [10 + (creature level - character level)]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Sorcerous Lore]]&lt;br /&gt;
*[[Sorcerous Lore, Demonology]]&lt;br /&gt;
*[[Lore chart]] &lt;br /&gt;
*[[Sacrifice verb updated (saved posts)]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Officials folder]&lt;br /&gt;
{{top}}&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>PDBOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71704</id>
		<title>Sorcerous Lore, Necromancy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71704"/>
		<updated>2015-11-20T14:37:49Z</updated>

		<summary type="html">&lt;p&gt;PDBOAT: I readded this information again because it helps explain what spirit loss the necromancy lore negates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The skill representing one&#039;s proficiency with manipulation, disassemblement, and reconstruction of live organic matter.  While any profession can train in &#039;&#039;&#039;Sorcerous Lore, Necromancy&#039;&#039;&#039;, it does not apply to any spells or abilities outside of the [[sorcerer]] domain.  However, training in Necromancy lore will increase the damage and flare rate done by [[Rotflares|RotFlares]], which are an extremely rare [[item script]].&lt;br /&gt;
&lt;br /&gt;
==[[Sacrifice]] (Ability)==&lt;br /&gt;
===Sacrifice===&lt;br /&gt;
Attempts cause the expenditure of [[spirit]] points and 10 sec of RT, regardless of outcome (failures during the cooldown not included). Failed attempts can drain 1-2 spirit on minor failures and up to 5 on major ones. A successful attempt will cost 2 spirit, kill the target, and return mana to the sacrificer. &lt;br /&gt;
&lt;br /&gt;
The spirit loss can be nullified by training in Sorcerous Lore, Necromancy.  At 10 ranks there will be no more spirit loss on a failed sacrifice. At 30 ranks there will be no spirit loss on a successful sacrifice.&lt;br /&gt;
&lt;br /&gt;
Each successful sacrifice has an accompanying cooldown period of 10 minutes. Ranks in Sorcerous Lore, Necromancy will reduce the time according to the following:&lt;br /&gt;
&lt;br /&gt;
*Ranks 1 to 120: -2 seconds per rank&lt;br /&gt;
*Ranks 121 to 200: -0.75 seconds per rank&lt;br /&gt;
*Ranks ≥200: -1.5 seconds per rank &lt;br /&gt;
&lt;br /&gt;
The table below lists cooldown durations at various lore thresholds. &lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||0||30||60||90||120||200||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Cooldown (minutes)||10||9||8||7||6||5||4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sacrifice Channel===&lt;br /&gt;
Directs the energy of a sacrifice into an Animate, healing it of injuries and refreshing its duration to the original duration. Unlocked at 60 ranks of Sorcerous Lore, Necromancy.&lt;br /&gt;
&lt;br /&gt;
===Sacrifice Infest===&lt;br /&gt;
Taints the energy of a sacrifice, weakening the next few spawns of the same type of creature for a short amount of time.  The weakened creatures will have lower combat numbers such as [[AS]], [[DS]], [[CS]], and [[TD]], but levels will not change; thus, [[creature maneuver]]s will not be weakened. Unlocked at 100 ranks of Sorcerous Lore, Necromancy.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Rotflares]] (Item Script)==&lt;br /&gt;
Hit percentage of the flare increases at 36, 136, and 171 ranks in Sorcerous Lore, Necromancy; with 171 ranks causing a flare nearly every swing. The duration of the effect and the damage [[Damage Over Time]] (DoT) of the disease increase based on the seed 1 of the [[summation chart]]. Initial damage is not affected by Sorcerous Lore, Necromancy.&lt;br /&gt;
&lt;br /&gt;
==[[Blood Burst (701)]]==&lt;br /&gt;
Training in Sorcerous Lore, Necromancy allows the caster to receive an infusion of blood directly from the wounded creature. Blood is returned upon each successful warding and every subsequent round of blood loss. Only one rank of Sorcerous Lore, Necromancy is required to activate this effect. A caster fully doubled in Sorcerous Lore, Necromancy at level 100 will receive 50% (rounded down) of the blood lost. There is no limit to the number of creatures a caster can be drawing blood from at once, and there is no limit on distance they can be drawing from&lt;br /&gt;
&lt;br /&gt;
==[[Disintegrate (705)]]==&lt;br /&gt;
===Bolt===&lt;br /&gt;
20 ranks of Sorcerous Lore, Necromancy unlocks the ability for Disintegrate to be cast as a [[bolt]] spell, which is cast using &amp;lt;tt&amp;gt;PREP 705, [[EVOKE]] {target}&amp;lt;/tt&amp;gt;.&lt;br /&gt;
===Opponent Effectiveness Reduction===&lt;br /&gt;
Sorcerous Lore, Necromancy also provides the ability for both the regular and bolt aspects of the spell to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 [[summation]] of the caster&#039;s Necromancy ranks.  One of three effects may occur:&lt;br /&gt;
&lt;br /&gt;
#Weapons having 25% less [[damage factor]];&lt;br /&gt;
#Shields reducing the target&#039;s [[block]] chance by 5% and cause it to suffer -20 to offense with [[shield maneuvers]]; and &lt;br /&gt;
#[[Armor Use|Armor]] is reduced by 1 AsG. &lt;br /&gt;
&lt;br /&gt;
The effect(s) stacks and the duration renews each time the lore benefit triggers.  The target must be struck on the right hand or arm for the weapon effect, and on the left hand or arm for the shield effect.  Any other location hit will trigger the armor effect.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||6||13||21||30||40||51||63||76||90||105||121||138||156||175||195||216||238&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for opponent effectiveness reduction effect||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%||12%||13%||14%||15%||16%||17%&lt;br /&gt;
|}&lt;br /&gt;
===Bolt Damage Factor===&lt;br /&gt;
Training in Sorcerous Lore, Necromancy increases the bolt version only [[Damage factor|damage factor]] (DF). &lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- style= &amp;quot;text-align:center; background: #DDD;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Necromancy&amp;lt;br&amp;gt;Lore Ranks&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;center&amp;gt;Damage Factor&amp;lt;br&amp;gt;Increase&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 to 50&amp;lt;/center&amp;gt;||0.001 per rank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;51 to 100&amp;lt;/center&amp;gt;||0.001 per two ranks&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;101 to 200&amp;lt;/center&amp;gt;||0.001 per four ranks&lt;br /&gt;
|}&lt;br /&gt;
The total DF increase with 200 ranks Necromancy lore is 0.100.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Limb Disruption (708)]]==&lt;br /&gt;
Training in Sorcerous Lore, Necromancy will increase the likelihood of disrupted limbs to reanimate.  Only legs and arms (or their equivalents) will reanimate.  Hands will never reanimate.  Likewise, player limbs will never reanimate. &lt;br /&gt;
&lt;br /&gt;
When cast, there is a random 50% chance to determine if a limb will have the potential to reanimate.&lt;br /&gt;
If that check is successful, it takes a&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[d100 + ((50 * Necromancy ranks) / target&#039;s level)]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The result must be greater than 100 to reanimate. &lt;br /&gt;
The ability of the limb to drag a target down is&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[((caster&#039;s level - target&#039;s level) * 6) + d150]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
If that is greater than 100, it is successful. (Info provided by GM Estild.)&lt;br /&gt;
&lt;br /&gt;
Reanimated arms will attempt to knock over a standing target, or they will attempt to drag a grounded target, causing hard [[roundtime]]. Reanimated legs will attempt to knock over standing targets only. The odds of a limb successfully attacking a target are based on the size of the limb in relation to the size of the target and the level of the target in relation to the level of the creature from which the limb originated.&lt;br /&gt;
&lt;br /&gt;
==[[Grasp of the Grave (709)]]==&lt;br /&gt;
Grasp of the Grave causes 5-6 arms to emerge and immediately attempt to pull all non-flying, un[[group]]ed targets to the ground.  Most arms appear as a singular &amp;quot;arm,&amp;quot; but there is a 25% chance to get a &amp;quot;pair of arms,&amp;quot; which is beneficial to those with Sorcerous Lore, Necromancy training&lt;br /&gt;
&lt;br /&gt;
Training in Sorcerous Lore, Necromancy gives a chance to impose [[grapple critical table|grapple damage]] on the target based on a 2 &amp;amp;times; seed 2 [[summation]] of Necromancy ranks, including a small chance to outright strangle the target.  Arms appearing as a &amp;quot;pair of arms&amp;quot; will have double the chance for damage and strangulation.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||2||5||9||14||20||27||35||44||54||65||77||90||104||119||135||152||170||189||209||230||252&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for grapple damage||2%||4%||6%||8%||10%||12%||14%||16%||18%||20%||22%||24%||26%||28%||30%||32%||34%||36%||38%||40%||42%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Pain (711)]]==&lt;br /&gt;
Necromancy lore potentially affects the results in three ways:&lt;br /&gt;
&lt;br /&gt;
# Increased [[hitpoint]] damage&lt;br /&gt;
# Increased target [[roundtime]]&lt;br /&gt;
# Lower [[endroll]] thresholds&lt;br /&gt;
&lt;br /&gt;
Necromancy Lore increases the potency of the magic by reducing warding thresholds required to achieve each level of pain&#039;s effect. A minimum of 0.3 ranks per level is required to achieve the full effect of 35% health loss and 7 seconds RT with [[endroll]]s of +166 or greater. With one rank per level (1x) of necromancy lore the endroll requirement for maximum damage/RT is reduced from +166 to +141. Lore training above one rank per level has no additional affect.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|-bgcolor=skyblue&lt;br /&gt;
!Lore Ranks per Level&lt;br /&gt;
!20% HP&lt;br /&gt;
!23% HP&lt;br /&gt;
!26% HP&lt;br /&gt;
!29% HP&lt;br /&gt;
!32% HP&lt;br /&gt;
!35% HP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-113&lt;br /&gt;
|114-126&lt;br /&gt;
|127+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.1 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-108&lt;br /&gt;
|109-121&lt;br /&gt;
|122-134&lt;br /&gt;
|135+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.2 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-116&lt;br /&gt;
|117-129&lt;br /&gt;
|130+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.3 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-124&lt;br /&gt;
|125-137&lt;br /&gt;
|138-165&lt;br /&gt;
|166+&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;0.4 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-132&lt;br /&gt;
|133-160&lt;br /&gt;
|161+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.5 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-127&lt;br /&gt;
|128-155&lt;br /&gt;
|156+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.6 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-150&lt;br /&gt;
|151+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.7 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-146&lt;br /&gt;
|147+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.8 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-143&lt;br /&gt;
|144+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.9 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-142&lt;br /&gt;
|142+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 Rank&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-140&lt;br /&gt;
|141+&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Pestilence (716)]]==&lt;br /&gt;
Training in Sorcerous Lore, Necromancy provides two benefits for the self-cast (reactive flare) version:&lt;br /&gt;
&lt;br /&gt;
*It increases the chance for the reactive flare attack by 2 * seed 9 ranks [[summation]].&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;% chance for reactive flare = 25 + 2 per seed 9 ranks&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
*It increases the number of reactive flares by +1 per seed 9 ranks summation. &lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Total reactive flare charges = 5 + 1 per seed 9 ranks&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||9||19||30||42||55||69||84||100||117||135||154||174||195||217||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for reactive flares||27%||29%||31%||33%||35%||37%||39%||41%||43%||45%||47%||49%||51%||53%||55%&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total # of reactive flare charges||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Animate Dead (730)]]==&lt;br /&gt;
===Maximum Animatable Level===&lt;br /&gt;
MAL is used to determine the highest level of creature a sorcerer can animate.  The following formula is used to determine a sorcerer&#039;s MAL (note: a sorcerer&#039;s MAL is capped at their level + 15):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;MAL = (700s ranks, capped at level) - 10 &lt;br /&gt;
::&#039;&#039;&#039;+ (700s ranks over level &amp;amp;divide; 10, max of 5) &lt;br /&gt;
::&#039;&#039;&#039;+ (WIS Bonus &amp;amp;divide; 5) &lt;br /&gt;
::&#039;&#039;&#039;+ ([[Sorcerous Lore, Necromancy]] Ranks &amp;amp;divide; 10)&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When animating other characters, add 20 to the creature MAL to get the character MAL.&lt;br /&gt;
&lt;br /&gt;
===Exploding an Animate===&lt;br /&gt;
TELL ANIMATE TO EXPLODE will cause a creature animate to explode.  This explosion is player character friendly, and will affect a number of targets up to 2 + (Sorcerous Lore, Necromancy ranks &amp;amp;divide; 20).  The explosions are elementally themed based on the caster&#039;s [[attunement]], and [[Elemental Lore]] training in the element of the explosion will increase the damage of the explosion. The explosion uses the [[standard maneuver roll]] and training in Necromancy Lore increases the chances for the explosion to hit its targets.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||20||40||60||80||100||120||140||160||180||200||220||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Possible # of explosion targets||3||4||5||6||7||8||9||10||11||12||13||14&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Addition to MAL||2||4||6||8||10||12||14||16||19||20||22||24&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;Not all thresholds shown in relation to MAL, which adds Necromancy ranks &amp;amp;divide; 10.&#039;&#039;&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Ensorcell (735)]]==&lt;br /&gt;
===Additional Strikes===&lt;br /&gt;
Sorcerers will retain attack flare bonuses for one extra attack at 90 ranks or two extra attacks at 180 ranks.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||90||180&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total acuity flare attacks (You feel energized!)||2||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faster Energy Gain===&lt;br /&gt;
Sorcerous Lore, Necromancy provides a flat modifier to the necrotic energy gained for each like-level creature killed (using seed 1 [[Summation Chart|summation]] &amp;amp;divide; 2), with bonuses occurring at discrete rank thresholds as shown in the lore bonus table. Lore ranks between these thresholds provide no added ensorcell benefits.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||3||10||21||36||55||78||105||136||171||210&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Per kill energy bonus||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|}&lt;br /&gt;
:&#039;&#039;Note: Bonus is capped at [10 + (creature level - character level)]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Sorcerous Lore]]&lt;br /&gt;
*[[Sorcerous Lore, Demonology]]&lt;br /&gt;
*[[Lore chart]] &lt;br /&gt;
*[[Sacrifice verb updated (saved posts)]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Officials folder]&lt;br /&gt;
{{top}}&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>PDBOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71683</id>
		<title>Sorcerous Lore, Necromancy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71683"/>
		<updated>2015-11-20T09:32:39Z</updated>

