Skill Tree: Necromancy

1.) Curse of Helplessness - 20 MP - Your target within ( Spell Effect x 0.2 + 6 )m loses ( Spell Effect x 0.6 ) Attack Damage and Spell Effect until your next turn. If Overcast, that target loses all of his or her Attack Damage and Spell Effect until your next turn instead.

2.) Curse of Outrage - 25 MP - Your target within ( Spell Effect x 0.3 + 4 )m gains + ( Spell Effect )% Lifesteal, but takes + ( Spell Effect )% damage from all sources until your next turn. If Overcast, that unit gains ( Spell Effect x 2 )% Lifesteal and takes + ( Spell Effect x 2 )% damage from all sources instead.

3.) Explosive Potion - 10 MP - Casts an Explosive Potion to a location up to ( Spell Effect x 0.25 + 4 )m away, then explodes at that location, dealing ( Spell Effect x 0.5 ) damage to each enemy within ( Spell Effect x 0.1 + 1 )m of that location. If Overcast, deals ( Spell Effect ) damage to each of the enemies affected instead.

4.) Dark Restoration - Upon use, restores ( Spell Effect x 2.5 ) Hit Points on your target within melee range. Can only be used once per encounter.

5.) *I've got a Skeleton* INSIDE *me, man!* - Upon use, the Necromancer leaves his skin until his next turn, becoming an invulnerable Skeletal Figure for the duration. Any enemies within 5m of the Necromancer while he is in this form are stricken with Fear, unable to attack or move freely.

6.) Creaking Skeletons - Your Skeletons have a +10% chance to stun their targets whenever they attack.

7.) Demonologist - The Demonologist collects Demonic Scripture that drops in battle, which he can then apply to any allied unit or self to give that ally or himself a buff. You start by only being able to collect Pages of Eternity ( Which restore 5% Max Hit Points when consumed ), and Pages of Frivolity ( Which restore 5% of Max Mana Points when consumed ). These pages are consumed at the end of an encounter, rewarding ( Level ) XP for each Page consumed, up to five pages consumed in this way, with the rest disappearing without reward.

8.) Font of Night - Upon use, deploys a Font of Night at a target location within 5m. The Font has ( Spell Effect x 0.5 ) Hit Points, and is immovable. All allies within 15m of the Font recover ( Spell Effect x 0.25 ) Hit Points and Mana Points per turn, until the Font is destroyed. Can only be used once per encounter.

9.) Dark Sacrament - 60 MP - The Necromancer calls upon dark forces to tear at his enemies. Each enemy within ( Spell Effect x 0.4 + 6 )m takes ( Spell Effect ) damage, while each ally within the AoE recovers ( Spell Effect ) Hit Points. Upon Overcast, all enemies in the area also lose ( Spell Effect x 0.2 )% of their Max Hit Points, up to 20%.

10.) Transfusion - 25 MP - Target enemy within ( Spell Effect x 0.3 + 6 )m loses ( Spell Effect ) Hit Points. Target ally within that range or self is healed. If ally, restores amount drained in HP. If self, restores ( Amount Drained x 0.75 ) HP instead. If Overcast, drains ( Spell Effect x 2 ) Hit Points from that target instead.

11.) Blood Vision - You can see the Hit Points of injured enemies, as well as roll to see their stats. Additionally, you have +10 Spell Effect against enemies with 50% or less Max HP.

12.) Bleedout - Whenever you, a summoned unit you control, or an ally attacks a unit, you may apply Heavy Bleeding to that unit. Only one unit may be Bleeding Heavily at a time. Heavily Bleeding units lose 4% of their Max HP per turn.

13.) Curse of Chains - Upon use, a target within ( Spell Effect x 0.6 )m becomes rooted for the next three turns. Can only be used once per encounter.

14.) Curseburn - Whenever you apply a curse to an enemy, that unit takes ( Spell Effect x 0.25 ) damage.

15.) Warp Potion - 25 MP - Casts a Warp Potion to a location up to ( Spell Effect x 0.4 + 4 )m away. The Potion explodes, dealing ( Spell Effect x 0.75 ) damage to each enemy within ( Spell Effect x 0.2 + 2 )m of where it lands. You can then instantly appear at that location. If Overcast, deals ( Spell Effect x 1.5 ) damage instead.

