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"Nether Magic is the most diabolic magic of all, unleashing the power of hell on earth. A mix of Nether Kataals are required to invoke such spells, if you know the secret rite and are prepared to pay its price!"

Nether Magic is considered the nastiest branch of magic. Nether Magic deals with the dark arts of summoning fell creatures, bending the will of enemies, and launching attacks of a dark and sinister nature. Like Arcane Magic, Nether Magic is almost totally offensive, but with a heavy dose of creepy flavor thrown in.

FUNCTIONEdit

"The Nether Kataals needed to invoke Nether Magic are found in dire places where evil breeds. Be warned that such forces are not often disturbed without grave consequences!"

Nether Magic is very different from the other schools in a very important regard. Nether Spells do NOT recharge. Nether Spells are created when multiple Nether Kataals are combined, with specific mixture resulting in various spells. When a new spell is either found or learned (buying a copy or through experimentation), then its icon is shown in the player's Inventory. The icon displays the recipe for the spell as well as the current charges of the spell, as each charge must be created by mixing Nether Kataals again. Once a charge for a spell is made, the ingredients are gone. This makes Nether Magic very perilous to explore and develop. If a spell is disrupted or fails do to insufficient Nether Magic skill, then the charge and its ingredients are forfeit. The Alchemy skill helps offset this by increasing the drop rate of Nether Kataals, which though appearing unnecessary at first is actually useful later on.

Nether Magic seems to have many connections to Arcane Magic. Copies of Nether Spells (which add the icon to the player's Inventory if they have not yet learned the spell) can be found in chests and crates, but as objects appear identical to Arcane Spellbooks. Also, while Scrolls are said to be a form of Arcane Magic, and many do cast Arcane Spells, many Scrolls also cast various Nether Spells: Vines, Summon Rats, and Summon Undead. There is also the Bloodlust Potion, which mimics the effects of said spell.

Note: There are several places to buy Nether Spells in Dungeon Lords, but it is not really necessary. As long as the player has the ingredients, he or she can make the spells without ever buying them. The only thing required is the recipe, the player's Nether Magic skill is only required to use Nether Spells, not make them. The Spell list has all of the recipes known included.

SUPPORTEdit

Nether Magic is extremely powerful and tricky to use. As such, none of the basic classes have a talent with it. However, several of the advanced classes do have bonuses to Nether Magic. These would be the Sorcerer/Wizard, Shugenja/Kenjassai, Trickster/Cabalist, Warlock, Ninja Lord, War Witch, and Shadow Lord. It is interesting to note that a player can join the Guild of Mage, the Guild of Mystery, the Eastern Houses, or the Sisterhood, and still gain a bonus to Nether Magic, depending on the player’s basic classes of course.

No guild directly supports Nether Magic, however there are several shops or individuals who dabble in the sale of Nether Kataals and Nether Spells. The apothecaries in both Fargrove and Arindale, Rhianne the Wiccan in Devil’s Marsh, and Feros Duul in Skuldoon all deal in Nether Kataals. The last two are members of the Guild of Mages and carry Nether Spells as well. Each has some of the Nether Kataals, but not all. The apothecaries have the least number while Feros Duul only lacks one. There is a claim that if a player starts as a Mage, then Feros Duul will carry all of the Nether Kataals. In any case, simply sell one Nether Kataal of the kind that they do not carry, and the shop will then carry them as part of the regular inventory.

Many of the advanced classes that have learning bonuses to Nether Magic also gain the Alchemy skill. This skill simply makes it more likely that enemies will drop any Kataals they possess. For lower enemies this is unnecessary, but it can have excellent uses for higher enemies who drop rarer Kataals. Also certain monsters can drop more than one Kataal, and Alchemy helps ensure they do. There are also three Diabolic skills that boost magic. The Spellfire skill, unique to the Wizard class, boosts the amount of damage inflicted by a character’s magic spells, and improves their ability to penetrate anti-magic fields and barriers. The Drainlife skill, available to the Cabalist, War Witch, and Warlock classes, grants the user the ability to absorb Life directly from enemies when they are hit by the character’s magical attacks. It is unknown if the Blade of Baal would gain any bonus from these skills, as it is an indirect attacks. The Iron Will skill, available to the Kenjasai and Star gazer classes, prevents spell interruption, which can be a great boost, especially considering the non reusable nature of Nether Spells.