		<summary type="html">&lt;p&gt;PDBOAT: I wanted to keep the additional information so whoever reads the article would find everything they need on this one page without having to link to other pages. I did keep some of the changes that were made though.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The skill representing one&#039;s proficiency with manipulation, disassemblement, and reconstruction of live organic matter.  While any profession can train in Sorcerous Lore, Necromancy, it does not apply to any spells or abilities outside of the [[sorcerer]] domain.  However, training in Necromancy lore will increase the damage and flare rate done by [[Rotflares|RotFlares]], which are an extremely rare [[item script]].&lt;br /&gt;
&lt;br /&gt;
==[[Sacrifice]] (Ability)==&lt;br /&gt;
===Sacrifice {Creature}===&lt;br /&gt;
Attempts cause the expenditure of [[spirit]] points and 10 sec of RT, regardless of outcome (failures during the cooldown not included). Failed attempts can drain 1-2 spirit on minor failures and up to 5 on major ones. A successful attempt will cost 2 spirit, kill the target, and return mana to the sacrificer. &lt;br /&gt;
&lt;br /&gt;
The spirit loss can be nullified by training in Sorcerous Lore, Necromancy.  At 10 ranks there will be no more spirit loss on a failed sacrifice. At 30 ranks there will be no spirit loss on a successful sacrifice.&lt;br /&gt;
&lt;br /&gt;
Each successful sacrifice has an accompanying cooldown period of 10 minutes. Ranks in Sorcerous Lore, Necromancy will reduce the time according to the following:&lt;br /&gt;
&lt;br /&gt;
*Ranks 1 to 120: -2 seconds per rank&lt;br /&gt;
*Ranks 121 to 200: -0.75 seconds per rank&lt;br /&gt;
*Ranks ≥200: -1.5 seconds per rank &lt;br /&gt;
&lt;br /&gt;
The table below lists cooldown durations at various lore thresholds. &lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||0||30||60||90||120||200||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Cooldown (minutes)||10||9||8||7||6||5||4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sacrifice CHANNEL {creature}===&lt;br /&gt;
Directs the energy of a sacrifice into an Animate, healing it of injuries and refreshing its duration to the original duration. Unlocked at 60 ranks of Sorcerous Lore, Necromancy. &lt;br /&gt;
&lt;br /&gt;
===Sacrifice INFEST {creature}===&lt;br /&gt;
Taints the energy of a sacrifice, weakening the next few spawns of the same type of creature for a short amount of time.  The weakened creatures will have lower combat numbers such as [[AS]], [[DS]], [[CS]], and [[TD]], but levels will not change; thus, [[creature maneuver]]s will not be weakened. Unlocked at 100 ranks of Sorcerous Lore, Necromancy.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Rotflares]]==&lt;br /&gt;
Hit percentage of the flare increases at 36, 136, and 171 ranks in Sorcerous Lore, Necromancy; with 171 ranks causing a flare nearly every swing. The duration of the effect and the damage [[Damage Over Time]] (DoT) of the disease increase based on the seed 1 of the [[summation chart]]. Initial damage is not affected by Sorcerous Lore, Necromancy.&lt;br /&gt;
&lt;br /&gt;
==[[Blood Burst (701)]]==&lt;br /&gt;
Training in Sorcerous Lore, Necromancy allows the caster to receive an infusion of blood directly from the wounded creature. Blood is returned upon each successful warding and every subsequent round of blood loss. Only one rank of Sorcerous Lore, Necromancy is required to activate this effect. A caster fully doubled in Sorcerous Lore, Necromancy at level 100 will receive 50% (rounded down) of the blood lost. There is no limit to the number of creatures a caster can be drawing blood from at once, and there is no limit on distance they can be drawing from&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Disintegrate (705)]]==&lt;br /&gt;
20 ranks of Sorcerous Lore, Necromancy unlocks the ability for Disintegrate to be cast as a [[bolt]] spell, which is cast using &amp;lt;tt&amp;gt;PREP 705, [[EVOKE]] {target}&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Sorcerous Lore, Necromancy also provides the ability for both the regular and bolt aspects of the spell to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 [[summation]] of the caster&#039;s Necromancy ranks.  One of three effects may occur:&lt;br /&gt;
&lt;br /&gt;
#Weapons having 25% less [[damage factor]];&lt;br /&gt;
#Shields reducing the target&#039;s [[block]] chance by 5% and cause it to suffer -20 to offense with [[shield maneuvers]]; and &lt;br /&gt;
#[[Armor Use|Armor]] is reduced by 1 AsG. &lt;br /&gt;
&lt;br /&gt;
The effect(s) stacks and the duration renews each time the lore benefit triggers.  The target must be struck on the right hand or arm for the weapon effect, and on the left hand or arm for the shield effect.  Any other location hit will trigger the armor effect.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||6||13||21||30||40||51||63||76||90||105||121||138||156||175||195||216||238&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for opponent effectiveness reduction effect||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%||12%||13%||14%||15%||16%||17%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Training in Sorcerous Lore, Necromancy increases the bolt version only [[Damage factor|damage factor]] (DF). &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style= &amp;quot;text-align:center; background: #DDD;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Necromancy&amp;lt;br&amp;gt;Lore Ranks&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;center&amp;gt;Damage Factor&amp;lt;br&amp;gt;Increase&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 to 50&amp;lt;/center&amp;gt;||0.001 per rank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;51 to 100&amp;lt;/center&amp;gt;||0.001 per two ranks&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;101 to 200&amp;lt;/center&amp;gt;||0.001 per four ranks&lt;br /&gt;
|}&lt;br /&gt;
The total DF increase with 200 ranks Necromancy lore is 0.100.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Limb Disruption (708)]]==&lt;br /&gt;
Training in Sorcerous Lore, Necromancy will increase the likelihood of disrupted limbs to reanimate.  Only legs and arms (or their equivalents) will reanimate.  Hands will never reanimate.  Likewise, player limbs will never reanimate. &lt;br /&gt;
&lt;br /&gt;
When cast, there is a random 50% chance to determine if a limb will have the potential to reanimate.&lt;br /&gt;
If that check is successful, it takes a&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[d100 + ((50 * Necromancy ranks) / target&#039;s level)]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The result must be greater than 100 to reanimate. &lt;br /&gt;
The ability of the limb to drag a target down is&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[((caster&#039;s level - target&#039;s level) * 6) + d150]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
If that is greater than 100, it is successful. (Info provided by GM Estild.)&lt;br /&gt;
&lt;br /&gt;
Reanimated arms will attempt to knock over a standing target, or they will attempt to drag a grounded target, causing hard [[roundtime]]. Reanimated legs will attempt to knock over standing targets only. The odds of a limb successfully attacking a target are based on the size of the limb in relation to the size of the target and the level of the target in relation to the level of the creature from which the limb originated.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Grasp of the Grave (709)]]==&lt;br /&gt;
Grasp of the Grave causes 5-6 arms to emerge and immediately attempt to pull all non-flying, un[[group]]ed targets to the ground.  Most arms appear as a singular &amp;quot;arm,&amp;quot; but there is a 25% chance to get a &amp;quot;pair of arms,&amp;quot; which is beneficial to those with Sorcerous Lore, Necromancy training&lt;br /&gt;
&lt;br /&gt;
Training in Sorcerous Lore, Necromancy gives a chance to impose [[grapple critical table|grapple damage]] on the target based on a 2 &amp;amp;times; seed 2 [[summation]] of Necromancy ranks, including a small chance to outright strangle the target.  Arms appearing as a &amp;quot;pair of arms&amp;quot; will have double the chance for damage and strangulation.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||2||5||9||14||20||27||35||44||54||65||77||90||104||119||135||152||170||189||209||230||252&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for grapple damage||2%||4%||6%||8%||10%||12%||14%||16%||18%||20%||22%||24%||26%||28%||30%||32%||34%||36%||38%||40%||42%&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Pain (711)]]==&lt;br /&gt;
Necromancy lore potentially affects the results in three ways:&lt;br /&gt;
&lt;br /&gt;
# Increased [[hitpoint]] damage&lt;br /&gt;
# Increased target [[roundtime]]&lt;br /&gt;
# Lower [[endroll]] thresholds&lt;br /&gt;
&lt;br /&gt;
Necromancy Lore increases the potency of the magic by reducing warding thresholds required to achieve each level of pain&#039;s effect. A minimum of 0.3 ranks per level is required to achieve the full effect of 35% health loss and 7 seconds RT with [[endroll]]s of +166 or greater. With one rank per level (1x) of necromancy lore the endroll requirement for maximum damage/RT is reduced from +166 to +141. Lore training above one rank per level has no additional affect.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=skyblue&lt;br /&gt;
!Lore Ranks per Level&lt;br /&gt;
!20% HP&lt;br /&gt;
!23% HP&lt;br /&gt;
!26% HP&lt;br /&gt;
!29% HP&lt;br /&gt;
!32% HP&lt;br /&gt;
!35% HP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-113&lt;br /&gt;
|114-126&lt;br /&gt;
|127+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.1 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-108&lt;br /&gt;
|109-121&lt;br /&gt;
|122-134&lt;br /&gt;
|135+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.2 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-116&lt;br /&gt;
|117-129&lt;br /&gt;
|130+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.3 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-124&lt;br /&gt;
|125-137&lt;br /&gt;
|138-165&lt;br /&gt;
|166+&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;0.4 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-132&lt;br /&gt;
|133-160&lt;br /&gt;
|161+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.5 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-127&lt;br /&gt;
|128-155&lt;br /&gt;
|156+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.6 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-150&lt;br /&gt;
|151+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.7 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-146&lt;br /&gt;
|147+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.8 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-143&lt;br /&gt;
|144+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.9 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-142&lt;br /&gt;
|142+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 Rank&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-140&lt;br /&gt;
|141+&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Pestilence (716)]]==&lt;br /&gt;
Training in Sorcerous Lore, Necromancy provides two benefits for the self-cast (reactive flare) version:&lt;br /&gt;
&lt;br /&gt;
*It increases the chance for the reactive flare attack by 2 * seed 9 ranks [[summation]].&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;% chance for reactive flare = 25 + 2 per seed 9 ranks&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
*It increases the number of reactive flares by +1 per seed 9 ranks summation. &lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Total reactive flare charges = 5 + 1 per seed 9 ranks&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||9||19||30||42||55||69||84||100||117||135||154||174||195||217||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for reactive flares||27%||29%||31%||33%||35%||37%||39%||41%||43%||45%||47%||49%||51%||53%||55%&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total # of reactive flare charges||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Animate Dead (730)]]==&lt;br /&gt;
===[[Maximum Animatable Level]]===&lt;br /&gt;
MAL is used to determine the highest level of creature a sorcerer can animate.  The following formula is used to determine a sorcerer&#039;s MAL (note: a sorcerer&#039;s MAL is capped at their level + 15):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;MAL = (700s ranks, capped at level) - 10 &lt;br /&gt;
::&#039;&#039;&#039;+ (700s ranks over level &amp;amp;divide; 10, max of 5) &lt;br /&gt;
::&#039;&#039;&#039;+ (WIS Bonus &amp;amp;divide; 5) &lt;br /&gt;
::&#039;&#039;&#039;+ ([[Sorcerous Lore, Necromancy]] Ranks &amp;amp;divide; 10)&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When animating other characters, add 20 to the creature MAL to get the character MAL.&lt;br /&gt;
&lt;br /&gt;
===Exploding an Animate - Lore Benefits===&lt;br /&gt;
TELL ANIMATE TO EXPLODE will cause a creature animate to explode.  This explosion is player character friendly, and will affect a number of targets up to 2 + (Sorcerous Lore, Necromancy ranks &amp;amp;divide; 20).  The explosions are elementally themed based on the caster&#039;s [[attunement]], and [[Elemental Lore]] training in the element of the explosion will increase the damage of the explosion. The explosion uses the [[standard maneuver roll]] and training in Necromancy Lore increases the chances for the explosion to hit its targets.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||20||40||60||80||100||120||140||160||180||200||220||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Possible # of explosion targets||3||4||5||6||7||8||9||10||11||12||13||14&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Addition to MAL||2||4||6||8||10||12||14||16||19||20||22||24&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;Not all thresholds shown in relation to MAL, which adds Necromancy ranks &amp;amp;divide; 10.&#039;&#039;&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Ensorcell (735)]]==&lt;br /&gt;
Sorcerers training in Sorcerous Lore, Necromancy receive two benefits from Ensorcell.&lt;br /&gt;
&lt;br /&gt;
===Additional Strikes===&lt;br /&gt;
Sorcerers will retain attack flare bonuses for one extra attack at 90 ranks or two extra attacks at 180 ranks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||90||180&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total acuity flare attacks (You feel energized!)||2||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Faster Energy Gain===&lt;br /&gt;
Sorcerous Lore, Necromancy provides a flat modifier to the necrotic energy gained for each like-level creature killed (using seed 1 [[Summation Chart|summation]] &amp;amp;divide; 2), with bonuses occurring at discrete rank thresholds as shown in the lore bonus table. Lore ranks between these thresholds provide no added ensorcell benefits.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||3||10||21||36||55||78||105||136||171||210&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Per kill energy bonus||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|}&lt;br /&gt;
:&#039;&#039;Note: Bonus is capped at [10 + (creature level - character level)]&#039;&#039;&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Sorcerous Lore]]&lt;br /&gt;
*[[Sorcerous Lore, Demonology]]&lt;br /&gt;
*[[Lore chart]] &lt;br /&gt;
*[[Sacrifice verb updated (saved posts)]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>PDBOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71644</id>
		<title>Sorcerous Lore, Necromancy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71644"/>
		<updated>2015-11-19T03:18:31Z</updated>

		<summary type="html">&lt;p&gt;PDBOAT: /* Ensorcell (735) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
The skill representing one&#039;s proficiency with manipulation, disassemblement, and reconstruction of live organic matter.  While any profession can train in &#039;&#039;&#039;Sorcerous Lore, Necromancy&#039;&#039;&#039;, it does not apply to any spells or abilities outside of the [[sorcerer]] domain.  However, training in Necromancy lore will increase the damage and flare rate done by [[Rotflares|RotFlares]], which are an extremely rare [[item script]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Sacrifice]]==&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] {creature}&#039;&#039;&#039;&lt;br /&gt;
Attempts cause the expenditure of [[spirit]] points and 10 sec of RT, regardless of outcome (failures during the cooldown not included). Failed attempts can drain 1-2 spirit on minor failures and up to 5 on major ones. A successful attempt will cost 2 spirit, kill the target, and return mana to the sacrificer. &lt;br /&gt;
&lt;br /&gt;
The spirit loss can be nullified by training in [[Sorcerous Lore, Necromancy]].  At 10 ranks there will be no more spirit loss on a failed sacrifice. At 30 ranks there will be no spirit loss on a successful sacrifice.&lt;br /&gt;
&lt;br /&gt;
Each successful sacrifice has an accompanying cooldown period of 10 minutes. Ranks in [[Sorcerous Lore, Necromancy]] will reduce the time according to the following:&lt;br /&gt;
&lt;br /&gt;
*Ranks 1 to 120: -2 seconds per rank&lt;br /&gt;
*Ranks 121 to 200: -0.75 seconds per rank&lt;br /&gt;
*Ranks ≥200: -1.5 seconds per rank &lt;br /&gt;
&lt;br /&gt;
The table below lists cooldown durations at various lore thresholds. &lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Necromancy&amp;lt;br&amp;gt;Ranks&lt;br /&gt;
!Cooldown&amp;lt;br&amp;gt;(in minutes)&lt;br /&gt;
|-align=center&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|-align=center&lt;br /&gt;
|30&lt;br /&gt;
|9&lt;br /&gt;
|-align=center&lt;br /&gt;
|60&lt;br /&gt;
|8&lt;br /&gt;
|-align=center&lt;br /&gt;
|90&lt;br /&gt;
|7&lt;br /&gt;
|-align=center&lt;br /&gt;
|120&lt;br /&gt;
|6&lt;br /&gt;
|-align=center&lt;br /&gt;
|200&lt;br /&gt;
|5&lt;br /&gt;
|-align=center&lt;br /&gt;
|240&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] CHANNEL {creature}&#039;&#039;&#039;&lt;br /&gt;
Directs the energy of a sacrifice into an Animate, healing it of injuries and refreshing its duration to the original duration. Unlocked at 60 ranks of [[Sorcerous Lore, Necromancy]]. &lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] INFEST {creature}&#039;&#039;&#039;&lt;br /&gt;
Taints the energy of a sacrifice, weakening the next few spawns of the same type of creature for a short amount of time.  The weakened creatures will have lower combat numbers such as [[AS]], [[DS]], [[CS]], and [[TD]], but levels will not change; thus, [[creature maneuver]]s will not be weakened. Unlocked at 100 ranks of [[Sorcerous Lore, Necromancy]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Rotflares]]==&lt;br /&gt;
Hit percentage of the flare increases at 36, 136, and 171 ranks in [[Sorcerous Lore, Necromancy]]; with 171 ranks causing a flare nearly every swing. The duration of the effect and the damage [[Damage Over Time]] (DoT) of the disease increase based on the seed 1 of the [[summation chart]]. Initial damage is not affected by [[Sorcerous Lore, Necromancy]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Blood Burst (701)]]==&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] allows the caster to receive an infusion of blood directly from the wounded creature. Blood is returned upon each successful warding and every subsequent round of blood loss. Only one rank of [[Sorcerous Lore, Necromancy]] is required to activate this effect. A caster fully doubled in [[Sorcerous Lore, Necromancy]] at level 100 will receive 50% (rounded down) of the blood loss. There is no limit to the number of creatures a caster can be drawing blood from at once, and there is no limit on distance they can be drawing from&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Disintegrate (705)]]==&lt;br /&gt;
20 ranks of [[Sorcerous Lore, Necromancy]] unlocks the ability for Disintegrate to be cast as a [[bolt]] spell, which is cast using &amp;lt;tt&amp;gt;PREP 705, [[EVOKE]] {target}&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Sorcerous Lore, Necromancy]] also provides the ability for both the regular and bolt aspects of the spell to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 [[summation]] of the caster&#039;s Necromancy ranks.  One of three effects may occur:&lt;br /&gt;
&lt;br /&gt;
#Weapons having 25% less [[damage factor]];&lt;br /&gt;
#Shields reducing the target&#039;s [[block]] chance by 5% and cause it to suffer -20 to offense with [[shield maneuvers]]; and &lt;br /&gt;
#[[Armor Use|Armor]] is reduced by 1 AsG. &lt;br /&gt;
&lt;br /&gt;
The effect(s) stacks and the duration renews each time the lore benefit triggers.  The target must be struck on the right hand or arm for the weapon effect, and on the left hand or arm for the shield effect.  Any other location hit will trigger the armor effect.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||6||13||21||30||40||51||63||76||90||105||121||138||156||175||195||216||238&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for opponent effectiveness reduction effect||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%||12%||13%||14%||15%||16%||17%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] increases the bolt version only [[Damage factor|damage factor]] (DF). &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style= &amp;quot;text-align:center; background: #DDD;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Necromancy&amp;lt;br&amp;gt;Lore Ranks&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;center&amp;gt;Damage Factor&amp;lt;br&amp;gt;Increase&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 to 50&amp;lt;/center&amp;gt;||0.001 per rank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;51 to 100&amp;lt;/center&amp;gt;||0.001 per two ranks&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;101 to 200&amp;lt;/center&amp;gt;||0.001 per four ranks&lt;br /&gt;
|}&lt;br /&gt;
The total DF increase with 200 ranks Necromancy lore is 0.100.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Limb Disruption (708)]]==&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] will increase the likelihood of disrupted limbs to reanimate.  Only legs and arms (or their equivalents) will reanimate.  Hands will never reanimate.  Likewise, player limbs will never reanimate. &lt;br /&gt;
&lt;br /&gt;
When cast, there is a random 50% chance to determine if a limb will have the potential to reanimate.&lt;br /&gt;
If that check is successful, it takes a&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[d100 + ((50 * Necromancy ranks) / target&#039;s level)]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The result must be greater than 100 to reanimate. &lt;br /&gt;
The ability of the limb to drag a target down is&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[((caster&#039;s level - target&#039;s level) * 6) + d150]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
If that is greater than 100, it is successful. (Info provided by GM Estild.)&lt;br /&gt;
&lt;br /&gt;
Reanimated arms will attempt to knock over a standing target, or they will attempt to drag a grounded target, causing hard [[roundtime]]. Reanimated legs will attempt to knock over standing targets only. The odds of a limb successfully attacking a target are based on the size of the limb in relation to the size of the target and the level of the target in relation to the level of the creature from which the limb originated.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Grasp of the Grave (709)]]==&lt;br /&gt;
Grasp of the Grave causes 5-6 arms to emerge and immediately attempt to pull all non-flying, un[[group]]ed targets to the ground.  Most arms appear as a singular &amp;quot;arm,&amp;quot; but there is a 25% chance to get a &amp;quot;pair of arms,&amp;quot; which is beneficial to those with [[Grasp of the Grave (709)#Lore_Benefit|Sorcerous Lore, Necromancy]] training&lt;br /&gt;
&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] gives a chance to impose [[grapple critical table|grapple damage]] on the target based on a 2 &amp;amp;times; seed 2 [[summation]] of Necromancy ranks, including a small chance to outright strangle the target.  Arms appearing as a &amp;quot;pair of arms&amp;quot; will have double the chance for damage and strangulation.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||2||5||9||14||20||27||35||44||54||65||77||90||104||119||135||152||170||189||209||230||252&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for grapple damage||2%||4%||6%||8%||10%||12%||14%||16%||18%||20%||22%||24%||26%||28%||30%||32%||34%||36%||38%||40%||42%&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Pain (711)]]==&lt;br /&gt;
Necromancy lore potentially affects the results in three ways:&lt;br /&gt;
&lt;br /&gt;
# Increased [[hitpoint]] damage&lt;br /&gt;
# Increased target [[roundtime]]&lt;br /&gt;
# Lower [[endroll]] thresholds&lt;br /&gt;
&lt;br /&gt;
Necromancy Lore increases the potency of the magic by reducing warding thresholds required to achieve each level of pain&#039;s effect. A minimum of 0.3 ranks per level is required to achieve the full effect of 35% health loss and 7 seconds RT with [[endroll]]s of +166 or greater. With one rank per level (1x) of necromancy lore the endroll requirement for maximum damage/RT is reduced from +166 to +141. Lore training above one rank per level has no additional affect.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=skyblue&lt;br /&gt;
!Lore Ranks per Level&lt;br /&gt;
!20% HP&lt;br /&gt;
!23% HP&lt;br /&gt;
!26% HP&lt;br /&gt;
!29% HP&lt;br /&gt;
!32% HP&lt;br /&gt;
!35% HP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-113&lt;br /&gt;
|114-126&lt;br /&gt;
|127+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.1 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-108&lt;br /&gt;
|109-121&lt;br /&gt;
|122-134&lt;br /&gt;
|135+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.2 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-116&lt;br /&gt;
|117-129&lt;br /&gt;
|130+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.3 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-124&lt;br /&gt;
|125-137&lt;br /&gt;
|138-165&lt;br /&gt;
|166+&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;0.4 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-132&lt;br /&gt;
|133-160&lt;br /&gt;
|161+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.5 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-127&lt;br /&gt;
|128-155&lt;br /&gt;
|156+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.6 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-150&lt;br /&gt;
|151+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.7 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-146&lt;br /&gt;
|147+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.8 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-143&lt;br /&gt;
|144+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.9 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-142&lt;br /&gt;
|142+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 Rank&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-140&lt;br /&gt;
|141+&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Pestilence (716)]]==&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] provides two benefits for the self-cast (reactive flare) version:&lt;br /&gt;
&lt;br /&gt;
*It increases the chance for the reactive flare attack by 2 * seed 9 ranks [[summation]].&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;% chance for reactive flare = 25 + 2 per seed 9 ranks&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
*It increases the number of reactive flares by +1 per seed 9 ranks summation. &lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Total reactive flare charges = 5 + 1 per seed 9 ranks&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||9||19||30||42||55||69||84||100||117||135||154||174||195||217||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for reactive flares||27%||29%||31%||33%||35%||37%||39%||41%||43%||45%||47%||49%||51%||53%||55%&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total # of reactive flare charges||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Animate Dead (730)]]==&lt;br /&gt;
;*&#039;&#039;&#039;[[Maximum Animatable Level]]&#039;&#039;&#039;&lt;br /&gt;
MAL is used to determine the highest level of creature a sorcerer can animate.  The following formula is used to determine a sorcerer&#039;s MAL (note: a sorcerer&#039;s MAL is capped at their level + 15):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;MAL = (700s ranks, capped at level) - 10 &lt;br /&gt;
::&#039;&#039;&#039;+ (700s ranks over level &amp;amp;divide; 10, max of 5) &lt;br /&gt;
::&#039;&#039;&#039;+ (WIS Bonus &amp;amp;divide; 5) &lt;br /&gt;
::&#039;&#039;&#039;+ ([[Sorcerous Lore, Necromancy]] Ranks &amp;amp;divide; 10)&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When animating other characters, add 20 to the creature MAL to get the character MAL.&lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;Exploding an Animate - Lore Benefits&#039;&#039;&#039;&lt;br /&gt;
TELL ANIMATE TO EXPLODE will cause a creature animate to explode.  This explosion is player character friendly, and will affect a number of targets up to 2 + ([[Sorcerous Lore, Necromancy]] ranks &amp;amp;divide; 20).  The explosions are elementally themed based on the caster&#039;s [[attunement]], and [[Elemental Lore]] training in the element of the explosion will increase the damage of the explosion. The explosion uses the [[standard maneuver roll]] and training in Necromancy Lore increases the chances for the explosion to hit its targets.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||20||40||60||80||100||120||140||160||180||200||220||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Possible # of explosion targets||3||4||5||6||7||8||9||10||11||12||13||14&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Addition to MAL||2||4||6||8||10||12||14||16||19||20||22||24&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;Not all thresholds shown in relation to MAL, which adds Necromancy ranks &amp;amp;divide; 10.&#039;&#039;&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Ensorcell (735)]]==&lt;br /&gt;
Sorcerers training in [[Sorcerous Lore, Necromancy]] receive two benefits from Ensorcell.&lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;Additional Strikes&#039;&#039;&#039;&lt;br /&gt;
Sorcerers will retain attack flare bonuses for one extra attack at 90 ranks or two extra attacks at 180 ranks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||90||180&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total acuity flare attacks (You feel energized!)||2||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;Faster Energy Gain&#039;&#039;&#039;&lt;br /&gt;
[[Sorcerous Lore, Necromancy]] provides a flat modifier to the necrotic energy gained for each like-level creature killed (using seed 1 [[Summation Chart|summation]] &amp;amp;divide; 2), with bonuses occurring at discrete rank thresholds as shown in the lore bonus table. Lore ranks between these thresholds provide no added ensorcell benefits.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||3||10||21||36||55||78||105||136||171||210&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Per kill energy bonus||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|}&lt;br /&gt;
:&#039;&#039;Note: Bonus is capped at [10 + (creature level - character level)]&#039;&#039;&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Sorcerous Lore]]&lt;br /&gt;
*[[Sorcerous Lore, Demonology]]&lt;br /&gt;
*[[Lore chart]] &lt;br /&gt;
*[[Sacrifice verb updated (saved posts)]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>PDBOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71643</id>
		<title>Sorcerous Lore, Necromancy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71643"/>
		<updated>2015-11-19T03:12:21Z</updated>