16.) Dark Remedy - Upon use, removes all Disables and Debuffs from a target within ( Spell Effect x 0.5 )m. That target recovers ( Spell Effect x 0.25 ) Hit Points. Can be used three times each encounter.

17.) Careless Skeletons - Upon use, the Necromancer consumes the area within ( Spell Effect x 0.2 + 5 )m of himself in Scrabbling Skeletons, that claw at any living thing above ground from under the earth. Any unit that is not invulnerable ( Including the Necromancer and allies ) within the area is stunned on that unit's next turn and takes ( Spell Effect x 3 ) damage. Can only be used once per encounter.

18.) Loud Creakers - Your Skeletons have a +5% Chance to stun on attack. Additionally, whenever a skeleton stuns an enemy on attack, a copy of that Skeleton at full health spawns within 5m of the attacked enemy. No more than two Skeletons can spawn in this way per turn.

19.) Demonic Sigil - 10 MP - Places a Demonic Sigil on a targeted enemy within ( Spell Effect x 0.2 + 4 )m. Each turn, for each Sigil, that Sigil has a ( Overcast Chance )% Chance of breaking, becoming removed and dealing ( Spell Effect ) damage to the marked unit. If Overcast, the Sigil immediately breaks on the targeted unit, as well as all other Sigils on all units. Grants the Demonologist a chance to find Dread pages, which grant the consumer +10% Crit, Bonus Attack, and Overcast Chance until end of turn when consumed.

20.) Crippling Pulse - Upon use, sends a dark shockwave out from a point up to ( Spell Effect )m away, that extends out ( Spell Effect x 0.25 )m in all directions. Each enemy unit caught in the Shockwave has 0 Armor, Spell Resist, Attack Damage, and Spell Effect until your next turn.

21.) Soul Rip - Upon use, the Necromancer tears at a target enemy's soul, depleting 20% of that target's Max Hit Points instantly. The Necromancer can then give an ally a shield equal to the Hit Points stolen in this way. Can only be used once per encounter.

22.) Bloody Murder - Whenever an enemy unit dies, you can have a target ally or self gain +5 Spell Effect until the end of the target's next turn.

23.) Hemorrhage - Units that are heavily bleeding are completely sundered.

24.) Curse of the Dark Houses - Upon use, gain control of your target, if that target is your level or lower. Can only be used once per encounter.

25.) Curse of Immolation - 20 MP - Places a Curse on a target enemy within ( Spell Effect x 0.4 + 2 )m that causes that target to lose ( Spell Effect x 0.05 )% of its Max Hit Points whenever it takes damage until your next turn, up to 5% of its Max HP. When Overcast, the HP Burn is multiplied by two. This can only proc a maximum of two times on other players' turns.

26.) Reactive Potion - 10 MP - Places a Reactive Potion underneath you. Reactive Potions can deal damage to both allies and enemies, but not yourself. Whenever the explosion radius of another Potion catches a Reactive Potion, the Reactive Potion explodes, dealing ( Spell Effect x 1.25 ) damage to all affected units within ( Spell Effect x 0.3 + 5 )m of it. If Overcast, places a stack of two potions instead.

27.) Dark Ritual - Upon use, restores ( Spell Effect ) Hit points on all allies and allied units within ( Spell Effect x 0.6 )m, and restores ( Spell Effect ) MP on yourself.

28.) Skeletal Grasp - Upon use, the Necromancer summons a Gigantic Skeletal Arm from the earth that appears the turn after it is cast at the targeted location. The Skeletal Arm will grab either the target or a unit that has replaced it at where it was. When the Arm grabs a unit, it deals ( Spell Effect x 3 ) damage to that unit, then stuns it on its next turn. Can only be used once per encounter, but you can sacrifice five Skeletons to reset this cooldown.

29.) Unhealthy Amount of Creaking - +5% Chance for Skeletons to Stun on Attack. Whenever your skeletons stun on attack, all of your other Skeletons gain +5% chance to Stun on attack until end of turn.

30.) Grimoire - You can save +5 Pages you find once an encounter ends. You additionally can find Pages of Blasphemy, which grants the consumer +25% Attack Damage and Spell Effect until end of turn when consumed.