There is also the matter of the Heraldry items. The Conjurer gives a ten percent bonus when casting a Nether Spell. The Jester gives a fifteen percent bonus to Nether Magic, a ten percent bonus to all Thief skills, and a bonus of ten percent to resist poison. The Raven gives a fifteen percent bonus to Nether Magic, a ten percent bonus to damage, and a ten percent bonus to speed. The Sun and the Moon gives a fifteen percent bonus to Arcane and Nether Magic, as well as a bonus to the Ninjutsu skill. The Vixen gives a ten percent bonus to all magic, in addition to all of its other effects. The Wizard gives a fifteen percent bonus to Arcane and Nether, as well as a resistance boost.

SPELL LISTEdit

Level 1

Fear- Makes a group of enemies easy to hit and indecisive (made with batwing and deadman hair)

The player dips his or her primary hand down and then raises it skyward, and a violet or light purple swirl appears over the target’s head.

This spell is not very useful at first. It has poor range, duration, and potential. However, if the caster has a fairly high amount of Nether Magic Skill, it will easily affect multiple enemies at a fair distance and seriously impair enemies. Depending on the spell’s power, enemies may be slower and/or weaker. Often they will simply attack less often. Certain enemy spell casters love to use this on players.

Slow- Makes a group of enemies slower to move and attack (made with Grinnich Weed and mordis vine)

The player dips his or her primary hand down and then raises it skyward, and a yellow swirl appears over the target’s head.

This spell affects a group of nearby monsters. They will attack no less than normal, but they will move, attack, and even taunt as if they were moving at about half speed. However, the spell will wear off, and then they will be back to normal. This spell was used once by an enemy spell caster, and that was in the Vale of Ruin.

Pain Sting- Damages a monster (made with scorpion tail, snake skin)

The caster does an underhanded toss to throw the sparkling red violet sphere projectile. It flies towards its target, and may stun if it connects.

At first glance, this may appear to be the equivalent of the Magic Missile Arcane Spell. However, it most definitely is not. The beginning damage is far less and it has no splash area at all. However, it can stun weaker enemies for a short time. If the caster has a high enough Nether Magic Skill level, then the damage becomes more appreciable and the chance to stun enemies is far greater. Also the stun effect lasts longer. This can allow the caster to escape, heal, or get in a few free hits. Strangely this spell is not used by enemies as often as the higher level Nether Blast spell, but for players it can be even more dangerous as its stun effect can leave a player wide open for other foes. This is used by Wylvan Renegades in the Forbidden Lands.

Summon Rats- Summons rats (made with rat tail and bone dust)

The player dips his or her primary hand down and then raises it skyward, as several circles of runes appears on the ground. There is a purple glow and several rats appear, one per circle. The number of circles/rats depends on the caster’s Nether Magic Skill level.

This spell is the most useful basic level one Nether Spell in the game. The rats are weak but plentiful, and can be useful in two ways. The first is cannon fodder, softening up a stronger enemy before the caster uses the more powerful artillery. The second is running interference. Enemies will often attack the closest target, and the Rogue Sneak skill causes enemies to ignore the player if there are allied or summoned characters. Rogue and Mage characters really benefit from this spell, as the rats distract foes while the player steals extra gold and items from them. This spell is often used by lower spell casters, i.e. those in the human lands.

Level 2

Weaken- Reduces the damage that a group of enemies does (made with deadman hair, grinnich weed, rat tail)

The player dips his or her primary hand down and then raises it skyward, and a swirl appears over the target’s head. The swirl is different from other status inflicting spells. The swirl has a pattern similar to an atom with small orange sphere inside of yellow lines.

This spell does a little more than it claims. Not only are monsters weaker in terms of damage, but with a high Nether Magic skill level, they also have trouble hitting anything. However, this only affects their melee or ranged weapon fighting. It remains to be seen if this spell affects spell casting (unlikely).

Poison Touch- Increases damage and poisons enemies in melee (made with ophelia wort, scorpion tail, spider yolk)

This spell is broken. Presumably, the caster would dip down his primary weapon hand, and the weapon would gain some visual distinction, such as a green glow, to show that it was now poisonous.