		<summary type="html">&lt;p&gt;PDBOAT: /* Animate Dead (730) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
The skill representing one&#039;s proficiency with manipulation, disassemblement, and reconstruction of live organic matter.  While any profession can train in &#039;&#039;&#039;Sorcerous Lore, Necromancy&#039;&#039;&#039;, it does not apply to any spells or abilities outside of the [[sorcerer]] domain.  However, training in Necromancy lore will increase the damage and flare rate done by [[Rotflares|RotFlares]], which are an extremely rare [[item script]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Sacrifice]]==&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] {creature}&#039;&#039;&#039;&lt;br /&gt;
Attempts cause the expenditure of [[spirit]] points and 10 sec of RT, regardless of outcome (failures during the cooldown not included). Failed attempts can drain 1-2 spirit on minor failures and up to 5 on major ones. A successful attempt will cost 2 spirit, kill the target, and return mana to the sacrificer. &lt;br /&gt;
&lt;br /&gt;
The spirit loss can be nullified by training in [[Sorcerous Lore, Necromancy]].  At 10 ranks there will be no more spirit loss on a failed sacrifice. At 30 ranks there will be no spirit loss on a successful sacrifice.&lt;br /&gt;
&lt;br /&gt;
Each successful sacrifice has an accompanying cooldown period of 10 minutes. Ranks in [[Sorcerous Lore, Necromancy]] will reduce the time according to the following:&lt;br /&gt;
&lt;br /&gt;
*Ranks 1 to 120: -2 seconds per rank&lt;br /&gt;
*Ranks 121 to 200: -0.75 seconds per rank&lt;br /&gt;
*Ranks ≥200: -1.5 seconds per rank &lt;br /&gt;
&lt;br /&gt;
The table below lists cooldown durations at various lore thresholds. &lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Necromancy&amp;lt;br&amp;gt;Ranks&lt;br /&gt;
!Cooldown&amp;lt;br&amp;gt;(in minutes)&lt;br /&gt;
|-align=center&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|-align=center&lt;br /&gt;
|30&lt;br /&gt;
|9&lt;br /&gt;
|-align=center&lt;br /&gt;
|60&lt;br /&gt;
|8&lt;br /&gt;
|-align=center&lt;br /&gt;
|90&lt;br /&gt;
|7&lt;br /&gt;
|-align=center&lt;br /&gt;
|120&lt;br /&gt;
|6&lt;br /&gt;
|-align=center&lt;br /&gt;
|200&lt;br /&gt;
|5&lt;br /&gt;
|-align=center&lt;br /&gt;
|240&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] CHANNEL {creature}&#039;&#039;&#039;&lt;br /&gt;
Directs the energy of a sacrifice into an Animate, healing it of injuries and refreshing its duration to the original duration. Unlocked at 60 ranks of [[Sorcerous Lore, Necromancy]]. &lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] INFEST {creature}&#039;&#039;&#039;&lt;br /&gt;
Taints the energy of a sacrifice, weakening the next few spawns of the same type of creature for a short amount of time.  The weakened creatures will have lower combat numbers such as [[AS]], [[DS]], [[CS]], and [[TD]], but levels will not change; thus, [[creature maneuver]]s will not be weakened. Unlocked at 100 ranks of [[Sorcerous Lore, Necromancy]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Rotflares]]==&lt;br /&gt;
Hit percentage of the flare increases at 36, 136, and 171 ranks in [[Sorcerous Lore, Necromancy]]; with 171 ranks causing a flare nearly every swing. The duration of the effect and the damage [[Damage Over Time]] (DoT) of the disease increase based on the seed 1 of the [[summation chart]]. Initial damage is not affected by [[Sorcerous Lore, Necromancy]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Blood Burst (701)]]==&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] allows the caster to receive an infusion of blood directly from the wounded creature. Blood is returned upon each successful warding and every subsequent round of blood loss. Only one rank of [[Sorcerous Lore, Necromancy]] is required to activate this effect. A caster fully doubled in [[Sorcerous Lore, Necromancy]] at level 100 will receive 50% (rounded down) of the blood loss. There is no limit to the number of creatures a caster can be drawing blood from at once, and there is no limit on distance they can be drawing from&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Disintegrate (705)]]==&lt;br /&gt;
20 ranks of [[Sorcerous Lore, Necromancy]] unlocks the ability for Disintegrate to be cast as a [[bolt]] spell, which is cast using &amp;lt;tt&amp;gt;PREP 705, [[EVOKE]] {target}&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Sorcerous Lore, Necromancy]] also provides the ability for both the regular and bolt aspects of the spell to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 [[summation]] of the caster&#039;s Necromancy ranks.  One of three effects may occur:&lt;br /&gt;
&lt;br /&gt;
#Weapons having 25% less [[damage factor]];&lt;br /&gt;
#Shields reducing the target&#039;s [[block]] chance by 5% and cause it to suffer -20 to offense with [[shield maneuvers]]; and &lt;br /&gt;
#[[Armor Use|Armor]] is reduced by 1 AsG. &lt;br /&gt;
&lt;br /&gt;
The effect(s) stacks and the duration renews each time the lore benefit triggers.  The target must be struck on the right hand or arm for the weapon effect, and on the left hand or arm for the shield effect.  Any other location hit will trigger the armor effect.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||6||13||21||30||40||51||63||76||90||105||121||138||156||175||195||216||238&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for opponent effectiveness reduction effect||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%||12%||13%||14%||15%||16%||17%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] increases the bolt version only [[Damage factor|damage factor]] (DF). &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style= &amp;quot;text-align:center; background: #DDD;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Necromancy&amp;lt;br&amp;gt;Lore Ranks&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;center&amp;gt;Damage Factor&amp;lt;br&amp;gt;Increase&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 to 50&amp;lt;/center&amp;gt;||0.001 per rank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;51 to 100&amp;lt;/center&amp;gt;||0.001 per two ranks&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;101 to 200&amp;lt;/center&amp;gt;||0.001 per four ranks&lt;br /&gt;
|}&lt;br /&gt;
The total DF increase with 200 ranks Necromancy lore is 0.100.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Limb Disruption (708)]]==&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] will increase the likelihood of disrupted limbs to reanimate.  Only legs and arms (or their equivalents) will reanimate.  Hands will never reanimate.  Likewise, player limbs will never reanimate. &lt;br /&gt;
&lt;br /&gt;
When cast, there is a random 50% chance to determine if a limb will have the potential to reanimate.&lt;br /&gt;
If that check is successful, it takes a&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[d100 + ((50 * Necromancy ranks) / target&#039;s level)]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The result must be greater than 100 to reanimate. &lt;br /&gt;
The ability of the limb to drag a target down is&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[((caster&#039;s level - target&#039;s level) * 6) + d150]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
If that is greater than 100, it is successful. (Info provided by GM Estild.)&lt;br /&gt;
&lt;br /&gt;
Reanimated arms will attempt to knock over a standing target, or they will attempt to drag a grounded target, causing hard [[roundtime]]. Reanimated legs will attempt to knock over standing targets only. The odds of a limb successfully attacking a target are based on the size of the limb in relation to the size of the target and the level of the target in relation to the level of the creature from which the limb originated.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Grasp of the Grave (709)]]==&lt;br /&gt;
Grasp of the Grave causes 5-6 arms to emerge and immediately attempt to pull all non-flying, un[[group]]ed targets to the ground.  Most arms appear as a singular &amp;quot;arm,&amp;quot; but there is a 25% chance to get a &amp;quot;pair of arms,&amp;quot; which is beneficial to those with [[Grasp of the Grave (709)#Lore_Benefit|Sorcerous Lore, Necromancy]] training&lt;br /&gt;
&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] gives a chance to impose [[grapple critical table|grapple damage]] on the target based on a 2 &amp;amp;times; seed 2 [[summation]] of Necromancy ranks, including a small chance to outright strangle the target.  Arms appearing as a &amp;quot;pair of arms&amp;quot; will have double the chance for damage and strangulation.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||2||5||9||14||20||27||35||44||54||65||77||90||104||119||135||152||170||189||209||230||252&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for grapple damage||2%||4%||6%||8%||10%||12%||14%||16%||18%||20%||22%||24%||26%||28%||30%||32%||34%||36%||38%||40%||42%&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Pain (711)]]==&lt;br /&gt;
Necromancy lore potentially affects the results in three ways:&lt;br /&gt;
&lt;br /&gt;
# Increased [[hitpoint]] damage&lt;br /&gt;
# Increased target [[roundtime]]&lt;br /&gt;
# Lower [[endroll]] thresholds&lt;br /&gt;
&lt;br /&gt;
Necromancy Lore increases the potency of the magic by reducing warding thresholds required to achieve each level of pain&#039;s effect. A minimum of 0.3 ranks per level is required to achieve the full effect of 35% health loss and 7 seconds RT with [[endroll]]s of +166 or greater. With one rank per level (1x) of necromancy lore the endroll requirement for maximum damage/RT is reduced from +166 to +141. Lore training above one rank per level has no additional affect.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=skyblue&lt;br /&gt;
!Lore Ranks per Level&lt;br /&gt;
!20% HP&lt;br /&gt;
!23% HP&lt;br /&gt;
!26% HP&lt;br /&gt;
!29% HP&lt;br /&gt;
!32% HP&lt;br /&gt;
!35% HP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-113&lt;br /&gt;
|114-126&lt;br /&gt;
|127+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.1 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-108&lt;br /&gt;
|109-121&lt;br /&gt;
|122-134&lt;br /&gt;
|135+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.2 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-116&lt;br /&gt;
|117-129&lt;br /&gt;
|130+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.3 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-124&lt;br /&gt;
|125-137&lt;br /&gt;
|138-165&lt;br /&gt;
|166+&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;0.4 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-132&lt;br /&gt;
|133-160&lt;br /&gt;
|161+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.5 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-127&lt;br /&gt;
|128-155&lt;br /&gt;
|156+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.6 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-150&lt;br /&gt;
|151+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.7 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-146&lt;br /&gt;
|147+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.8 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-143&lt;br /&gt;
|144+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.9 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-142&lt;br /&gt;
|142+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 Rank&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-140&lt;br /&gt;
|141+&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Pestilence (716)]]==&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] provides two benefits for the self-cast (reactive flare) version:&lt;br /&gt;
&lt;br /&gt;
*It increases the chance for the reactive flare attack by 2 * seed 9 ranks [[summation]].&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;% chance for reactive flare = 25 + 2 per seed 9 ranks&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
*It increases the number of reactive flares by +1 per seed 9 ranks summation. &lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Total reactive flare charges = 5 + 1 per seed 9 ranks&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||9||19||30||42||55||69||84||100||117||135||154||174||195||217||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for reactive flares||27%||29%||31%||33%||35%||37%||39%||41%||43%||45%||47%||49%||51%||53%||55%&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total # of reactive flare charges||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Animate Dead (730)]]==&lt;br /&gt;
;*&#039;&#039;&#039;[[Maximum Animatable Level]]&#039;&#039;&#039;&lt;br /&gt;
MAL is used to determine the highest level of creature a sorcerer can animate.  The following formula is used to determine a sorcerer&#039;s MAL (note: a sorcerer&#039;s MAL is capped at their level + 15):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=400px}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;MAL = (700s ranks, capped at level) - 10 &lt;br /&gt;
::&#039;&#039;&#039;+ (700s ranks over level &amp;amp;divide; 10, max of 5) &lt;br /&gt;
::&#039;&#039;&#039;+ (WIS Bonus &amp;amp;divide; 5) &lt;br /&gt;
::&#039;&#039;&#039;+ ([[Sorcerous Lore, Necromancy]] Ranks &amp;amp;divide; 10)&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When animating other characters, add 20 to the creature MAL to get the character MAL.&lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;Exploding an Animate - Lore Benefits&#039;&#039;&#039;&lt;br /&gt;
TELL ANIMATE TO EXPLODE will cause a creature animate to explode.  This explosion is player character friendly, and will affect a number of targets up to 2 + ([[Sorcerous Lore, Necromancy]] ranks &amp;amp;divide; 20).  The explosions are elementally themed based on the caster&#039;s [[attunement]], and [[Elemental Lore]] training in the element of the explosion will increase the damage of the explosion. The explosion uses the [[standard maneuver roll]] and training in Necromancy Lore increases the chances for the explosion to hit its targets.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||20||40||60||80||100||120||140||160||180||200||220||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Possible # of explosion targets||3||4||5||6||7||8||9||10||11||12||13||14&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Addition to MAL||2||4||6||8||10||12||14||16||19||20||22||24&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;Not all thresholds shown in relation to MAL, which adds Necromancy ranks &amp;amp;divide; 10.&#039;&#039;&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Ensorcell (735)]]==&lt;br /&gt;
:At 90 and 180 ranks, sorcerers will retain the flare bonus for an additional attack.  Necromancy also allows a sorcerer to gain energy faster by giving a [[Ensorcell_(735)#Necromancy_Lore_Bonus_Table|per creature bonus]] based on a seed 1 [[summation]] (i.e. fewer kills needed to reach maximum energy per week).&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Sorcerous Lore]]&lt;br /&gt;
*[[Sorcerous Lore, Demonology]]&lt;br /&gt;
*[[Lore chart]] &lt;br /&gt;
*[[Sacrifice verb updated (saved posts)]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>PDBOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71642</id>
		<title>Sorcerous Lore, Necromancy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71642"/>
		<updated>2015-11-19T02:58:47Z</updated>

		<summary type="html">&lt;p&gt;PDBOAT: /* Pain (711) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
The skill representing one&#039;s proficiency with manipulation, disassemblement, and reconstruction of live organic matter.  While any profession can train in &#039;&#039;&#039;Sorcerous Lore, Necromancy&#039;&#039;&#039;, it does not apply to any spells or abilities outside of the [[sorcerer]] domain.  However, training in Necromancy lore will increase the damage and flare rate done by [[Rotflares|RotFlares]], which are an extremely rare [[item script]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Sacrifice]]==&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] {creature}&#039;&#039;&#039;&lt;br /&gt;
Attempts cause the expenditure of [[spirit]] points and 10 sec of RT, regardless of outcome (failures during the cooldown not included). Failed attempts can drain 1-2 spirit on minor failures and up to 5 on major ones. A successful attempt will cost 2 spirit, kill the target, and return mana to the sacrificer. &lt;br /&gt;
&lt;br /&gt;
The spirit loss can be nullified by training in [[Sorcerous Lore, Necromancy]].  At 10 ranks there will be no more spirit loss on a failed sacrifice. At 30 ranks there will be no spirit loss on a successful sacrifice.&lt;br /&gt;
&lt;br /&gt;
Each successful sacrifice has an accompanying cooldown period of 10 minutes. Ranks in [[Sorcerous Lore, Necromancy]] will reduce the time according to the following:&lt;br /&gt;
&lt;br /&gt;
*Ranks 1 to 120: -2 seconds per rank&lt;br /&gt;
*Ranks 121 to 200: -0.75 seconds per rank&lt;br /&gt;
*Ranks ≥200: -1.5 seconds per rank &lt;br /&gt;
&lt;br /&gt;
The table below lists cooldown durations at various lore thresholds. &lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Necromancy&amp;lt;br&amp;gt;Ranks&lt;br /&gt;
!Cooldown&amp;lt;br&amp;gt;(in minutes)&lt;br /&gt;
|-align=center&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|-align=center&lt;br /&gt;
|30&lt;br /&gt;
|9&lt;br /&gt;
|-align=center&lt;br /&gt;
|60&lt;br /&gt;
|8&lt;br /&gt;
|-align=center&lt;br /&gt;
|90&lt;br /&gt;
|7&lt;br /&gt;
|-align=center&lt;br /&gt;
|120&lt;br /&gt;
|6&lt;br /&gt;
|-align=center&lt;br /&gt;
|200&lt;br /&gt;
|5&lt;br /&gt;
|-align=center&lt;br /&gt;
|240&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] CHANNEL {creature}&#039;&#039;&#039;&lt;br /&gt;
Directs the energy of a sacrifice into an Animate, healing it of injuries and refreshing its duration to the original duration. Unlocked at 60 ranks of [[Sorcerous Lore, Necromancy]]. &lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] INFEST {creature}&#039;&#039;&#039;&lt;br /&gt;
Taints the energy of a sacrifice, weakening the next few spawns of the same type of creature for a short amount of time.  The weakened creatures will have lower combat numbers such as [[AS]], [[DS]], [[CS]], and [[TD]], but levels will not change; thus, [[creature maneuver]]s will not be weakened. Unlocked at 100 ranks of [[Sorcerous Lore, Necromancy]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Rotflares]]==&lt;br /&gt;
Hit percentage of the flare increases at 36, 136, and 171 ranks in [[Sorcerous Lore, Necromancy]]; with 171 ranks causing a flare nearly every swing. The duration of the effect and the damage [[Damage Over Time]] (DoT) of the disease increase based on the seed 1 of the [[summation chart]]. Initial damage is not affected by [[Sorcerous Lore, Necromancy]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Blood Burst (701)]]==&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] allows the caster to receive an infusion of blood directly from the wounded creature. Blood is returned upon each successful warding and every subsequent round of blood loss. Only one rank of [[Sorcerous Lore, Necromancy]] is required to activate this effect. A caster fully doubled in [[Sorcerous Lore, Necromancy]] at level 100 will receive 50% (rounded down) of the blood loss. There is no limit to the number of creatures a caster can be drawing blood from at once, and there is no limit on distance they can be drawing from&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Disintegrate (705)]]==&lt;br /&gt;
20 ranks of [[Sorcerous Lore, Necromancy]] unlocks the ability for Disintegrate to be cast as a [[bolt]] spell, which is cast using &amp;lt;tt&amp;gt;PREP 705, [[EVOKE]] {target}&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Sorcerous Lore, Necromancy]] also provides the ability for both the regular and bolt aspects of the spell to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 [[summation]] of the caster&#039;s Necromancy ranks.  One of three effects may occur:&lt;br /&gt;
&lt;br /&gt;
#Weapons having 25% less [[damage factor]];&lt;br /&gt;
#Shields reducing the target&#039;s [[block]] chance by 5% and cause it to suffer -20 to offense with [[shield maneuvers]]; and &lt;br /&gt;
#[[Armor Use|Armor]] is reduced by 1 AsG. &lt;br /&gt;
&lt;br /&gt;
The effect(s) stacks and the duration renews each time the lore benefit triggers.  The target must be struck on the right hand or arm for the weapon effect, and on the left hand or arm for the shield effect.  Any other location hit will trigger the armor effect.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||6||13||21||30||40||51||63||76||90||105||121||138||156||175||195||216||238&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for opponent effectiveness reduction effect||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%||12%||13%||14%||15%||16%||17%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] increases the bolt version only [[Damage factor|damage factor]] (DF). &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style= &amp;quot;text-align:center; background: #DDD;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Necromancy&amp;lt;br&amp;gt;Lore Ranks&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;center&amp;gt;Damage Factor&amp;lt;br&amp;gt;Increase&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 to 50&amp;lt;/center&amp;gt;||0.001 per rank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;51 to 100&amp;lt;/center&amp;gt;||0.001 per two ranks&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;101 to 200&amp;lt;/center&amp;gt;||0.001 per four ranks&lt;br /&gt;
|}&lt;br /&gt;
The total DF increase with 200 ranks Necromancy lore is 0.100.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Limb Disruption (708)]]==&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] will increase the likelihood of disrupted limbs to reanimate.  Only legs and arms (or their equivalents) will reanimate.  Hands will never reanimate.  Likewise, player limbs will never reanimate. &lt;br /&gt;
&lt;br /&gt;
When cast, there is a random 50% chance to determine if a limb will have the potential to reanimate.&lt;br /&gt;
If that check is successful, it takes a&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[d100 + ((50 * Necromancy ranks) / target&#039;s level)]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The result must be greater than 100 to reanimate. &lt;br /&gt;
The ability of the limb to drag a target down is&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[((caster&#039;s level - target&#039;s level) * 6) + d150]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
If that is greater than 100, it is successful. (Info provided by GM Estild.)&lt;br /&gt;
&lt;br /&gt;
Reanimated arms will attempt to knock over a standing target, or they will attempt to drag a grounded target, causing hard [[roundtime]]. Reanimated legs will attempt to knock over standing targets only. The odds of a limb successfully attacking a target are based on the size of the limb in relation to the size of the target and the level of the target in relation to the level of the creature from which the limb originated.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Grasp of the Grave (709)]]==&lt;br /&gt;
Grasp of the Grave causes 5-6 arms to emerge and immediately attempt to pull all non-flying, un[[group]]ed targets to the ground.  Most arms appear as a singular &amp;quot;arm,&amp;quot; but there is a 25% chance to get a &amp;quot;pair of arms,&amp;quot; which is beneficial to those with [[Grasp of the Grave (709)#Lore_Benefit|Sorcerous Lore, Necromancy]] training&lt;br /&gt;
&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] gives a chance to impose [[grapple critical table|grapple damage]] on the target based on a 2 &amp;amp;times; seed 2 [[summation]] of Necromancy ranks, including a small chance to outright strangle the target.  Arms appearing as a &amp;quot;pair of arms&amp;quot; will have double the chance for damage and strangulation.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||2||5||9||14||20||27||35||44||54||65||77||90||104||119||135||152||170||189||209||230||252&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for grapple damage||2%||4%||6%||8%||10%||12%||14%||16%||18%||20%||22%||24%||26%||28%||30%||32%||34%||36%||38%||40%||42%&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Pain (711)]]==&lt;br /&gt;
Necromancy lore potentially affects the results in three ways:&lt;br /&gt;
&lt;br /&gt;
# Increased [[hitpoint]] damage&lt;br /&gt;
# Increased target [[roundtime]]&lt;br /&gt;
# Lower [[endroll]] thresholds&lt;br /&gt;
&lt;br /&gt;
Necromancy Lore increases the potency of the magic by reducing warding thresholds required to achieve each level of pain&#039;s effect. A minimum of 0.3 ranks per level is required to achieve the full effect of 35% health loss and 7 seconds RT with [[endroll]]s of +166 or greater. With one rank per level (1x) of necromancy lore the endroll requirement for maximum damage/RT is reduced from +166 to +141. Lore training above one rank per level has no additional affect.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=skyblue&lt;br /&gt;
!Lore Ranks per Level&lt;br /&gt;
!20% HP&lt;br /&gt;
!23% HP&lt;br /&gt;
!26% HP&lt;br /&gt;
!29% HP&lt;br /&gt;
!32% HP&lt;br /&gt;
!35% HP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-113&lt;br /&gt;
|114-126&lt;br /&gt;
|127+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.1 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-108&lt;br /&gt;
|109-121&lt;br /&gt;
|122-134&lt;br /&gt;
|135+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.2 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-116&lt;br /&gt;
|117-129&lt;br /&gt;
|130+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.3 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-124&lt;br /&gt;
|125-137&lt;br /&gt;
|138-165&lt;br /&gt;
|166+&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;0.4 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-132&lt;br /&gt;
|133-160&lt;br /&gt;
|161+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.5 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-127&lt;br /&gt;
|128-155&lt;br /&gt;
|156+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.6 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-150&lt;br /&gt;
|151+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.7 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-146&lt;br /&gt;
|147+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.8 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-143&lt;br /&gt;
|144+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.9 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-142&lt;br /&gt;
|142+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 Rank&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-140&lt;br /&gt;
|141+&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Pestilence (716)]]==&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] provides two benefits for the self-cast (reactive flare) version:&lt;br /&gt;
&lt;br /&gt;
*It increases the chance for the reactive flare attack by 2 * seed 9 ranks [[summation]].&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;% chance for reactive flare = 25 + 2 per seed 9 ranks&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
*It increases the number of reactive flares by +1 per seed 9 ranks summation. &lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Total reactive flare charges = 5 + 1 per seed 9 ranks&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||9||19||30||42||55||69||84||100||117||135||154||174||195||217||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for reactive flares||27%||29%||31%||33%||35%||37%||39%||41%||43%||45%||47%||49%||51%||53%||55%&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total # of reactive flare charges||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Animate Dead (730)]]==&lt;br /&gt;
:Necromancy Lore increases a character&#039;s [[MAL]] by ranks &amp;amp;divide; 10; increases the number of possible targets to 2 + (ranks &amp;amp;divide; 20); and increases the chances for the explosion to hit the targets.&lt;br /&gt;
&lt;br /&gt;
==[[Ensorcell (735)]]==&lt;br /&gt;
:At 90 and 180 ranks, sorcerers will retain the flare bonus for an additional attack.  Necromancy also allows a sorcerer to gain energy faster by giving a [[Ensorcell_(735)#Necromancy_Lore_Bonus_Table|per creature bonus]] based on a seed 1 [[summation]] (i.e. fewer kills needed to reach maximum energy per week).&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Sorcerous Lore]]&lt;br /&gt;
*[[Sorcerous Lore, Demonology]]&lt;br /&gt;
*[[Lore chart]] &lt;br /&gt;
*[[Sacrifice verb updated (saved posts)]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>PDBOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71641</id>
		<title>Sorcerous Lore, Necromancy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71641"/>
		<updated>2015-11-19T02:28:15Z</updated>