31.) Sanguimancy - Whenever an enemy loses Hit Points within ( Spell Effect x 0.5 )m, you may have a target ally within ( Spell Effect x 0.5 )m or self recover Hit Points equal to ( Enemy Hit Points Lost x 0.1 ).

32.) Flay Open - Whenever damage is dealt to a unit that is Heavily Bleeding, that unit gains a stack of Flay until its next turn. For each stack of Flay on that unit, that unit takes +3 damage from all sources.

33.) Precurser - Upon use, resets all your Curses, allowing you to use them again. Can only be used once per encounter.

34.) Curse of Silence - 20 MP - Deals ( Spell Effect x 0.75 ) damage to your target and has an ( Overcast Chance )% chance to Silence your target as well. If Overcast, deals ( Spell Effect x 1.5 ) damage instead and is a guaranteed silence.

35.) Potion Volley - 15 MP - Grants you three Throwable potions that disappear at end of turn. Each can be thrown up to ( Spell Effect x 0.3 + 4 )m away. Each enemy within ( Spell Effect x 0.2 + 1 )m of where the Potions are thrown takes ( Spell Effect x 0.25 ) damage. If Overcast, you get six of these potions instead.

36.) Mutative Brew - Upon use, pour an unstable brew on target ally. That ally triples in size and gains +8 HP Regeneration and Attack Damage until end of encounter. Can only be used once per encounter.

37.) Skeleton Casters - Each of your summoned Skeletons can be used as the casting location for your spells. Grants you a passive +50 Max MP.

38.) Skeletal Dowsing - At the beginning of each of your turns, you perform the signal ( Raising your arms and shaking them ) to attempt to dowse for Skeletons. You have a 20% chance of being successful. If you are successful, a Skeleton will join you with ( Spell Effect x 0.75 ) Hit Points and ( Spell Effect x 0.25 ) Attack Damage. Passively grants your Skeletons +5 Attack Damage.

39.) Dark Fortitude - Grants the Necromancer +15 Spell Resist. Additionally, grants you a chance to find Pages of Conceit. When consumed, these pages grant +100% Armor and Spell Resist on the consumer until their next turn.

40.) Pooled Blood - Whenever an enemy dies within ( Spell Effect x 0.3 )m, that enemy leaves a pool of blood behind. Allies who walk in this pool consume the pool to restore ( Spell Effect x 0.5 ) Hit Points.

41.) Intensified Bleeding - Upon use, target bleeding unit begins to Bleed Fatally, intensifying its HP Drain to 5% Max Hit Points + ( Spell Effect x 0.25 ) Hit Points lost per turn. Can only be used once per encounter.

42.) Curse of Slipping - Upon use, places a curse on your target. On each of that target's turns, that target rolls a Saving roll. If that roll is not high enough, that unit slips and breaks its neck, killing it instantly. Can only be used once per encounter. Cannot be used on certain enemies. Whenever you cast a curse, this curse's cooldown is reset. Only one unit can be afflicted with this curse at a time.

43.) Plague Accorder - You can cast each Potion spell of yours an additional time in each turn. Additionally, whenever an ally is in the AoE of a potion, that ally recovers 5 HP and MP.

44.) Reviving Dose - Upon use, heals your target. If the target is Near Death, that target is restored to full health. Otherwise, restores 25% of that target's Max Hit Points. One use per encounter.

45.) Necromancer's Best Friends - Whenever a Skeleton you control attacks, you recover 5 MP.

46.) Army of Skeletons - Upon use, doubles the number of Skeletons you control, spawning the new Skeletons within 20m of yourself at targeted locations. One use per encounter.

47.) Necronomicon - You can find pages of Hellfire, which when consumed deal ( Spell Effect x 0.5 ) damage in a ( Spell Effect x 0.5 )m AoE around the consumer. Passively grants you +20 Spell Effect.

48.) Transfuse - If there are at least four pools of blood on the battlefield, you can consume four of those pools to restore a targeted ally to Full Health.

49.) Curse of Mitigation - Upon use, places a curse on the targeted unit that makes that unit unable to get Critical Hits, Bonus Attacks, or Overcasts. That unit also takes ( Spell Effect x 1.5 ) damage when this curse is placed on them. Can only be used once per encounter.

50.) Dark Secret - You can find Pages of Fate, which when consumed, revive the consumer to life from death. Additionally grants you +30 Spell Effect.