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Necromancer thumb.jpgNecromancer Guild

Abbreviation: -
Prerequisites: Circle 50, Consume Flesh
Signature: Yes
Spell Slots: 3
Mana Type: Arcane Magic
Spell Type: standard / utility
Difficulty: advanced
Prep (min/max): 30 / 100
Skill Range (min/max): 250 / 1000
Valid Spell Target: Self, Special
Duration (min/max): Instant
Description: The Devour spell draws from the power of a ritual of consumption that has been placed upon a corpse, savaging the corpse for the purpose of generally healing the caster. Devour is less precise than its cousin, Consume Flesh, and the practitioner will find its cruder pattern decidedly more painful. Fed by a fresh corpse, the spell will linger if it cannot find any injuries, only acting when wounds afflict the caster.
Effect: Wound heal
Example Messaging: Initial Casting:

You gesture.
Large streams of viridian and copper leap from your outstretched hand, coalescing around the orc raider's body and exploiting the thanatological link. The streams flare a sanguine red, ravaging the orc raider's corpse.
A wave of feverish heat settles into your flesh, the momentary surge of agony subsiding slowly into an aching feeling of heightened sensation.

Wounds healed:
A painful burning sensation surges through you as your Devour's crude healing matrix focuses on the worst hurts to your body.

Spell ends:
You feel the feverish heat in your flesh gradually subside.


  • Casting this spell will heal the user. It can be cast in one of two ways: using a corpse or using a harvested material.
  • At extreme levels of Divine Outrage a Necromancer should be cautious about fueling Devour from a corpse. Having a supply of harvested materials on-hand is recommended.
  • Casting this spell inside a standard justice zone generates Social Outrage.


  • Functions similarly to Consume Flesh, in that the CONSUME ritual must first be performed on a dead creature or player, and then CAST. Like the Empath's Heal spell, Devour seeks out the worst injuries and attempts to heal them, so is generally cast, not cast targeted at a specific spot.
  • If all wounds are healed and excess spell power is left over, the healing effect will linger for the spell's duration or until all power is used up healing new wounds.

Harvested Material

  • Using a harvested material instead of a corpse will result in a reduced-power heal that does not linger if there is excess power after all wounds are healed. This allows the Necromancer more convenience when using the spell for a trade off in strength and utility.
  • This will destroy the harvested material.
  • The strength of the heal is based on the quality of the material. (i.e. Parts from more challenging creatures will produce a stronger effect, as will a more perfectly harvested part.)
  • Even with the best part from the most powerful creature the effect will be noticeably less than when using a corpse directly.
  • You do not need to use material that you have harvested yourself, since it functions the same when using materials harvested by others.


  • "If you want to trade in butchered flesh that's totally okay." - Armifer

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