		<summary type="html">&lt;p&gt;PDBOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
The skill representing one&#039;s proficiency with manipulation, disassemblement, and reconstruction of live organic matter.  While any profession can train in &#039;&#039;&#039;Sorcerous Lore, Necromancy&#039;&#039;&#039;, it does not apply to any spells or abilities outside of the [[sorcerer]] domain.  However, training in Necromancy lore will increase the damage and flare rate done by [[Rotflares|RotFlares]], which are an extremely rare [[item script]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Sacrifice]]==&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] {creature}&#039;&#039;&#039;&lt;br /&gt;
Attempts cause the expenditure of [[spirit]] points and 10 sec of RT, regardless of outcome (failures during the cooldown not included). Failed attempts can drain 1-2 spirit on minor failures and up to 5 on major ones. A successful attempt will cost 2 spirit, kill the target, and return mana to the sacrificer. &lt;br /&gt;
&lt;br /&gt;
The spirit loss can be nullified by training in [[Sorcerous Lore, Necromancy]].  At 10 ranks there will be no more spirit loss on a failed sacrifice. At 30 ranks there will be no spirit loss on a successful sacrifice.&lt;br /&gt;
&lt;br /&gt;
Each successful sacrifice has an accompanying cooldown period of 10 minutes. Ranks in [[Sorcerous Lore, Necromancy]] will reduce the time according to the following:&lt;br /&gt;
&lt;br /&gt;
*Ranks 1 to 120: -2 seconds per rank&lt;br /&gt;
*Ranks 121 to 200: -0.75 seconds per rank&lt;br /&gt;
*Ranks ≥200: -1.5 seconds per rank &lt;br /&gt;
&lt;br /&gt;
The table below lists cooldown durations at various lore thresholds. &lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Necromancy&amp;lt;br&amp;gt;Ranks&lt;br /&gt;
!Cooldown&amp;lt;br&amp;gt;(in minutes)&lt;br /&gt;
|-align=center&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|-align=center&lt;br /&gt;
|30&lt;br /&gt;
|9&lt;br /&gt;
|-align=center&lt;br /&gt;
|60&lt;br /&gt;
|8&lt;br /&gt;
|-align=center&lt;br /&gt;
|90&lt;br /&gt;
|7&lt;br /&gt;
|-align=center&lt;br /&gt;
|120&lt;br /&gt;
|6&lt;br /&gt;
|-align=center&lt;br /&gt;
|200&lt;br /&gt;
|5&lt;br /&gt;
|-align=center&lt;br /&gt;
|240&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] CHANNEL {creature}&#039;&#039;&#039;&lt;br /&gt;
Directs the energy of a sacrifice into an Animate, healing it of injuries and refreshing its duration to the original duration. Unlocked at 60 ranks of [[Sorcerous Lore, Necromancy]]. &lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] INFEST {creature}&#039;&#039;&#039;&lt;br /&gt;
Taints the energy of a sacrifice, weakening the next few spawns of the same type of creature for a short amount of time.  The weakened creatures will have lower combat numbers such as [[AS]], [[DS]], [[CS]], and [[TD]], but levels will not change; thus, [[creature maneuver]]s will not be weakened. Unlocked at 100 ranks of [[Sorcerous Lore, Necromancy]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Rotflares]]==&lt;br /&gt;
Hit percentage of the flare increases at 36, 136, and 171 ranks in [[Sorcerous Lore, Necromancy]]; with 171 ranks causing a flare nearly every swing. The duration of the effect and the damage [[Damage Over Time]] (DoT) of the disease increase based on the seed 1 of the [[summation chart]]. Initial damage is not affected by [[Sorcerous Lore, Necromancy]].&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Blood Burst (701)]]==&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] allows the caster to receive an infusion of blood directly from the wounded creature. Blood is returned upon each successful warding and every subsequent round of blood loss. Only one rank of [[Sorcerous Lore, Necromancy]] is required to activate this effect. A caster fully doubled in [[Sorcerous Lore, Necromancy]] at level 100 will receive 50% (rounded down) of the blood loss. There is no limit to the number of creatures a caster can be drawing blood from at once, and there is no limit on distance they can be drawing from&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Disintegrate (705)]]==&lt;br /&gt;
20 ranks of [[Sorcerous Lore, Necromancy]] unlocks the ability for Disintegrate to be cast as a [[bolt]] spell, which is cast using &amp;lt;tt&amp;gt;PREP 705, [[EVOKE]] {target}&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Sorcerous Lore, Necromancy]] also provides the ability for both the regular and bolt aspects of the spell to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 [[summation]] of the caster&#039;s Necromancy ranks.  One of three effects may occur:&lt;br /&gt;
&lt;br /&gt;
#Weapons having 25% less [[damage factor]];&lt;br /&gt;
#Shields reducing the target&#039;s [[block]] chance by 5% and cause it to suffer -20 to offense with [[shield maneuvers]]; and &lt;br /&gt;
#[[Armor Use|Armor]] is reduced by 1 AsG. &lt;br /&gt;
&lt;br /&gt;
The effect(s) stacks and the duration renews each time the lore benefit triggers.  The target must be struck on the right hand or arm for the weapon effect, and on the left hand or arm for the shield effect.  Any other location hit will trigger the armor effect.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||6||13||21||30||40||51||63||76||90||105||121||138||156||175||195||216||238&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for opponent effectiveness reduction effect||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%||12%||13%||14%||15%||16%||17%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] increases the bolt version only [[Damage factor|damage factor]] (DF). &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style= &amp;quot;text-align:center; background: #DDD;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Necromancy&amp;lt;br&amp;gt;Lore Ranks&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;center&amp;gt;Damage Factor&amp;lt;br&amp;gt;Increase&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 to 50&amp;lt;/center&amp;gt;||0.001 per rank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;51 to 100&amp;lt;/center&amp;gt;||0.001 per two ranks&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;101 to 200&amp;lt;/center&amp;gt;||0.001 per four ranks&lt;br /&gt;
|}&lt;br /&gt;
The total DF increase with 200 ranks Necromancy lore is 0.100.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Limb Disruption (708)]]==&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] will increase the likelihood of disrupted limbs to reanimate.  Only legs and arms (or their equivalents) will reanimate.  Hands will never reanimate.  Likewise, player limbs will never reanimate. &lt;br /&gt;
&lt;br /&gt;
When cast, there is a random 50% chance to determine if a limb will have the potential to reanimate.&lt;br /&gt;
If that check is successful, it takes a&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[d100 + ((50 * Necromancy ranks) / target&#039;s level)]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The result must be greater than 100 to reanimate. &lt;br /&gt;
The ability of the limb to drag a target down is&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[((caster&#039;s level - target&#039;s level) * 6) + d150]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
If that is greater than 100, it is successful. (Info provided by GM Estild.)&lt;br /&gt;
&lt;br /&gt;
Reanimated arms will attempt to knock over a standing target, or they will attempt to drag a grounded target, causing hard [[roundtime]]. Reanimated legs will attempt to knock over standing targets only. The odds of a limb successfully attacking a target are based on the size of the limb in relation to the size of the target and the level of the target in relation to the level of the creature from which the limb originated.&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Grasp of the Grave (709)]]==&lt;br /&gt;
Grasp of the Grave causes 5-6 arms to emerge and immediately attempt to pull all non-flying, un[[group]]ed targets to the ground.  Most arms appear as a singular &amp;quot;arm,&amp;quot; but there is a 25% chance to get a &amp;quot;pair of arms,&amp;quot; which is beneficial to those with [[Grasp of the Grave (709)#Lore_Benefit|Sorcerous Lore, Necromancy]] training&lt;br /&gt;
&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] gives a chance to impose [[grapple critical table|grapple damage]] on the target based on a 2 &amp;amp;times; seed 2 [[summation]] of Necromancy ranks, including a small chance to outright strangle the target.  Arms appearing as a &amp;quot;pair of arms&amp;quot; will have double the chance for damage and strangulation.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||2||5||9||14||20||27||35||44||54||65||77||90||104||119||135||152||170||189||209||230||252&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for grapple damage||2%||4%||6%||8%||10%||12%||14%||16%||18%||20%||22%||24%||26%||28%||30%||32%||34%||36%||38%||40%||42%&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Pain (711)]]==&lt;br /&gt;
Necromancy lore potentially affects the results in three ways:&lt;br /&gt;
&lt;br /&gt;
# Increased [[hitpoint]] damage&lt;br /&gt;
# Increased target [[roundtime]]&lt;br /&gt;
# Lower [[endroll]] thresholds&lt;br /&gt;
&lt;br /&gt;
Necromancy Lore increases the potency of the magic by reducing warding thresholds required to achieve each level of pain&#039;s effect. A minimum of 0.3 ranks per level is required to achieve the full effect of 35% health loss and 7 seconds RT with [[endroll]]s of +166 or greater. With one rank per level (1x) of necromancy lore the endroll requirement for maximum damage/RT is reduced from +166 to +141. Lore training above one rank per level has no additional affect.&lt;br /&gt;
&lt;br /&gt;
Example: A level 30 sorcerer with 15 ranks (0.5 per level) of necromancy lore casts Pain at a target. With an endroll of 125 the target will sustain an HP loss of 29% of its maximum health. The associated messaging will be &#039;&#039;{Target} is wracked with painful spasms!&#039;&#039; and the target will also incur 4 seconds of RT.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-bgcolor=skyblue&lt;br /&gt;
!Lore Ranks per Level&lt;br /&gt;
!20% HP&lt;br /&gt;
!23% HP&lt;br /&gt;
!26% HP&lt;br /&gt;
!29% HP&lt;br /&gt;
!32% HP&lt;br /&gt;
!35% HP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-113&lt;br /&gt;
|114-126&lt;br /&gt;
|127+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.1 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-108&lt;br /&gt;
|109-121&lt;br /&gt;
|122-134&lt;br /&gt;
|135+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.2 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-116&lt;br /&gt;
|117-129&lt;br /&gt;
|130+&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.3 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-124&lt;br /&gt;
|125-137&lt;br /&gt;
|138-165&lt;br /&gt;
|166+&lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;center&amp;gt;0.4 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-132&lt;br /&gt;
|133-160&lt;br /&gt;
|161+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.5 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-127&lt;br /&gt;
|128-155&lt;br /&gt;
|156+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.6 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-150&lt;br /&gt;
|151+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.7 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-146&lt;br /&gt;
|147+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0.8 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-143&lt;br /&gt;
|144+&lt;br /&gt;
|- style = &amp;quot;background:Aliceblue;&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.9 Ranks&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-142&lt;br /&gt;
|142+&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 Rank&amp;lt;/center&amp;gt;&lt;br /&gt;
|101-106&lt;br /&gt;
|107-113&lt;br /&gt;
|114-119&lt;br /&gt;
|120-126&lt;br /&gt;
|127-140&lt;br /&gt;
|141+&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Pestilence (716)]]==&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] provides two benefits for the self-cast (reactive flare) version:&lt;br /&gt;
&lt;br /&gt;
*It increases the chance for the reactive flare attack by 2 * seed 9 ranks [[summation]].&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;% chance for reactive flare = 25 + 2 per seed 9 ranks&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
*It increases the number of reactive flares by +1 per seed 9 ranks summation. &lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Total reactive flare charges = 5 + 1 per seed 9 ranks&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||9||19||30||42||55||69||84||100||117||135||154||174||195||217||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for reactive flares||27%||29%||31%||33%||35%||37%||39%||41%||43%||45%||47%||49%||51%||53%||55%&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total # of reactive flare charges||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20&lt;br /&gt;
|}&lt;br /&gt;
{{Top}}&lt;br /&gt;
&lt;br /&gt;
==[[Animate Dead (730)]]==&lt;br /&gt;
:Necromancy Lore increases a character&#039;s [[MAL]] by ranks &amp;amp;divide; 10; increases the number of possible targets to 2 + (ranks &amp;amp;divide; 20); and increases the chances for the explosion to hit the targets.&lt;br /&gt;
&lt;br /&gt;
==[[Ensorcell (735)]]==&lt;br /&gt;
:At 90 and 180 ranks, sorcerers will retain the flare bonus for an additional attack.  Necromancy also allows a sorcerer to gain energy faster by giving a [[Ensorcell_(735)#Necromancy_Lore_Bonus_Table|per creature bonus]] based on a seed 1 [[summation]] (i.e. fewer kills needed to reach maximum energy per week).&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Sorcerous Lore]]&lt;br /&gt;
*[[Sorcerous Lore, Demonology]]&lt;br /&gt;
*[[Lore chart]] &lt;br /&gt;
*[[Sacrifice verb updated (saved posts)]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>PDBOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71640</id>
		<title>Sorcerous Lore, Necromancy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71640"/>
		<updated>2015-11-19T02:11:59Z</updated>

