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Guild Wars Enchantments: Welcome to the Guild Wars Necromancer Skills and Attributes Database
The Elementalist Attributes Menu Necro Index Home
Elite Skills Spells Enchantments Hexes
A List of Necromancerist Enchantments


Awaken the Blood
For 20...39 seconds you gain +2 blood magic and +2 curses, but whenever you sacrifice health, you sacrifice 50% more than the normal amount.

cost: 10 | recharge: 45 second(s) | activate: 1 second(s)
Player Notes:
Duration is modified by your Blood Magic attribute.

Blood Renewal
Sacrifice 25% maximum health. For 10 seconds you gain health regeneration of +3. When blood renewal ends, you gain 40 health.

cost: 5 | recharge: 10 second(s) | activate: 1 second(s)
Player Notes:
You can improve the amount of helth regeneration and the total amount of health bonus when Blood Renewal ends by adding more points into your Blood Magic attribute.

Blood Ritual
Sacrific 17% maximum health. For 8 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster.

cost: 10 | recharge: 2 second(s) | activate: 2 second(s)
Player Notes:
The Blood Magic Attribute will alter the duration of this enchantment.

Dark Aura
For 30 seconds, whenever target ally sacrifices health, dark aura deals 5...28 shadow damage to adjacent enemies and you lose 5 health.

cost: 10 | recharge: 10 second(s) | activate: 1 second(s)
Player Notes:
Increasing your Death Magic add to the damage you inflict and the amount of health lost.

Dark Bond
For the next 30 seconds, whenever you recieve damage, your closest minion suffers 75% of that damage for you.

cost: 5 | recharge: 20 second(s) | activate: 2 second(s)
Player Notes:
Minions get a raw deal. However, their sacrifice is probably written into their contract. You can make your minions suffer for longer with more points into Blood Magic.

Dark Fury
Sacrifice 17% maximum health. For 5 seconds, the next time any nearby party member hits with an attack, that party member gains one strike of adrenaline.

cost: 10 | recharge: 5 second(s) | activate: 3/4 second(s)
Player Notes:
No bonuses are granted with a higher level of Blood Magic.

Death Nova
For 30 seconds. if target ally dies, all adjacent foes are struck for 26...85 damage and are poisoned for 15 seconds.

cost: 5 | recharge: instant second(s) | activate: 2 second(s)
Player Notes:
The damage level is pro-rated to your Death Magic attribute level.

Demonic Flesh
Sacrifice 20% maximum health. For 30...54 seconds, your maximum health is increased by 80...176.

cost: 5 | recharge: 60 second(s) | activate: 1 second(s)
Player Notes:
Adding to the mater attribute will alter the Health increase.

Infuse Condition
For the next 15...51 seconds, whenever you receive a condition, that condition is transferred to your closest minion instead.

cost: 5 | recharge: 20 second(s) | activate: 1 second(s)
Player Notes:
The Death Magic attribute modifies the duration of Infuse Condition.

Order of Pain
Sacrifice 17% health. For 5 seconds, whenever a party member hits a foe with physical damage, that party member does an additional 3...13 damage.

cost: 10 | recharge: instant second(s) | activate: 2 second(s)
Player Notes:
The damage bonus this enchantment offers to your ally is based on your Blood Magic attribute level.

Veratas Aura
Sacrifice 33% maximum health. All hostile animated undead in the area become bound to you. Verata's aura ends after 120 to 264 seconds. When verata's aura ends you lose your bond with any undead bound to you. (50% failure chance with death magic 4 or less)

cost: 15 | recharge: 30 second(s) | activate: 3/4 second(s)
Player Notes:
This aura's staying power will improve as you add more points to Death Magic.



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