		<summary type="html">&lt;p&gt;PDBOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
The skill representing one&#039;s proficiency with manipulation, disassemblement, and reconstruction of live organic matter.  While any profession can train in &#039;&#039;&#039;Sorcerous Lore, Necromancy&#039;&#039;&#039;, it does not apply to any spells or abilities outside of the [[sorcerer]] domain.  However, training in Necromancy lore will increase the damage and flare rate done by [[Rotflares|RotFlares]], which are an extremely rare [[item script]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] {creature}&#039;&#039;&#039;&lt;br /&gt;
Attempts cause the expenditure of [[spirit]] points and 10 sec of RT, regardless of outcome (failures during the cooldown not included). Failed attempts can drain 1-2 spirit on minor failures and up to 5 on major ones. A successful attempt will cost 2 spirit, kill the target, and return mana to the sacrificer. &lt;br /&gt;
&lt;br /&gt;
The spirit loss can be nullified by training in [[Sorcerous Lore, Necromancy]].  At 10 ranks there will be no more spirit loss on a failed sacrifice. At 30 ranks there will be no spirit loss on a successful sacrifice.&lt;br /&gt;
&lt;br /&gt;
Each successful sacrifice has an accompanying cooldown period of 10 minutes. Ranks in [[Sorcerous Lore, Necromancy]] will reduce the time according to the following:&lt;br /&gt;
&lt;br /&gt;
*Ranks 1 to 120: -2 seconds per rank&lt;br /&gt;
*Ranks 121 to 200: -0.75 seconds per rank&lt;br /&gt;
*Ranks ≥200: -1.5 seconds per rank &lt;br /&gt;
&lt;br /&gt;
The table below lists cooldown durations at various lore thresholds. &lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Necromancy&amp;lt;br&amp;gt;Ranks&lt;br /&gt;
!Cooldown&amp;lt;br&amp;gt;(in minutes)&lt;br /&gt;
|-align=center&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|-align=center&lt;br /&gt;
|30&lt;br /&gt;
|9&lt;br /&gt;
|-align=center&lt;br /&gt;
|60&lt;br /&gt;
|8&lt;br /&gt;
|-align=center&lt;br /&gt;
|90&lt;br /&gt;
|7&lt;br /&gt;
|-align=center&lt;br /&gt;
|120&lt;br /&gt;
|6&lt;br /&gt;
|-align=center&lt;br /&gt;
|200&lt;br /&gt;
|5&lt;br /&gt;
|-align=center&lt;br /&gt;
|240&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] CHANNEL {creature}&#039;&#039;&#039;&lt;br /&gt;
Directs the energy of a sacrifice into an Animate, healing it of injuries and refreshing its duration to the original duration. Unlocked at 60 ranks of [[Sorcerous Lore, Necromancy]]. &lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] INFEST {creature}&#039;&#039;&#039;&lt;br /&gt;
Taints the energy of a sacrifice, weakening the next few spawns of the same type of creature for a short amount of time.  The weakened creatures will have lower combat numbers such as [[AS]], [[DS]], [[CS]], and [[TD]], but levels will not change; thus, [[creature maneuver]]s will not be weakened. Unlocked at 100 ranks of [[Sorcerous Lore, Necromancy]].&lt;br /&gt;
&lt;br /&gt;
;*[[Rotflares|RotFlares]] {[[item script]]}&lt;br /&gt;
Hit percentage of the flare increases at 36, 136, and 171 ranks in [[Sorcerous Lore, Necromancy]]; with 171 ranks causing a flare nearly every swing. The duration of the effect and the damage [[Damage Over Time]] (DoT) of the disease increase based on the seed 1 of the [[summation chart]]. Initial damage is not affected by [[Sorcerous Lore, Necromancy]].&lt;br /&gt;
&lt;br /&gt;
;*[[Blood Burst (701)]]&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] allows the caster to receive an infusion of blood directly from the wounded creature. Blood is returned upon each successful warding and every subsequent round of blood loss. Only one rank of [[Sorcerous Lore, Necromancy]] is required to activate this effect. A caster fully doubled in [[Sorcerous Lore, Necromancy]] at level 100 will receive 50% (rounded down) of the blood loss. There is no limit to the number of creatures a caster can be drawing blood from at once, and there is no limit on distance they can be drawing from&lt;br /&gt;
&lt;br /&gt;
;*[[Disintegrate (705)]]&lt;br /&gt;
20 ranks of [[Sorcerous Lore, Necromancy]] unlocks the ability for Disintegrate to be cast as a [[bolt]] spell, which is cast using &amp;lt;tt&amp;gt;PREP 705, [[EVOKE]] {target}&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Sorcerous Lore, Necromancy]] also provides the ability for both the regular and bolt aspects of the spell to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 [[summation]] of the caster&#039;s Necromancy ranks.  One of three effects may occur:&lt;br /&gt;
&lt;br /&gt;
#Weapons having 25% less [[damage factor]];&lt;br /&gt;
#Shields reducing the target&#039;s [[block]] chance by 5% and cause it to suffer -20 to offense with [[shield maneuvers]]; and &lt;br /&gt;
#[[Armor Use|Armor]] is reduced by 1 AsG. &lt;br /&gt;
&lt;br /&gt;
The effect(s) stacks and the duration renews each time the lore benefit triggers.  The target must be struck on the right hand or arm for the weapon effect, and on the left hand or arm for the shield effect.  Any other location hit will trigger the armor effect.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||6||13||21||30||40||51||63||76||90||105||121||138||156||175||195||216||238&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for opponent effectiveness reduction effect||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%||12%||13%||14%||15%||16%||17%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] increases the bolt version only [[Damage factor|damage factor]] (DF). &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style= &amp;quot;text-align:center; background: #DDD;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Necromancy&amp;lt;br&amp;gt;Lore Ranks&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;center&amp;gt;Damage Factor&amp;lt;br&amp;gt;Increase&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 to 50&amp;lt;/center&amp;gt;||0.001 per rank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;51 to 100&amp;lt;/center&amp;gt;||0.001 per two ranks&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;101 to 200&amp;lt;/center&amp;gt;||0.001 per four ranks&lt;br /&gt;
|}&lt;br /&gt;
The total DF increase with 200 ranks Necromancy lore is 0.100.&lt;br /&gt;
&lt;br /&gt;
;*[[Limb Disruption (708)]]&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] will increase the likelihood of disrupted limbs to reanimate.  Only legs and arms (or their equivalents) will reanimate.  Hands will never reanimate.  Likewise, player limbs will never reanimate. &lt;br /&gt;
&lt;br /&gt;
When cast, there is a random 50% chance to determine if a limb will have the potential to reanimate.&lt;br /&gt;
If that check is successful, it takes a&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[d100 + ((50 * Necromancy ranks) / target&#039;s level)]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The result must be greater than 100 to reanimate. &lt;br /&gt;
The ability of the limb to drag a target down is&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[((caster&#039;s level - target&#039;s level) * 6) + d150]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
If that is greater than 100, it is successful. (Info provided by GM Estild.)&lt;br /&gt;
&lt;br /&gt;
Reanimated arms will attempt to knock over a standing target, or they will attempt to drag a grounded target, causing hard [[roundtime]]. Reanimated legs will attempt to knock over standing targets only. The odds of a limb successfully attacking a target are based on the size of the limb in relation to the size of the target and the level of the target in relation to the level of the creature from which the limb originated.&lt;br /&gt;
&lt;br /&gt;
;*[[Grasp of the Grave (709)]]&lt;br /&gt;
Grasp of the Grave causes 5-6 arms to emerge and immediately attempt to pull all non-flying, un[[group]]ed targets to the ground.  Most arms appear as a singular &amp;quot;arm,&amp;quot; but there is a 25% chance to get a &amp;quot;pair of arms,&amp;quot; which is beneficial to those with [[Grasp of the Grave (709)#Lore_Benefit|Sorcerous Lore, Necromancy]] training&lt;br /&gt;
&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] gives a chance to impose [[grapple critical table|grapple damage]] on the target based on a 2 &amp;amp;times; seed 2 [[summation]] of Necromancy ranks, including a small chance to outright strangle the target.  Arms appearing as a &amp;quot;pair of arms&amp;quot; will have double the chance for damage and strangulation.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||2||5||9||14||20||27||35||44||54||65||77||90||104||119||135||152||170||189||209||230||252&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for grapple damage||2%||4%||6%||8%||10%||12%||14%||16%||18%||20%||22%||24%||26%||28%||30%||32%||34%||36%||38%||40%||42%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;*[[Pain (711)]]&lt;br /&gt;
:The threshold of [[endroll]] required to obtain each level of pain infliction is reduced by training necromancy. A minimum of 0.3 ranks per level is required to enable the maximum effect (35% health loss &amp;amp; 7 sec [[RT]]), which is achieved at endrolls of 166 or greater. 1x will reduce the necessary endroll to 141+.&lt;br /&gt;
&lt;br /&gt;
;*[[Pestilence (716)]]&lt;br /&gt;
:Increased number of charges and chance for reactive attack. Total charges = 5 + 1 per seed 9 ranks.  % Chance = 25% + (2 * seed 9 ranks).&lt;br /&gt;
&lt;br /&gt;
;*[[Animate Dead (730)]]&lt;br /&gt;
:Necromancy Lore increases a character&#039;s [[MAL]] by ranks &amp;amp;divide; 10; increases the number of possible targets to 2 + (ranks &amp;amp;divide; 20); and increases the chances for the explosion to hit the targets.&lt;br /&gt;
&lt;br /&gt;
;*[[Ensorcell (735)]]&lt;br /&gt;
:At 90 and 180 ranks, sorcerers will retain the flare bonus for an additional attack.  Necromancy also allows a sorcerer to gain energy faster by giving a [[Ensorcell_(735)#Necromancy_Lore_Bonus_Table|per creature bonus]] based on a seed 1 [[summation]] (i.e. fewer kills needed to reach maximum energy per week).&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Sorcerous Lore]]&lt;br /&gt;
*[[Sorcerous Lore, Demonology]]&lt;br /&gt;
*[[Lore chart]] &lt;br /&gt;
*[[Sacrifice verb updated (saved posts)]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>PDBOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71637</id>
		<title>Sorcerous Lore, Necromancy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71637"/>
		<updated>2015-11-19T02:04:52Z</updated>

		<summary type="html">&lt;p&gt;PDBOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
The skill representing one&#039;s proficiency with manipulation, disassemblement, and reconstruction of live organic matter.  While any profession can train in &#039;&#039;&#039;Sorcerous Lore, Necromancy&#039;&#039;&#039;, it does not apply to any spells or abilities outside of the [[sorcerer]] domain.  However, training in Necromancy lore will increase the damage and flare rate done by [[Rotflares|RotFlares]], which are an extremely rare [[item script]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] {creature}&#039;&#039;&#039;&lt;br /&gt;
Attempts cause the expenditure of [[spirit]] points and 10 sec of RT, regardless of outcome (failures during the cooldown not included). Failed attempts can drain 1-2 spirit on minor failures and up to 5 on major ones. A successful attempt will cost 2 spirit, kill the target, and return mana to the sacrificer. &lt;br /&gt;
&lt;br /&gt;
The spirit loss can be nullified by training in [[Sorcerous Lore, Necromancy]].  At 10 ranks there will be no more spirit loss on a failed sacrifice. At 30 ranks there will be no spirit loss on a successful sacrifice.&lt;br /&gt;
&lt;br /&gt;
Each successful sacrifice has an accompanying cooldown period of 10 minutes. Ranks in [[Sorcerous Lore, Necromancy]] will reduce the time according to the following:&lt;br /&gt;
&lt;br /&gt;
*Ranks 1 to 120: -2 seconds per rank&lt;br /&gt;
*Ranks 121 to 200: -0.75 seconds per rank&lt;br /&gt;
*Ranks ≥200: -1.5 seconds per rank &lt;br /&gt;
&lt;br /&gt;
The table below lists cooldown durations at various lore thresholds. &lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Necromancy&amp;lt;br&amp;gt;Ranks&lt;br /&gt;
!Cooldown&amp;lt;br&amp;gt;(in minutes)&lt;br /&gt;
|-align=center&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|-align=center&lt;br /&gt;
|30&lt;br /&gt;
|9&lt;br /&gt;
|-align=center&lt;br /&gt;
|60&lt;br /&gt;
|8&lt;br /&gt;
|-align=center&lt;br /&gt;
|90&lt;br /&gt;
|7&lt;br /&gt;
|-align=center&lt;br /&gt;
|120&lt;br /&gt;
|6&lt;br /&gt;
|-align=center&lt;br /&gt;
|200&lt;br /&gt;
|5&lt;br /&gt;
|-align=center&lt;br /&gt;
|240&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] CHANNEL {creature}&#039;&#039;&#039;&lt;br /&gt;
Directs the energy of a sacrifice into an Animate, healing it of injuries and refreshing its duration to the original duration. Unlocked at 60 ranks of [[Sorcerous Lore, Necromancy]]. &lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] INFEST {creature}&#039;&#039;&#039;&lt;br /&gt;
Taints the energy of a sacrifice, weakening the next few spawns of the same type of creature for a short amount of time.  The weakened creatures will have lower combat numbers such as [[AS]], [[DS]], [[CS]], and [[TD]], but levels will not change; thus, [[creature maneuver]]s will not be weakened. Unlocked at 100 ranks of [[Sorcerous Lore, Necromancy]].&lt;br /&gt;
&lt;br /&gt;
;*[[Rotflares|RotFlares]] {[[item script]]}&lt;br /&gt;
Hit percentage of the flare increases at 36, 136, and 171 ranks in [[Sorcerous Lore, Necromancy]]; with 171 ranks causing a flare nearly every swing. The duration of the effect and the damage [[Damage Over Time]] (DoT) of the disease increase based on the seed 1 of the [[summation chart]]. Initial damage is not affected by [[Sorcerous Lore, Necromancy]].&lt;br /&gt;
&lt;br /&gt;
;*[[Blood Burst (701)]]&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] allows the caster to receive an infusion of blood directly from the wounded creature. Blood is returned upon each successful warding and every subsequent round of blood loss. Only one rank of [[Sorcerous Lore, Necromancy]] is required to activate this effect. A caster fully doubled in [[Sorcerous Lore, Necromancy]] at level 100 will receive 50% (rounded down) of the blood loss. There is no limit to the number of creatures a caster can be drawing blood from at once, and there is no limit on distance they can be drawing from&lt;br /&gt;
&lt;br /&gt;
;*[[Disintegrate (705)]]&lt;br /&gt;
20 ranks of [[Sorcerous Lore, Necromancy]] unlocks the ability for Disintegrate to be cast as a [[bolt]] spell, which is cast using &amp;lt;tt&amp;gt;PREP 705, [[EVOKE]] {target}&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Sorcerous Lore, Necromancy]] also provides the ability for both the regular and bolt aspects of the spell to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 [[summation]] of the caster&#039;s Necromancy ranks.  One of three effects may occur:&lt;br /&gt;
&lt;br /&gt;
#Weapons having 25% less [[damage factor]];&lt;br /&gt;
#Shields reducing the target&#039;s [[block]] chance by 5% and cause it to suffer -20 to offense with [[shield maneuvers]]; and &lt;br /&gt;
#[[Armor Use|Armor]] is reduced by 1 AsG. &lt;br /&gt;
&lt;br /&gt;
The effect(s) stacks and the duration renews each time the lore benefit triggers.  The target must be struck on the right hand or arm for the weapon effect, and on the left hand or arm for the shield effect.  Any other location hit will trigger the armor effect.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||6||13||21||30||40||51||63||76||90||105||121||138||156||175||195||216||238&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for opponent effectiveness reduction effect||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%||12%||13%||14%||15%||16%||17%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] increases the bolt version only [[Damage factor|damage factor]] (DF). &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style= &amp;quot;text-align:center; background: #DDD;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Necromancy&amp;lt;br&amp;gt;Lore Ranks&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;center&amp;gt;Damage Factor&amp;lt;br&amp;gt;Increase&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 to 50&amp;lt;/center&amp;gt;||0.001 per rank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;51 to 100&amp;lt;/center&amp;gt;||0.001 per two ranks&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;101 to 200&amp;lt;/center&amp;gt;||0.001 per four ranks&lt;br /&gt;
|}&lt;br /&gt;
The total DF increase with 200 ranks Necromancy lore is 0.100.&lt;br /&gt;
&lt;br /&gt;
;*[[Limb Disruption (708)]]&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] will increase the likelihood of disrupted limbs to reanimate.  Only legs and arms (or their equivalents) will reanimate.  Hands will never reanimate.  Likewise, player limbs will never reanimate. &lt;br /&gt;
&lt;br /&gt;
When cast, there is a random 50% chance to determine if a limb will have the potential to reanimate.&lt;br /&gt;
If that check is successful, it takes a&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[d100 + ((50 * Necromancy ranks) / target&#039;s level)]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The result must be greater than 100 to reanimate. &lt;br /&gt;
The ability of the limb to drag a target down is&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=500px}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[((caster&#039;s level - target&#039;s level) * 6) + d150]&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
If that is greater than 100, it is successful. (Info provided by GM Estild.)&lt;br /&gt;
&lt;br /&gt;
Reanimated arms will attempt to knock over a standing target, or they will attempt to drag a grounded target, causing hard [[roundtime]]. Reanimated legs will attempt to knock over standing targets only. The odds of a limb successfully attacking a target are based on the size of the limb in relation to the size of the target and the level of the target in relation to the level of the creature from which the limb originated.&lt;br /&gt;
&lt;br /&gt;
;*[[Grasp of the Grave (709)]]&lt;br /&gt;
:Training in Necromancy gives a chance to impose grapple damage on the target based upon a 2 &amp;amp;times; seed 2 [[summation]] of Necromancy ranks, including a small chance to outright strangle the target.&lt;br /&gt;
&lt;br /&gt;
;*[[Pain (711)]]&lt;br /&gt;
:The threshold of [[endroll]] required to obtain each level of pain infliction is reduced by training necromancy. A minimum of 0.3 ranks per level is required to enable the maximum effect (35% health loss &amp;amp; 7 sec [[RT]]), which is achieved at endrolls of 166 or greater. 1x will reduce the necessary endroll to 141+.&lt;br /&gt;
&lt;br /&gt;
;*[[Pestilence (716)]]&lt;br /&gt;
:Increased number of charges and chance for reactive attack. Total charges = 5 + 1 per seed 9 ranks.  % Chance = 25% + (2 * seed 9 ranks).&lt;br /&gt;
&lt;br /&gt;
;*[[Animate Dead (730)]]&lt;br /&gt;
:Necromancy Lore increases a character&#039;s [[MAL]] by ranks &amp;amp;divide; 10; increases the number of possible targets to 2 + (ranks &amp;amp;divide; 20); and increases the chances for the explosion to hit the targets.&lt;br /&gt;
&lt;br /&gt;
;*[[Ensorcell (735)]]&lt;br /&gt;
:At 90 and 180 ranks, sorcerers will retain the flare bonus for an additional attack.  Necromancy also allows a sorcerer to gain energy faster by giving a [[Ensorcell_(735)#Necromancy_Lore_Bonus_Table|per creature bonus]] based on a seed 1 [[summation]] (i.e. fewer kills needed to reach maximum energy per week).&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Sorcerous Lore]]&lt;br /&gt;
*[[Sorcerous Lore, Demonology]]&lt;br /&gt;
*[[Lore chart]] &lt;br /&gt;
*[[Sacrifice verb updated (saved posts)]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>PDBOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71634</id>
		<title>Sorcerous Lore, Necromancy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71634"/>
		<updated>2015-11-19T01:41:21Z</updated>

		<summary type="html">&lt;p&gt;PDBOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
The skill representing one&#039;s proficiency with manipulation, disassemblement, and reconstruction of live organic matter.  While any profession can train in &#039;&#039;&#039;Sorcerous Lore, Necromancy&#039;&#039;&#039;, it does not apply to any spells or abilities outside of the [[sorcerer]] domain.  However, training in Necromancy lore will increase the damage and flare rate done by [[Rotflares|RotFlares]], which are an extremely rare [[item script]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] {creature}&#039;&#039;&#039;&lt;br /&gt;
Attempts cause the expenditure of [[spirit]] points and 10 sec of RT, regardless of outcome (failures during the cooldown not included). Failed attempts can drain 1-2 spirit on minor failures and up to 5 on major ones. A successful attempt will cost 2 spirit, kill the target, and return mana to the sacrificer. &lt;br /&gt;
&lt;br /&gt;
The spirit loss can be nullified by training in [[Sorcerous Lore, Necromancy]].  At 10 ranks there will be no more spirit loss on a failed sacrifice. At 30 ranks there will be no spirit loss on a successful sacrifice.&lt;br /&gt;
&lt;br /&gt;
Each successful sacrifice has an accompanying cooldown period of 10 minutes. Ranks in [[Sorcerous Lore, Necromancy]] will reduce the time according to the following:&lt;br /&gt;
&lt;br /&gt;
*Ranks 1 to 120: -2 seconds per rank&lt;br /&gt;
*Ranks 121 to 200: -0.75 seconds per rank&lt;br /&gt;
*Ranks ≥200: -1.5 seconds per rank &lt;br /&gt;
&lt;br /&gt;
The table below lists cooldown durations at various lore thresholds. &lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Necromancy&amp;lt;br&amp;gt;Ranks&lt;br /&gt;
!Cooldown&amp;lt;br&amp;gt;(in minutes)&lt;br /&gt;
|-align=center&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|-align=center&lt;br /&gt;
|30&lt;br /&gt;
|9&lt;br /&gt;
|-align=center&lt;br /&gt;
|60&lt;br /&gt;
|8&lt;br /&gt;
|-align=center&lt;br /&gt;
|90&lt;br /&gt;
|7&lt;br /&gt;
|-align=center&lt;br /&gt;
|120&lt;br /&gt;
|6&lt;br /&gt;
|-align=center&lt;br /&gt;
|200&lt;br /&gt;
|5&lt;br /&gt;
|-align=center&lt;br /&gt;
|240&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] CHANNEL {creature}&#039;&#039;&#039;&lt;br /&gt;
Directs the energy of a sacrifice into an Animate, healing it of injuries and refreshing its duration to the original duration. Unlocked at 60 ranks of [[Sorcerous Lore, Necromancy]]. &lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] INFEST {creature}&#039;&#039;&#039;&lt;br /&gt;
Taints the energy of a sacrifice, weakening the next few spawns of the same type of creature for a short amount of time.  The weakened creatures will have lower combat numbers such as [[AS]], [[DS]], [[CS]], and [[TD]], but levels will not change; thus, [[creature maneuver]]s will not be weakened. Unlocked at 100 ranks of [[Sorcerous Lore, Necromancy]].&lt;br /&gt;
&lt;br /&gt;
;*[[Rotflares|RotFlares]] {[[item script]]}&lt;br /&gt;
Hit percentage of the flare increases at 36, 136, and 171 ranks in [[Sorcerous Lore, Necromancy]]; with 171 ranks causing a flare nearly every swing. The duration of the effect and the damage [[Damage Over Time]] (DoT) of the disease increase based on the seed 1 of the [[summation chart]]. Initial damage is not affected by [[Sorcerous Lore, Necromancy]].&lt;br /&gt;
&lt;br /&gt;
;*[[Blood Burst (701)]]&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] allows the caster to receive an infusion of blood directly from the wounded creature. Blood is returned upon each successful warding and every subsequent round of blood loss. Only one rank of [[Sorcerous Lore, Necromancy]] is required to activate this effect. A caster fully doubled in [[Sorcerous Lore, Necromancy]] at level 100 will receive 50% (rounded down) of the blood loss. There is no limit to the number of creatures a caster can be drawing blood from at once, and there is no limit on distance they can be drawing from&lt;br /&gt;
&lt;br /&gt;
;*[[Disintegrate (705)]]&lt;br /&gt;
20 ranks of [[Sorcerous Lore, Necromancy]] unlocks the ability for Disintegrate to be cast as a [[bolt]] spell, which is cast using &amp;lt;tt&amp;gt;PREP 705, [[EVOKE]] {target}&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Sorcerous Lore, Necromancy]] also provides the ability for both the regular and bolt aspects of the spell to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 [[summation]] of the caster&#039;s Necromancy ranks.  One of three effects may occur:&lt;br /&gt;
&lt;br /&gt;
#Weapons having 25% less [[damage factor]];&lt;br /&gt;
#Shields reducing the target&#039;s [[block]] chance by 5% and cause it to suffer -20 to offense with [[shield maneuvers]]; and &lt;br /&gt;
#[[Armor Use|Armor]] is reduced by 1 AsG. &lt;br /&gt;
&lt;br /&gt;
The effect(s) stacks and the duration renews each time the lore benefit triggers.  The target must be struck on the right hand or arm for the weapon effect, and on the left hand or arm for the shield effect.  Any other location hit will trigger the armor effect.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||6||13||21||30||40||51||63||76||90||105||121||138||156||175||195||216||238&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for opponent effectiveness reduction effect||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%||12%||13%||14%||15%||16%||17%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] increases the bolt version only [[Damage factor|damage factor]] (DF). &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style= &amp;quot;text-align:center; background: #DDD;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Necromancy&amp;lt;br&amp;gt;Lore Ranks&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;center&amp;gt;Damage Factor&amp;lt;br&amp;gt;Increase&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 to 50&amp;lt;/center&amp;gt;||0.001 per rank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;51 to 100&amp;lt;/center&amp;gt;||0.001 per two ranks&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;101 to 200&amp;lt;/center&amp;gt;||0.001 per four ranks&lt;br /&gt;
|}&lt;br /&gt;
The total DF increase with 200 ranks Necromancy lore is 0.100.&lt;br /&gt;
&lt;br /&gt;
;*[[Limb Disruption (708)]]&lt;br /&gt;
:With Necromancy training, limbs completely severed by this spell have a chance of re-animating and attempting to hinder their former owner. The chances of animation are based on the caster&#039;s necromancy ranks in relation to the target&#039;s [[level]].&lt;br /&gt;
&lt;br /&gt;
;*[[Grasp of the Grave (709)]]&lt;br /&gt;
:Training in Necromancy gives a chance to impose grapple damage on the target based upon a 2 &amp;amp;times; seed 2 [[summation]] of Necromancy ranks, including a small chance to outright strangle the target.&lt;br /&gt;
&lt;br /&gt;
;*[[Pain (711)]]&lt;br /&gt;
:The threshold of [[endroll]] required to obtain each level of pain infliction is reduced by training necromancy. A minimum of 0.3 ranks per level is required to enable the maximum effect (35% health loss &amp;amp; 7 sec [[RT]]), which is achieved at endrolls of 166 or greater. 1x will reduce the necessary endroll to 141+.&lt;br /&gt;
&lt;br /&gt;
;*[[Pestilence (716)]]&lt;br /&gt;
:Increased number of charges and chance for reactive attack. Total charges = 5 + 1 per seed 9 ranks.  % Chance = 25% + (2 * seed 9 ranks).&lt;br /&gt;
&lt;br /&gt;
;*[[Animate Dead (730)]]&lt;br /&gt;
:Necromancy Lore increases a character&#039;s [[MAL]] by ranks &amp;amp;divide; 10; increases the number of possible targets to 2 + (ranks &amp;amp;divide; 20); and increases the chances for the explosion to hit the targets.&lt;br /&gt;
&lt;br /&gt;
;*[[Ensorcell (735)]]&lt;br /&gt;
:At 90 and 180 ranks, sorcerers will retain the flare bonus for an additional attack.  Necromancy also allows a sorcerer to gain energy faster by giving a [[Ensorcell_(735)#Necromancy_Lore_Bonus_Table|per creature bonus]] based on a seed 1 [[summation]] (i.e. fewer kills needed to reach maximum energy per week).&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Sorcerous Lore]]&lt;br /&gt;
*[[Sorcerous Lore, Demonology]]&lt;br /&gt;
*[[Lore chart]] &lt;br /&gt;
*[[Sacrifice verb updated (saved posts)]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>PDBOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71633</id>
		<title>Sorcerous Lore, Necromancy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71633"/>
		<updated>2015-11-19T01:39:36Z</updated>

		<summary type="html">&lt;p&gt;PDBOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
The skill representing one&#039;s proficiency with manipulation, disassemblement, and reconstruction of live organic matter.  While any profession can train in &#039;&#039;&#039;Sorcerous Lore, Necromancy&#039;&#039;&#039;, it does not apply to any spells or abilities outside of the [[sorcerer]] domain.  However, training in Necromancy lore will increase the damage and flare rate done by [[Rotflares|RotFlares]], which are an extremely rare [[item script]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] {creature}&#039;&#039;&#039;&lt;br /&gt;
Attempts cause the expenditure of [[spirit]] points and 10 sec of RT, regardless of outcome (failures during the cooldown not included). Failed attempts can drain 1-2 spirit on minor failures and up to 5 on major ones. A successful attempt will cost 2 spirit, kill the target, and return mana to the sacrificer. &lt;br /&gt;
&lt;br /&gt;
The spirit loss can be nullified by training in [[Sorcerous Lore, Necromancy]].  At 10 ranks there will be no more spirit loss on a failed sacrifice. At 30 ranks there will be no spirit loss on a successful sacrifice.&lt;br /&gt;
&lt;br /&gt;
Each successful sacrifice has an accompanying cooldown period of 10 minutes. Ranks in [[Sorcerous Lore, Necromancy]] will reduce the time according to the following:&lt;br /&gt;
&lt;br /&gt;
*Ranks 1 to 120: -2 seconds per rank&lt;br /&gt;
*Ranks 121 to 200: -0.75 seconds per rank&lt;br /&gt;
*Ranks ≥200: -1.5 seconds per rank &lt;br /&gt;
&lt;br /&gt;
The table below lists cooldown durations at various lore thresholds. &lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Necromancy&amp;lt;br&amp;gt;Ranks&lt;br /&gt;
!Cooldown&amp;lt;br&amp;gt;(in minutes)&lt;br /&gt;
|-align=center&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|-align=center&lt;br /&gt;
|30&lt;br /&gt;
|9&lt;br /&gt;
|-align=center&lt;br /&gt;
|60&lt;br /&gt;
|8&lt;br /&gt;
|-align=center&lt;br /&gt;
|90&lt;br /&gt;
|7&lt;br /&gt;
|-align=center&lt;br /&gt;
|120&lt;br /&gt;
|6&lt;br /&gt;
|-align=center&lt;br /&gt;
|200&lt;br /&gt;
|5&lt;br /&gt;
|-align=center&lt;br /&gt;
|240&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] CHANNEL {creature}&#039;&#039;&#039;&lt;br /&gt;
Directs the energy of a sacrifice into an Animate, healing it of injuries and refreshing its duration to the original duration. Unlocked at 60 ranks of [[Sorcerous Lore, Necromancy]]. &lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] INFEST {creature}&#039;&#039;&#039;&lt;br /&gt;
Taints the energy of a sacrifice, weakening the next few spawns of the same type of creature for a short amount of time.  The weakened creatures will have lower combat numbers such as [[AS]], [[DS]], [[CS]], and [[TD]], but levels will not change; thus, [[creature maneuver]]s will not be weakened. Unlocked at 100 ranks of [[Sorcerous Lore, Necromancy]].&lt;br /&gt;
&lt;br /&gt;
;*[[Rotflares|RotFlares]] {item script}&lt;br /&gt;
Hit percentage of the flare increases at 36, 136, and 171 ranks in [[Sorcerous Lore, Necromancy]]; with 171 ranks causing a flare nearly every swing. The duration of the effect and the damage [[Damage Over Time]] (DoT) of the disease increase based on the seed 1 of the [[summation chart]]. Initial damage is not affected by [[Sorcerous Lore, Necromancy]].&lt;br /&gt;
&lt;br /&gt;
;*[[Blood Burst (701)]]&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] allows the caster to receive an infusion of blood directly from the wounded creature. Blood is returned upon each successful warding and every subsequent round of blood loss. Only one rank of [[Sorcerous Lore, Necromancy]] is required to activate this effect. A caster fully doubled in [[Sorcerous Lore, Necromancy]] at level 100 will receive 50% (rounded down) of the blood loss. There is no limit to the number of creatures a caster can be drawing blood from at once, and there is no limit on distance they can be drawing from&lt;br /&gt;
&lt;br /&gt;
;*[[Disintegrate (705)]]&lt;br /&gt;
20 ranks of [[Sorcerous Lore, Necromancy]] unlocks the ability for Disintegrate to be cast as a [[bolt]] spell, which is cast using &amp;lt;tt&amp;gt;PREP 705, [[EVOKE]] {target}&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Sorcerous Lore, Necromancy]] also provides the ability for both the regular and bolt aspects of the spell to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 [[summation]] of the caster&#039;s Necromancy ranks.  One of three effects may occur:&lt;br /&gt;
&lt;br /&gt;
#Weapons having 25% less [[damage factor]];&lt;br /&gt;
#Shields reducing the target&#039;s [[block]] chance by 5% and cause it to suffer -20 to offense with [[shield maneuvers]]; and &lt;br /&gt;
#[[Armor Use|Armor]] is reduced by 1 AsG. &lt;br /&gt;
&lt;br /&gt;
The effect(s) stacks and the duration renews each time the lore benefit triggers.  The target must be struck on the right hand or arm for the weapon effect, and on the left hand or arm for the shield effect.  Any other location hit will trigger the armor effect.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Sorcerous Lore, Necromancy ranks||6||13||21||30||40||51||63||76||90||105||121||138||156||175||195||216||238&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for opponent effectiveness reduction effect||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%||12%||13%||14%||15%||16%||17%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] increases the bolt version only [[Damage factor|damage factor]] (DF). &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style= &amp;quot;text-align:center; background: #DDD;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Necromancy&amp;lt;br&amp;gt;Lore Ranks&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;center&amp;gt;Damage Factor&amp;lt;br&amp;gt;Increase&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 to 50&amp;lt;/center&amp;gt;||0.001 per rank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;51 to 100&amp;lt;/center&amp;gt;||0.001 per two ranks&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;101 to 200&amp;lt;/center&amp;gt;||0.001 per four ranks&lt;br /&gt;
|}&lt;br /&gt;
The total DF increase with 200 ranks Necromancy lore is 0.100.&lt;br /&gt;
&lt;br /&gt;
;*[[Limb Disruption (708)]]&lt;br /&gt;
:With Necromancy training, limbs completely severed by this spell have a chance of re-animating and attempting to hinder their former owner. The chances of animation are based on the caster&#039;s necromancy ranks in relation to the target&#039;s [[level]].&lt;br /&gt;
&lt;br /&gt;
;*[[Grasp of the Grave (709)]]&lt;br /&gt;
:Training in Necromancy gives a chance to impose grapple damage on the target based upon a 2 &amp;amp;times; seed 2 [[summation]] of Necromancy ranks, including a small chance to outright strangle the target.&lt;br /&gt;
&lt;br /&gt;
;*[[Pain (711)]]&lt;br /&gt;
:The threshold of [[endroll]] required to obtain each level of pain infliction is reduced by training necromancy. A minimum of 0.3 ranks per level is required to enable the maximum effect (35% health loss &amp;amp; 7 sec [[RT]]), which is achieved at endrolls of 166 or greater. 1x will reduce the necessary endroll to 141+.&lt;br /&gt;
&lt;br /&gt;
;*[[Pestilence (716)]]&lt;br /&gt;
:Increased number of charges and chance for reactive attack. Total charges = 5 + 1 per seed 9 ranks.  % Chance = 25% + (2 * seed 9 ranks).&lt;br /&gt;
&lt;br /&gt;
;*[[Animate Dead (730)]]&lt;br /&gt;
:Necromancy Lore increases a character&#039;s [[MAL]] by ranks &amp;amp;divide; 10; increases the number of possible targets to 2 + (ranks &amp;amp;divide; 20); and increases the chances for the explosion to hit the targets.&lt;br /&gt;
&lt;br /&gt;
;*[[Ensorcell (735)]]&lt;br /&gt;
:At 90 and 180 ranks, sorcerers will retain the flare bonus for an additional attack.  Necromancy also allows a sorcerer to gain energy faster by giving a [[Ensorcell_(735)#Necromancy_Lore_Bonus_Table|per creature bonus]] based on a seed 1 [[summation]] (i.e. fewer kills needed to reach maximum energy per week).&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Sorcerous Lore]]&lt;br /&gt;
*[[Sorcerous Lore, Demonology]]&lt;br /&gt;
*[[Lore chart]] &lt;br /&gt;
*[[Sacrifice verb updated (saved posts)]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>PDBOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71632</id>
		<title>Sorcerous Lore, Necromancy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71632"/>
		<updated>2015-11-19T01:33:24Z</updated>

		<summary type="html">&lt;p&gt;PDBOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
The skill representing one&#039;s proficiency with manipulation, disassemblement, and reconstruction of live organic matter.  While any profession can train in &#039;&#039;&#039;Sorcerous Lore, Necromancy&#039;&#039;&#039;, it does not apply to any spells or abilities outside of the [[sorcerer]] domain.  However, training in Necromancy lore will increase the damage and flare rate done by [[Rotflares|RotFlares]], which are an extremely rare [[item script]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] {creature}&#039;&#039;&#039;&lt;br /&gt;
Attempts cause the expenditure of [[spirit]] points and 10 sec of RT, regardless of outcome (failures during the cooldown not included). Failed attempts can drain 1-2 spirit on minor failures and up to 5 on major ones. A successful attempt will cost 2 spirit, kill the target, and return mana to the sacrificer. &lt;br /&gt;
&lt;br /&gt;
The spirit loss can be nullified by training in [[Sorcerous Lore, Necromancy]].  At 10 ranks there will be no more spirit loss on a failed sacrifice. At 30 ranks there will be no spirit loss on a successful sacrifice.&lt;br /&gt;
&lt;br /&gt;
Each successful sacrifice has an accompanying cooldown period of 10 minutes. Ranks in [[Sorcerous Lore, Necromancy]] will reduce the time according to the following:&lt;br /&gt;
&lt;br /&gt;
*Ranks 1 to 120: -2 seconds per rank&lt;br /&gt;
*Ranks 121 to 200: -0.75 seconds per rank&lt;br /&gt;
*Ranks ≥200: -1.5 seconds per rank &lt;br /&gt;
&lt;br /&gt;
The table below lists cooldown durations at various lore thresholds. &lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Necromancy&amp;lt;br&amp;gt;Ranks&lt;br /&gt;
!Cooldown&amp;lt;br&amp;gt;(in minutes)&lt;br /&gt;
|-align=center&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|-align=center&lt;br /&gt;
|30&lt;br /&gt;
|9&lt;br /&gt;
|-align=center&lt;br /&gt;
|60&lt;br /&gt;
|8&lt;br /&gt;
|-align=center&lt;br /&gt;
|90&lt;br /&gt;
|7&lt;br /&gt;
|-align=center&lt;br /&gt;
|120&lt;br /&gt;
|6&lt;br /&gt;
|-align=center&lt;br /&gt;
|200&lt;br /&gt;
|5&lt;br /&gt;
|-align=center&lt;br /&gt;
|240&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] CHANNEL {creature}&#039;&#039;&#039;&lt;br /&gt;
Directs the energy of a sacrifice into an Animate, healing it of injuries and refreshing its duration to the original duration. Unlocked at 60 ranks of [[Sorcerous Lore, Necromancy]]. &lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] INFEST {creature}&#039;&#039;&#039;&lt;br /&gt;
Taints the energy of a sacrifice, weakening the next few spawns of the same type of creature for a short amount of time.  The weakened creatures will have lower combat numbers such as [[AS]], [[DS]], [[CS]], and [[TD]], but levels will not change; thus, [[creature maneuver]]s will not be weakened. Unlocked at 100 ranks of [[Sorcerous Lore, Necromancy]].&lt;br /&gt;
&lt;br /&gt;
;*[[Rotflares|RotFlares]] {item script}&lt;br /&gt;
Hit percentage of the flare increases at 36, 136, and 171 ranks in [[Sorcerous Lore, Necromancy]]; with 171 ranks causing a flare nearly every swing. The duration of the effect and the damage [[Damage Over Time]] (DoT) of the disease increase based on the seed 1 of the [[summation chart]]. Initial damage is not affected by [[Sorcerous Lore, Necromancy]].&lt;br /&gt;
&lt;br /&gt;
;*[[Blood Burst (701)]]&lt;br /&gt;
Training in [[Sorcerous Lore, Necromancy]] allows the caster to receive an infusion of blood directly from the wounded creature. Blood is returned upon each successful warding and every subsequent round of blood loss. Only one rank of [[Sorcerous Lore, Necromancy]] is required to activate this effect. A caster fully doubled in [[Sorcerous Lore, Necromancy]] at level 100 will receive 50% (rounded down) of the blood loss. There is no limit to the number of creatures a caster can be drawing blood from at once, and there is no limit on distance they can be drawing from&lt;br /&gt;
&lt;br /&gt;
;*[[Disintegrate (705)]]&lt;br /&gt;
:Training in Necromancy will unlock a bolt version (evoke) at 20 ranks and increase the damage factor of the bolt by .001 per rank for ranks 1-50, .001 per 2 ranks for ranks 51-100, and .001 per 4 ranks for ranks 101-200.  Necromancy also provides the ability for both the regular and bolt aspects of the spell to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 [[summation]] of the caster&#039;s Necromancy ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Limb Disruption (708)]]&lt;br /&gt;
:With Necromancy training, limbs completely severed by this spell have a chance of re-animating and attempting to hinder their former owner. The chances of animation are based on the caster&#039;s necromancy ranks in relation to the target&#039;s [[level]].&lt;br /&gt;
&lt;br /&gt;
;*[[Grasp of the Grave (709)]]&lt;br /&gt;
:Training in Necromancy gives a chance to impose grapple damage on the target based upon a 2 &amp;amp;times; seed 2 [[summation]] of Necromancy ranks, including a small chance to outright strangle the target.&lt;br /&gt;
&lt;br /&gt;
;*[[Pain (711)]]&lt;br /&gt;
:The threshold of [[endroll]] required to obtain each level of pain infliction is reduced by training necromancy. A minimum of 0.3 ranks per level is required to enable the maximum effect (35% health loss &amp;amp; 7 sec [[RT]]), which is achieved at endrolls of 166 or greater. 1x will reduce the necessary endroll to 141+.&lt;br /&gt;
&lt;br /&gt;
;*[[Pestilence (716)]]&lt;br /&gt;
:Increased number of charges and chance for reactive attack. Total charges = 5 + 1 per seed 9 ranks.  % Chance = 25% + (2 * seed 9 ranks).&lt;br /&gt;
&lt;br /&gt;
;*[[Animate Dead (730)]]&lt;br /&gt;
:Necromancy Lore increases a character&#039;s [[MAL]] by ranks &amp;amp;divide; 10; increases the number of possible targets to 2 + (ranks &amp;amp;divide; 20); and increases the chances for the explosion to hit the targets.&lt;br /&gt;
&lt;br /&gt;
;*[[Ensorcell (735)]]&lt;br /&gt;
:At 90 and 180 ranks, sorcerers will retain the flare bonus for an additional attack.  Necromancy also allows a sorcerer to gain energy faster by giving a [[Ensorcell_(735)#Necromancy_Lore_Bonus_Table|per creature bonus]] based on a seed 1 [[summation]] (i.e. fewer kills needed to reach maximum energy per week).&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Sorcerous Lore]]&lt;br /&gt;
*[[Sorcerous Lore, Demonology]]&lt;br /&gt;
*[[Lore chart]] &lt;br /&gt;
*[[Sacrifice verb updated (saved posts)]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>PDBOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71630</id>
		<title>Sorcerous Lore, Necromancy</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerous_Lore,_Necromancy&amp;diff=71630"/>
		<updated>2015-11-19T00:31:44Z</updated>

		<summary type="html">&lt;p&gt;PDBOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
The skill representing one&#039;s proficiency with manipulation, disassemblement, and reconstruction of live organic matter.  While any profession can train in &#039;&#039;&#039;Sorcerous Lore, Necromancy&#039;&#039;&#039;, it does not apply to any spells or abilities outside of the [[sorcerer]] domain.  However, training in Necromancy lore will increase the damage and flare rate done by [[Rotflares|RotFlares]], which are an extremely rare [[item script]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] {creature}&#039;&#039;&#039;&lt;br /&gt;
Attempts cause the expenditure of [[spirit]] points and 10 sec of RT, regardless of outcome (failures during the cooldown not included). Failed attempts can drain 1-2 spirit on minor failures and up to 5 on major ones. A successful attempt will cost 2 spirit, kill the target, and return mana to the sacrificer. Corpses can be [[LOOT (verb)|looted]] normally after death. &lt;br /&gt;
&lt;br /&gt;
The spirit loss can be nullified by training in [[Sorcerous Lore, Necromancy]].  At 10 ranks there will be no more spirit loss on a failed sacrifice. At 30 ranks there will be no spirit loss on a successful sacrifice.&lt;br /&gt;
&lt;br /&gt;
Each successful sacrifice has an accompanying cooldown period of 10 minutes. Ranks in [[Sorcerous Lore, Necromancy]] will reduce the time according to the following:&lt;br /&gt;
&lt;br /&gt;
*Ranks 1 to 120: -2 seconds per rank&lt;br /&gt;
*Ranks 121 to 200: -0.75 seconds per rank&lt;br /&gt;
*Ranks ≥200: -1.5 seconds per rank &lt;br /&gt;
&lt;br /&gt;
The table below lists cooldown durations at various lore thresholds. &lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Necromancy&amp;lt;br&amp;gt;Ranks&lt;br /&gt;
!Cooldown&amp;lt;br&amp;gt;(in minutes)&lt;br /&gt;
|-align=center&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|-align=center&lt;br /&gt;
|30&lt;br /&gt;
|9&lt;br /&gt;
|-align=center&lt;br /&gt;
|60&lt;br /&gt;
|8&lt;br /&gt;
|-align=center&lt;br /&gt;
|90&lt;br /&gt;
|7&lt;br /&gt;
|-align=center&lt;br /&gt;
|120&lt;br /&gt;
|6&lt;br /&gt;
|-align=center&lt;br /&gt;
|200&lt;br /&gt;
|5&lt;br /&gt;
|-align=center&lt;br /&gt;
|240&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sacrifice has been updated to display messaging when the cooldown has expired.  Additionally, while the cooldown is active, SPELL ACTIVE, as well as the StormFront Active Spells window, will display its remaining duration.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel refreshed enough to sacrifice another animus.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] CHANNEL {creature}&#039;&#039;&#039;&lt;br /&gt;
Directs the energy of a sacrifice into an Animate, healing it of injuries and refreshing its duration to the original duration. Unlocked at 60 ranks of [[Sorcerous Lore, Necromancy]]. &lt;br /&gt;
&lt;br /&gt;
;*&#039;&#039;&#039;[[Sacrifice]] INFEST {creature}&#039;&#039;&#039;&lt;br /&gt;
Taints the energy of a sacrifice, weakening the next few spawns of the same type of creature for a short amount of time.  The weakened creatures will have lower combat numbers such as [[AS]], [[DS]], [[CS]], and [[TD]], but levels will not change; thus, [[creature maneuver]]s will not be weakened. Unlocked at 100 ranks of [[Sorcerous Lore, Necromancy]].&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
;*[[Rotflares|RotFlares]] (item script)&lt;br /&gt;
:Flare rate increases at 36, 136, and 171 Necromancy ranks; damage increase based on a seed 1 ranks [[summation]].&lt;br /&gt;
&lt;br /&gt;
;*[[Blood Burst (701)]]&lt;br /&gt;
:With just one rank of Necromancy, blood drained from the target with this spell can be returned to the caster. Increased training will increase the amount of blood returned.&lt;br /&gt;
&lt;br /&gt;
;*[[Disintegrate (705)]]&lt;br /&gt;
:Training in Necromancy will unlock a bolt version (evoke) at 20 ranks and increase the damage factor of the bolt by .001 per rank for ranks 1-50, .001 per 2 ranks for ranks 51-100, and .001 per 4 ranks for ranks 101-200.  Necromancy also provides the ability for both the regular and bolt aspects of the spell to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 [[summation]] of the caster&#039;s Necromancy ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Limb Disruption (708)]]&lt;br /&gt;
:With Necromancy training, limbs completely severed by this spell have a chance of re-animating and attempting to hinder their former owner. The chances of animation are based on the caster&#039;s necromancy ranks in relation to the target&#039;s [[level]].&lt;br /&gt;
&lt;br /&gt;
;*[[Grasp of the Grave (709)]]&lt;br /&gt;
:Training in Necromancy gives a chance to impose grapple damage on the target based upon a 2 &amp;amp;times; seed 2 [[summation]] of Necromancy ranks, including a small chance to outright strangle the target.&lt;br /&gt;
&lt;br /&gt;
;*[[Pain (711)]]&lt;br /&gt;
:The threshold of [[endroll]] required to obtain each level of pain infliction is reduced by training necromancy. A minimum of 0.3 ranks per level is required to enable the maximum effect (35% health loss &amp;amp; 7 sec [[RT]]), which is achieved at endrolls of 166 or greater. 1x will reduce the necessary endroll to 141+.&lt;br /&gt;
&lt;br /&gt;
;*[[Pestilence (716)]]&lt;br /&gt;
:Increased number of charges and chance for reactive attack. Total charges = 5 + 1 per seed 9 ranks.  % Chance = 25% + (2 * seed 9 ranks).&lt;br /&gt;
&lt;br /&gt;
;*[[Animate Dead (730)]]&lt;br /&gt;
:Necromancy Lore increases a character&#039;s [[MAL]] by ranks &amp;amp;divide; 10; increases the number of possible targets to 2 + (ranks &amp;amp;divide; 20); and increases the chances for the explosion to hit the targets.&lt;br /&gt;
&lt;br /&gt;
;*[[Ensorcell (735)]]&lt;br /&gt;
:At 90 and 180 ranks, sorcerers will retain the flare bonus for an additional attack.  Necromancy also allows a sorcerer to gain energy faster by giving a [[Ensorcell_(735)#Necromancy_Lore_Bonus_Table|per creature bonus]] based on a seed 1 [[summation]] (i.e. fewer kills needed to reach maximum energy per week).&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Sorcerous Lore]]&lt;br /&gt;
*[[Sorcerous Lore, Demonology]]&lt;br /&gt;
*[[Lore chart]] &lt;br /&gt;
*[[Sacrifice verb updated (saved posts)]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>PDBOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spiritual_Mana_Control&amp;diff=71629</id>
		<title>Spiritual Mana Control</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spiritual_Mana_Control&amp;diff=71629"/>
		<updated>2015-11-19T00:05:42Z</updated>

		<summary type="html">&lt;p&gt;PDBOAT: /* Sorcerer Base */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
The &#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039; [[skill]] serves the same purpose as [[Mental Mana Control]] and [[Elemental Mana Control]]; it determines the efficiency with which a player can share [[mana]] with other players via [[SEND (verb)]].  [[Cleric]]s, [[sorcerer]]s, and [[empath]]s are the [[pure]] professions that benefit the most from SMC, along with the [[ranger]] and [[paladin]] [[semi]] professions.  The maximum benefit for sharing mana is achieved at twenty-four ranks, though many casters continue to train in it to aid some of their spells, increase the rate of return of their mana, or compensate for another player&#039;s low skill.  It should be noted that even at maximum efficiency, there is still approximately a 5% loss of mana during the transfer.&lt;br /&gt;
&lt;br /&gt;
This skill directly increases the amount of [[mana]] gained per pulse.&lt;br /&gt;
* If this is your primary mana control skill, then you will receive a bonus of one [[mana]] per pulse for every ten (10) ranks.  For Hybrid (multi-Realm) professions, your &amp;quot;primary&amp;quot; realm for mana control is defined as &amp;quot;that one--of the two of which you are a Hybrid--in which you have the most ranks of Mana Control.&amp;quot;&lt;br /&gt;
* If this is your secondary mana control skill--you are a Hybrid (multi-Realm) profession and this is the Realm in which you have fewer ranks of Mana Control--then you will receive a bonus of one (1) [[mana]] per pulse for every twenty (20) ranks.&lt;br /&gt;
&lt;br /&gt;
SMC also factors into avoiding [[spell burst]], [[runestaff]] defense, and some [[alchemy]] skills (mainly determining success at the training cauldrons).&lt;br /&gt;
&lt;br /&gt;
== Ranks and Training Costs ==&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 1 || Bardcost     = 0/12&lt;br /&gt;
  | Clericranks   = 3 || Clericcost   = 0/3&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/3&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/8&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/6&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/5&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/10&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/3&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/10&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 0/15&lt;br /&gt;
|}}&lt;br /&gt;
==Spells and Abilities Affected by SMC==&lt;br /&gt;
====[[MANA (verb)]] (ability)====&lt;br /&gt;
Determines or helps determine sorcerer, empath, paladin, ranger, and cleric MANA SPELLUP and MANA PULSE proficiency.&lt;br /&gt;
====[[Minor Spiritual]]====&lt;br /&gt;
*[[Spirit Dispel (119)]] - every 75 skill bonus will reduce mana cost for ending a spell by one&lt;br /&gt;
*[[Spirit Guide (130)]] - reduces severity of the sickness&lt;br /&gt;
====[[Major Spiritual]]====&lt;br /&gt;
*[[Living Spell (208)]] - decreases mana needed to cast a stolen spell by 1% per 2 ranks&lt;br /&gt;
*[[Major Sanctuary (220)]] - increases the chance of success&lt;br /&gt;
*[[Spirit Slayer (240)]] - [[CS]] boost is 25 + seed 5 ranks&lt;br /&gt;
====[[Cleric Base]]====&lt;br /&gt;
*[[Raise Dead (318)]] - reduces the chance of a raise injuring or killing the caster; the chance is 100% - SMC bonus and reaches 0% at 24 ranks&lt;br /&gt;
*[[Divine Wrath (319)]] - increases the damage of the secondary flare and reduces the time between casts&lt;br /&gt;
&lt;br /&gt;
====[[Ranger Base]]====&lt;br /&gt;
*[[Imbue (614)]] - increases the success rate&lt;br /&gt;
&lt;br /&gt;
====[[Sorcerer Base]]====&lt;br /&gt;
*&#039;&#039;&#039;[[Mana Disruption (702)]]&#039;&#039;&#039; - Mana Disruption has a chance to temporarily disable an enhancement (defensive) spell on a target for 15 seconds. Using the caster&#039;s Spirit and Elemental Mana Control (with the higher of the two counting all ranks and the lesser counting half ranks), it uses a seed 1 summation to determine the % chance to disrupt a spell. If the caster has higher SMC, it will attempt to randomly select a spiritual spell first&lt;br /&gt;
*&#039;&#039;&#039;[[Corrupt Essence (703)]]&#039;&#039;&#039; - Training in Elemental Mana Control and Spiritual Mana Control increases the number of targets available in the open cast version of the spell, with the higher of the two counting all ranks and the lesser counting half ranks. If they are trained equally, divide one of them by 2. [# of targets = 1 + (SMC + EMC (lower one counts for half) ÷ 20)]&lt;br /&gt;
*&#039;&#039;&#039;[[Balefire (713)]]&#039;&#039;&#039; - The chance that a demon will attack is equal to 2% for each Seed 1 bonus point of the Summation chart. Use SMC and EMC skill bonus separately to determine the bonus&lt;br /&gt;
*&#039;&#039;&#039;[[Scroll Infusion (714)]]&#039;&#039;&#039; - The amount of mana drained for a given spell on an infusion attempt is largely based on the spell’s level and sphere (magic that sorcerers do not have knowledge of, such as mentalist magic, require more mana to charge). High levels of Mana Control training (spiritual and elemental) will reduce the mana required.&lt;br /&gt;
*&#039;&#039;&#039;[[Dark Catalyst (719)]]&#039;&#039;&#039; - The amount of mana returned is modified by training in Elemental Mana Control and Spiritual Mana Control.&lt;br /&gt;
*&#039;&#039;&#039;[[Implosion (720)]]&#039;&#039;&#039; - Training in Elemental Mana Control and Spiritual Mana Control will reduce the mana cost.&lt;br /&gt;
*&#039;&#039;&#039;[[Ensorcell (735)]]&#039;&#039;&#039; - Spiritual Mana Control Ranks is a secondary factor in the success of Ensorcell.&lt;br /&gt;
*&#039;&#039;&#039;[[Planar Shift (740)]]&#039;&#039;&#039; - Training in Elemental and Spiritual Mana Controls improves the chances for success in an unknown way&lt;br /&gt;
*&#039;&#039;&#039;[[Sacrifice]] (ability)&#039;&#039;&#039; - A combined Elemental Mana Control and Spiritual Mana Control skill bonus of 102 (24 ranks total) is required to obtain the full amount of mana from a sacrifice.&lt;br /&gt;
&lt;br /&gt;
====[[Empath Base]]====&lt;br /&gt;
*[[Sympathy (1120)]] - with [[Mental Mana Control]], increases the number of possible targets at the rate of ((MMC + SMC) / 10)&lt;br /&gt;
*[[Troll&#039;s Blood (1125)]] - lessens the interval between stun break attempts&lt;br /&gt;
*[[Regeneration (1150)]] - reduces interval between regeneration pulses by one second per 100 SMC skill&lt;br /&gt;
====[[Paladin Base]]====&lt;br /&gt;
*[[Rejuvenation (1607)]] - reduces the cost by 1% for every 3 ranks&lt;br /&gt;
*[[Divine Word (1640)]] - reduces the chance of a raise injuring or killing the caster; the chance is 100% - SMC bonus and reaches 0% at 24 ranks&lt;br /&gt;
&lt;br /&gt;
==Scrolls and Magical Items==&lt;br /&gt;
Characters trained mana controls to gain applicable additional benefits from spells activated by items using [[Magic Item Use]] or scrolls using [[Arcane Symbols]] will receive full benefits when the spell cast through the item/scroll is a native learned spell to the character&#039;s profession, a minor circle spell, or known through a spell knowledge enhancive item. When the spell is a major circle or unknown profession base spell, only half of the pertinent mana control ranks count toward the effect of the spell activated/invoked.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Mana sharing (saved posts)]]&lt;br /&gt;
*[[Elemental Mana Control]]&lt;br /&gt;
*[[Mental Mana Control]]&lt;br /&gt;
*[http://www.play.net/gs4/info/skills.asp#manashare Skills: Mana Control], on Play.net&lt;/div&gt;</summary>
		<author><name>PDBOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Elemental_Mana_Control&amp;diff=71627</id>
		<title>Elemental Mana Control</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elemental_Mana_Control&amp;diff=71627"/>
		<updated>2015-11-18T23:53:18Z</updated>

		<summary type="html">&lt;p&gt;PDBOAT: /* Sorcerer Base */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
The &#039;&#039;&#039;Elemental Mana Control&#039;&#039;&#039; [[skill]] serves the same purpose as [[Spiritual Mana Control]] and [[Mental Mana Control]];  it determines the efficiency with which a player can share [[mana]] with other players via [[SEND (verb)]].  [[Wizard]]s and [[sorcerer]]s are the [[pure]] professions that benefit the most from EMC, along with [[bard]]s.  The maximum benefit for sharing mana is achieved at twenty-four (24) ranks, though many casters continue to train in it to aid some of their spells, increase the rate of return of their mana, or compensate for another player&#039;s low skill.  It should be noted that even at maximum efficiency, there is still approximately a 5% loss of mana during the transfer.&lt;br /&gt;
&lt;br /&gt;
This skill directly increases the amount of [[mana]] gained per pulse.&lt;br /&gt;
* If this is your primary mana control skill, then you will receive a bonus of one [[mana]] per pulse for every ten (10) ranks.  For Hybrid (multi-Realm) professions, your &amp;quot;primary&amp;quot; realm for mana control is defined as &amp;quot;that one--of the two of which you are a Hybrid--in which you have the most ranks of Mana Control.&amp;quot;&lt;br /&gt;
* If this is your secondary mana control skill--you are a Hybrid (multi-Realm) profession and this is the Realm in which you have fewer ranks of Mana Control--then you will receive a bonus of one (1) [[mana]] per pulse for every twenty (20) ranks.&lt;br /&gt;
== Ranks and Training Costs ==&lt;br /&gt;
{{skill&lt;br /&gt;
  | Bardranks     = 1 || Bardcost     = 0/6&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 0/12&lt;br /&gt;
  | Empathranks   = 1 || Empathcost   = 0/12&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/15&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/15&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/15&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/10&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/3&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/10&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spells and Abilities Affected by EMC==&lt;br /&gt;
====[[MANA (verb)]] (ability)====&lt;br /&gt;
Determines or helps determine wizard, sorcerer, and bard MANA SPELLUP and MANA PULSE proficiency.&lt;br /&gt;
&lt;br /&gt;
====[[Minor Elemental]]====&lt;br /&gt;
*[[Elemental Saturation (413)]] - the target&#039;s TD will be reduced by seed 1 of the caster&#039;s EMC ranks on the initial cast.&lt;br /&gt;
*[[Elemental Dispel (417)]] - the mana cost for removing a spell is reduced by one (1) mana per seventy-five (75) skill bonus in the Elemental Mana Control skill.&lt;br /&gt;
*[[Mana Focus (418)]] - adds to success by ranks &amp;amp;divide; 2.&lt;br /&gt;
&lt;br /&gt;
====[[Major Elemental]]====&lt;br /&gt;
*[[Mana Leech (516)]] - every 15 skill bonus increases recovery rate by +1 mana/min; +1 mana drained from the target for every 10 skill bonus&lt;br /&gt;
*[[Charge Item (517)]] - increases charge success rate, reduces charge cost by 1 mana per 5 ranks&lt;br /&gt;
*[[Cone of Elements (518)]] - skill bonus determines number of targets affected&lt;br /&gt;
*[[Temporal Reversion (540)]] - chance to trigger is increased by 1% per 20 skill bonus from a base of 10%&lt;br /&gt;
&lt;br /&gt;
====[[Wizard Base]]====&lt;br /&gt;
*[[Tremors (909)]] - decreases the mana cost of the [[evoke]] version from a base of 5 by 1 each at 75 and 150 ranks&lt;br /&gt;
*[[Enchant Item (925)]] - contributes towards the success rate of enchanting an item&lt;br /&gt;
*[[Familiar Gate (930)]] - contributes towards the success rate of opening a portal&lt;br /&gt;
&lt;br /&gt;
====[[Sorcerer Base]]====&lt;br /&gt;
*&#039;&#039;&#039;[[Mana Disruption (702)]]&#039;&#039;&#039; - Mana Disruption has a chance to temporarily disable an enhancement (defensive) spell on a target for 15 seconds. Using the caster&#039;s Spirit and Elemental Mana Control (with the higher of the two counting all ranks and the lesser counting half ranks), it uses a seed 1 summation to determine the % chance to disrupt a spell. If the caster has higher EMC, it will attempt to randomly select a elemental spell first&lt;br /&gt;
*&#039;&#039;&#039;[[Corrupt Essence (703)]]&#039;&#039;&#039; - Training in Elemental Mana Control and Spiritual Mana Control increases the number of targets available in the open cast version of the spell, with the higher of the two counting all ranks and the lesser counting half ranks. If they are trained equally, divide one of them by 2. [# of targets = 1 + (SMC + EMC (lower one counts for half) ÷ 20)]&lt;br /&gt;
*&#039;&#039;&#039;[[Balefire (713)]]&#039;&#039;&#039; - The chance that a demon will attack is equal to 2% for each Seed 1 bonus point of the Summation chart. Use SMC and EMC skill bonus separately to determine the bonus&lt;br /&gt;
*&#039;&#039;&#039;[[Scroll Infusion (714)]]&#039;&#039;&#039; - The amount of mana drained for a given spell on an infusion attempt is largely based on the spell’s level and sphere (magic that sorcerers do not have knowledge of, such as mentalist magic, require more mana to charge). High levels of Mana Control training (spiritual and elemental) will reduce the mana required.&lt;br /&gt;
*&#039;&#039;&#039;[[Dark Catalyst (719)]]&#039;&#039;&#039; - The amount of mana returned is modified by training in Elemental Mana Control and Spiritual Mana Control.&lt;br /&gt;
*&#039;&#039;&#039;[[Implosion (720)]]&#039;&#039;&#039; - Training in Elemental Mana Control and Spiritual Mana Control will reduce the mana cost.&lt;br /&gt;
*&#039;&#039;&#039;[[Ensorcell (735)]]&#039;&#039;&#039; - Elemental Mana Control Ranks is a secondary factor in the success of Ensorcell.&lt;br /&gt;
*&#039;&#039;&#039;[[Planar Shift (740)]]&#039;&#039;&#039; - Training in Elemental and Spiritual Mana Controls improves the chances for success in an unknown way&lt;br /&gt;
*&#039;&#039;&#039;[[Sacrifice]] (ability)&#039;&#039;&#039; - A combined Elemental Mana Control and Spiritual Mana Control skill bonus of 102 (24 ranks total) is required to obtain the full amount of mana from a sacrifice.&lt;br /&gt;
&lt;br /&gt;
==Scrolls and Magical Items==&lt;br /&gt;
Characters trained mana controls to gain applicable additional benefits from spells activated by items using [[Magic Item Use]] or scrolls using [[Arcane Symbols]] will receive full benefits when the spell cast through the item/scroll is a native learned spell to the character&#039;s profession, a minor circle spell, or known through a spell knowledge enhancive item. When the spell is a major circle or unknown profession base spell, only half of the pertinent mana control ranks count toward the effect of the spell activated/invoked.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Mana sharing (saved posts)]]&lt;br /&gt;
*[[Mental Mana Control]]&lt;br /&gt;
*[[Spiritual Mana Control]]&lt;br /&gt;
*[http://www.play.net/gs4/info/skills.asp#manashare Skills: Mana Control], on Play.net&lt;br /&gt;
[[Category: Skills]]&lt;/div&gt;</summary>
		<author><name>PDBOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Elemental_Mana_Control&amp;diff=71626</id>
		<title>Elemental Mana Control</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elemental_Mana_Control&amp;diff=71626"/>
		<updated>2015-11-18T23:48:37Z</updated>

		<summary type="html">&lt;p&gt;PDBOAT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
The &#039;&#039;&#039;Elemental Mana Control&#039;&#039;&#039; [[skill]] serves the same purpose as [[Spiritual Mana Control]] and [[Mental Mana Control]];  it determines the efficiency with which a player can share [[mana]] with other players via [[SEND (verb)]].  [[Wizard]]s and [[sorcerer]]s are the [[pure]] professions that benefit the most from EMC, along with [[bard]]s.  The maximum benefit for sharing mana is achieved at twenty-four (24) ranks, though many casters continue to train in it to aid some of their spells, increase the rate of return of their mana, or compensate for another player&#039;s low skill.  It should be noted that even at maximum efficiency, there is still approximately a 5% loss of mana during the transfer.&lt;br /&gt;
&lt;br /&gt;
This skill directly increases the amount of [[mana]] gained per pulse.&lt;br /&gt;
* If this is your primary mana control skill, then you will receive a bonus of one [[mana]] per pulse for every ten (10) ranks.  For Hybrid (multi-Realm) professions, your &amp;quot;primary&amp;quot; realm for mana control is defined as &amp;quot;that one--of the two of which you are a Hybrid--in which you have the most ranks of Mana Control.&amp;quot;&lt;br /&gt;
* If this is your secondary mana control skill--you are a Hybrid (multi-Realm) profession and this is the Realm in which you have fewer ranks of Mana Control--then you will receive a bonus of one (1) [[mana]] per pulse for every twenty (20) ranks.&lt;br /&gt;
== Ranks and Training Costs ==&lt;br /&gt;
{{skill&lt;br /&gt;
  | Bardranks     = 1 || Bardcost     = 0/6&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 0/12&lt;br /&gt;
  | Empathranks   = 1 || Empathcost   = 0/12&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/15&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/15&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/15&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/10&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/3&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/10&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spells and Abilities Affected by EMC==&lt;br /&gt;
====[[MANA (verb)]] (ability)====&lt;br /&gt;
Determines or helps determine wizard, sorcerer, and bard MANA SPELLUP and MANA PULSE proficiency.&lt;br /&gt;
&lt;br /&gt;
====[[Minor Elemental]]====&lt;br /&gt;
*[[Elemental Saturation (413)]] - the target&#039;s TD will be reduced by seed 1 of the caster&#039;s EMC ranks on the initial cast.&lt;br /&gt;
*[[Elemental Dispel (417)]] - the mana cost for removing a spell is reduced by one (1) mana per seventy-five (75) skill bonus in the Elemental Mana Control skill.&lt;br /&gt;
*[[Mana Focus (418)]] - adds to success by ranks &amp;amp;divide; 2.&lt;br /&gt;
&lt;br /&gt;
====[[Major Elemental]]====&lt;br /&gt;
*[[Mana Leech (516)]] - every 15 skill bonus increases recovery rate by +1 mana/min; +1 mana drained from the target for every 10 skill bonus&lt;br /&gt;
*[[Charge Item (517)]] - increases charge success rate, reduces charge cost by 1 mana per 5 ranks&lt;br /&gt;
*[[Cone of Elements (518)]] - skill bonus determines number of targets affected&lt;br /&gt;
*[[Temporal Reversion (540)]] - chance to trigger is increased by 1% per 20 skill bonus from a base of 10%&lt;br /&gt;
&lt;br /&gt;
====[[Wizard Base]]====&lt;br /&gt;
*[[Tremors (909)]] - decreases the mana cost of the [[evoke]] version from a base of 5 by 1 each at 75 and 150 ranks&lt;br /&gt;
*[[Enchant Item (925)]] - contributes towards the success rate of enchanting an item&lt;br /&gt;
*[[Familiar Gate (930)]] - contributes towards the success rate of opening a portal&lt;br /&gt;
&lt;br /&gt;
====[[Sorcerer Base]]====&lt;br /&gt;
*[[Mana Disruption (702)]] - Mana Disruption has a chance to temporarily disable an enhancement (defensive) spell on a target for 15 seconds. Using the caster&#039;s Spirit and Elemental Mana Control (with the higher of the two counting all ranks and the lesser counting half ranks), it uses a seed 1 summation to determine the % chance to disrupt a spell. If the caster has higher EMC, it will attempt to randomly select a elemental spell first&lt;br /&gt;
*[[Corrupt Essence (703)]] - Training in Elemental Mana Control and Spiritual Mana Control increases the number of targets available in the open cast version of the spell, with the higher of the two counting all ranks and the lesser counting half ranks. If they are trained equally, divide one of them by 2. [# of targets = 1 + (SMC + EMC (lower one counts for half) ÷ 20)]&lt;br /&gt;
*[[Balefire (713)]] - The chance that a demon will attack is equal to 2% for each Seed 1 bonus point of the Summation chart. Use SMC and EMC skill bonus separately to determine the bonus&lt;br /&gt;
*[[Scroll Infusion (714)]] - The amount of mana drained for a given spell on an infusion attempt is largely based on the spell’s level and sphere (magic that sorcerers do not have knowledge of, such as mentalist magic, require more mana to charge). High levels of Mana Control training (spiritual and elemental) will reduce the mana required.&lt;br /&gt;
*[[Dark Catalyst (719)]] - The amount of mana returned is modified by training in Elemental Mana Control and Spiritual Mana Control.&lt;br /&gt;
*[[Implosion (720)]] - Training in Elemental Mana Control and Spiritual Mana Control will reduce the mana cost.&lt;br /&gt;
*[[Ensorcell (735)]] - Elemental Mana Control Ranks is a secondary factor in the success of Ensorcell.&lt;br /&gt;
*[[Planar Shift (740)]] - Training in Elemental and Spiritual Mana Controls improves the chances for success in an unknown way&lt;br /&gt;
*[[Sacrifice]] (ability) - A combined Elemental Mana Control and Spiritual Mana Control skill bonus of 102 (24 ranks total) is required to obtain the full amount of mana from a sacrifice.&lt;br /&gt;
&lt;br /&gt;
==Scrolls and Magical Items==&lt;br /&gt;
Characters trained mana controls to gain applicable additional benefits from spells activated by items using [[Magic Item Use]] or scrolls using [[Arcane Symbols]] will receive full benefits when the spell cast through the item/scroll is a native learned spell to the character&#039;s profession, a minor circle spell, or known through a spell knowledge enhancive item. When the spell is a major circle or unknown profession base spell, only half of the pertinent mana control ranks count toward the effect of the spell activated/invoked.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Mana sharing (saved posts)]]&lt;br /&gt;
*[[Mental Mana Control]]&lt;br /&gt;
*[[Spiritual Mana Control]]&lt;br /&gt;
*[http://www.play.net/gs4/info/skills.asp#manashare Skills: Mana Control], on Play.net&lt;br /&gt;
[[Category: Skills]]&lt;/div&gt;</summary>
		<author><name>PDBOAT</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerer_Guild_(Ta%27Illistim)&amp;diff=71507</id>
		<title>Sorcerer Guild (Ta&#039;Illistim)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerer_Guild_(Ta%27Illistim)&amp;diff=71507"/>
		<updated>2015-11-12T06:12:10Z</updated>

		<summary type="html">&lt;p&gt;PDBOAT: /* Guild Shop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;[[Ta&#039;Illistim]] [[Sorcerer Guild]]&#039;&#039;&#039; is located outside in the ruins on Gyldemar Road.&lt;br /&gt;
&lt;br /&gt;
==Refreshments==&lt;br /&gt;
There are currently no refreshments available at this location.&lt;br /&gt;
&lt;br /&gt;
==Registered Guild Masters==&lt;br /&gt;
&lt;br /&gt;
By order of the Elanthian Guilds Council, this information must be posted for public perusal:&lt;br /&gt;
&lt;br /&gt;
The following freelance Guild Masters have registered themselves as active in this guild chapter:&lt;br /&gt;
&lt;br /&gt;
* Queleri Yuhilorr&lt;br /&gt;
* Kastrel Tyraegen&lt;br /&gt;
* Isola Le&#039;Elfain&lt;br /&gt;
&lt;br /&gt;
==Guild Shop==&lt;br /&gt;
Please note: Prices shown are based on dark elven bias. These may or may not change based on your character&#039;s race or trading skill.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item	 &lt;br /&gt;
!bgcolor=#DDDDDD|Price&lt;br /&gt;
!bgcolor=#DDDDDD|Function &lt;br /&gt;
!bgcolor=#DDDDDD|Item	 &lt;br /&gt;
!bgcolor=#DDDDDD|Price&lt;br /&gt;
!bgcolor=#DDDDDD|Function 	 &lt;br /&gt;
|-&lt;br /&gt;
|   a shadowy black runestone&lt;br /&gt;
|   1976&lt;br /&gt;
|   &amp;quot;shien&#039;try&amp;quot; rune.&lt;br /&gt;
|   an incised dark onyx rod&lt;br /&gt;
|   3000&lt;br /&gt;
|   &lt;br /&gt;
|-&lt;br /&gt;
|   a scarred brown runestone&lt;br /&gt;
|   1976&lt;br /&gt;
|   &amp;quot;grik&#039;tyr&amp;quot; rune.&lt;br /&gt;
|   a pale blue runestone&lt;br /&gt;
|   1580&lt;br /&gt;
|   &amp;quot;vakra&amp;quot; rune.&lt;br /&gt;
|-&lt;br /&gt;
|   a faded green runestone&lt;br /&gt;
|   1976&lt;br /&gt;
|   &amp;quot;lorae&#039;tyr&amp;quot; rune.&lt;br /&gt;
|   &lt;br /&gt;
|   &lt;br /&gt;
|   &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Alchemy Shop==&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item	 &lt;br /&gt;
!bgcolor=#DDDDDD|Price &lt;br /&gt;
!bgcolor=#DDDDDD|Item	 &lt;br /&gt;
!bgcolor=#DDDDDD|Price 	 &lt;br /&gt;
|-&lt;br /&gt;
|   a black iron cauldron&lt;br /&gt;
|   10000 &lt;br /&gt;
|   some powdered black tourmaline&lt;br /&gt;
|   200&lt;br /&gt;
|-&lt;br /&gt;
|   a mortar&lt;br /&gt;
|   4000&lt;br /&gt;
|   some powdered clear tourmaline&lt;br /&gt;
|   180&lt;br /&gt;
|-&lt;br /&gt;
|   a pestle&lt;br /&gt;
|   1000&lt;br /&gt;
|   some powdered blue tourmaline&lt;br /&gt;
|   200&lt;br /&gt;
|-&lt;br /&gt;
|   a leather tome&lt;br /&gt;
|   10000&lt;br /&gt;
|   some powdered golden amber&lt;br /&gt;
|   300&lt;br /&gt;
|-&lt;br /&gt;
|   a flask of clear water&lt;br /&gt;
|   100&lt;br /&gt;
|   some powdered rose quartz&lt;br /&gt;
|   160&lt;br /&gt;
|-&lt;br /&gt;
|   a flask of blessed water&lt;br /&gt;
|   100&lt;br /&gt;
|   some powdered citrine quartz&lt;br /&gt;
|   160&lt;br /&gt;
|-&lt;br /&gt;
|   a flask of pure oil&lt;br /&gt;
|   100&lt;br /&gt;
|   some powdered bright chrysoberyl gem&lt;br /&gt;
|   400&lt;br /&gt;
|-&lt;br /&gt;
|   a flask of blessed oil&lt;br /&gt;
|   100&lt;br /&gt;
|   some powdered golden topaz&lt;br /&gt;
|   1200&lt;br /&gt;
|-&lt;br /&gt;
|   a vial of viscous liquid&lt;br /&gt;
|   100&lt;br /&gt;
|   some powdered smoky topaz&lt;br /&gt;
|   1000&lt;br /&gt;
|-&lt;br /&gt;
|   a vial of sand-like liquid&lt;br /&gt;
|   100&lt;br /&gt;
|   some powdered blue lapis lazuli&lt;br /&gt;
|   1200&lt;br /&gt;
|-&lt;br /&gt;
|   a vial of pearlescent oil&lt;br /&gt;
|   100&lt;br /&gt;
|   some powdered green malachite stone&lt;br /&gt;
|   1000&lt;br /&gt;
|-&lt;br /&gt;
|   a vial of amber-hued oil&lt;br /&gt;
|   100&lt;br /&gt;
|   some powdered green garnet&lt;br /&gt;
|   1400&lt;br /&gt;
|-&lt;br /&gt;
|   a diamond lens&lt;br /&gt;
|   35000&lt;br /&gt;
|   some powdered pink rhodochrosite stone&lt;br /&gt;
|   1000&lt;br /&gt;
|-&lt;br /&gt;
|   a sapphire lens&lt;br /&gt;
|   22500&lt;br /&gt;
|   some powdered polished pink coral&lt;br /&gt;
|   700&lt;br /&gt;
|-&lt;br /&gt;
|   an emerald lens&lt;br /&gt;
|   30000&lt;br /&gt;
|   some powdered yellow sapphire&lt;br /&gt;
|   1800&lt;br /&gt;
|-&lt;br /&gt;
|   a ruby lens&lt;br /&gt;
|   30000&lt;br /&gt;
|   some powdered violet sapphire&lt;br /&gt;
|   2000&lt;br /&gt;
|-&lt;br /&gt;
|   an amethyst lens&lt;br /&gt;
|   12000&lt;br /&gt;
|   some powdered star sapphire&lt;br /&gt;
|   2400&lt;br /&gt;
|-&lt;br /&gt;
|   a shadowglass lens&lt;br /&gt;
|   25000&lt;br /&gt;
|   some powdered green sapphire&lt;br /&gt;
|   1800&lt;br /&gt;
|-&lt;br /&gt;
|   a blue mist-shrouded crystal&lt;br /&gt;
|   800&lt;br /&gt;
|   some powdered pale water sapphire&lt;br /&gt;
|   800&lt;br /&gt;
|-&lt;br /&gt;
|   a jagged crimson crystal&lt;br /&gt;
|   150&lt;br /&gt;
|   some powdered orange spessartine garnet&lt;br /&gt;
|   1400&lt;br /&gt;
|-&lt;br /&gt;
|   some pale translucent dust&lt;br /&gt;
|   375&lt;br /&gt;
|   some powdered shimmertime shard&lt;br /&gt;
|   1400&lt;br /&gt;
|-&lt;br /&gt;
|   a slender white bone&lt;br /&gt;
|   1000&lt;br /&gt;
|   some powdered orange imperial topaz&lt;br /&gt;
|   1600&lt;br /&gt;
|-&lt;br /&gt;
|   a handful of quartz sand&lt;br /&gt;
|   450&lt;br /&gt;
|   some powdered rainbow quartz&lt;br /&gt;
|   2400&lt;br /&gt;
|-&lt;br /&gt;
|   a vial of concentrated firethorn essence&lt;br /&gt;
|   3000&lt;br /&gt;
|   some powdered fiery jacinth&lt;br /&gt;
|   2000&lt;br /&gt;
|-&lt;br /&gt;
|   a dark shadow-shrouded crystal&lt;br /&gt;
|   400&lt;br /&gt;
|   some powdered pale green moonstone&lt;br /&gt;
|   2200&lt;br /&gt;
|-&lt;br /&gt;
|   a shining silver crystal fragment&lt;br /&gt;
|   1500&lt;br /&gt;
|   some powdered pale blue moonstone&lt;br /&gt;
|   2200&lt;br /&gt;
|-&lt;br /&gt;
|   a vial of viper venom&lt;br /&gt;
|   1100&lt;br /&gt;
|   some powdered smoky glimaerstone&lt;br /&gt;
|   2000&lt;br /&gt;
|-&lt;br /&gt;
|   some powdered rock crystal&lt;br /&gt;
|   20&lt;br /&gt;
|   some powdered turquoise stone&lt;br /&gt;
|   800&lt;br /&gt;
|-&lt;br /&gt;
|   some powdered labradorite stone&lt;br /&gt;
|   100&lt;br /&gt;
|   some powdered grey pearl&lt;br /&gt;
|   4000&lt;br /&gt;
|-&lt;br /&gt;
|   some powdered green tourmaline&lt;br /&gt;
|   220&lt;br /&gt;
|   some powdered white pearl&lt;br /&gt;
|   5000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Library==&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
!bgcolor=#DDDDDD|Item	 &lt;br /&gt;
!bgcolor=#DDDDDD|Price&lt;br /&gt;
|-&lt;br /&gt;
|   [[Enchiridion Valentia|a sigil-chased dark leather volume]]&lt;br /&gt;
|   75000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
[[Image:Illi_Sorc_Guild.png|600px|Ta&#039;Illistim Sorcerer Guild Map]]&lt;br /&gt;
&lt;br /&gt;
[[category:Sorcerer Guild Locations]]&lt;/div&gt;</summary>
		<author><name>PDBOAT</name></author>
	</entry>
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