This is “broken” spell. While it can be obtained by mixing the ingredients, and charges can be stored, the icon does nothing. When the player attempts to use this spell, it uses up one of the stored charges and does nothing.

Bloodlust- Increases damage, but reduces defense and makes you unable to block (made with black orchid, putrid flesh, vulture beak)

The player dips his or her primary hand down and then raises it skyward, and a red swirl appears over the caster’s primary hand.

This spell seems to not only increase damage, but may also increase the caster’s speed slightly as well. However, it is ill advised to use this against groups of fast characters because the loss of defense will make the caster take more damage from each individual attack. For what it is worth, it also works for ranged weapons as well. This is because the spell enchants the caster, not the weapon.

Summon Wolves- Summons wolves (made with blood nectre, bone dust, Wolf mane)

The player dips his or her primary hand down and then raises it skyward, as several circles of runes appears on the ground. There is a purple glow and several wolves appear, one per circle. The number of circles/wolves depends on the caster’s Nether Magic Skill level.

What makes this spell less desirable than Summon Rats is that the Blood Nectre ingredient is very difficult to get and usually must be bought. When comparing the spells, there are fewer wolves than rats, but the wolves are much stronger and tougher. If the caster is looking to create a distraction, the greater number of rats may be the best option, especially since it is a lower level and therefore easier to increase. If the caster is looking to soften up a foe, the wolves may be superior due to their greater damage and durability. It used by Wylvan Renegades in the Forbidden Lands and Twisted Sylphs in the Vale of Ruin.

Level 3

Locust Swarm- Summons a swarm of locusts that will attack the targeted enemy (made with blood nectre, putrid flesh, wyrm gangre)

The player dips his or her primary hand down and then raises it skyward, and a spinning swarm of insects flies to the location of its target at the start of the cast.

This spell is a lower level and less effective version of the Whirlwind Arcane Spell. When cast, it moves to the location of its victim, at the start of the casting. If the target is fast enough and moves fast enough, then the spell may miss entirely. The swarm stays in that spot and enemies who travel through it will take some damage. However, the swarm stays in one location and is thus easy to dodge. For what it is worth, if the victim is inside of the spinning swarm, the swarm will rapidly and repeatedly deplete the victim’s HP. This spell is liked by many spell casters in the demigoth and forbidden lands, as well as the Vale of Ruin. There is also a monster in those areas that has an ability that mimics this spell.

Chocking Cloud- Creates a cloud of gas causing creatures within to choke (made with bat wing, grinnich weed, ochre pollen)

This spell is broken. Presumably, the caster would dip down his or her primary weapon and then raise it, and a cloud of gas would appear around the victim, causing the victim to choke and be unable to function.

This is another “broken” spell. While it can be obtained by mixing the ingredients, and charges can be stored, the icon does nothing. When the player attempts to use this spell, it uses up one of the stored charges and does nothing.

Summon Undead- Summons skeletons (made with bone dust, deadman hair, raven claw)

The player dips his or her primary hand down and then raises it skyward, as several circles of runes appears on the ground. There is a purple glow and several skeletons appear, one per circle. The number of circles/skeletons depends on the caster’s Nether Magic Skill level.

This spell is pretty much like the weaker versions. This can be used for a wide variety of effects. It is important to note that for those who think they can use this spell for getting the summons’ gear, they do not drop any. A word of caution, don’t use this spell near a fire enemy, because the skeletons burn. This spell is popular all over the game, from common spell casters in Fargrove to bosses in the Demigoth Lands.

Soften- reduces defense of an enemy thus making them easier to hit (made with rat tail, snake skin, spider yolk)

The player dips his or her primary hand down and then raises it skyward, and a sickly yellow green swirl appears over the target’s head.

This spell, like many of the status afflicting kind, is very situational. Its range and duration are initially lacking, and its effective isn’t too noticeable. However, at higher levels, this spell can affect multiple enemies at once, if they are close enough. It is a nice spell to have, especially if one has an interest in Nether Magic, due to the commonness of its ingredients.

Level 4

Summon Beast- Summons a borloth or crawler (made with black orchid, bone dust, borloth horn, wyrm gangre)

The player dips his or her primary hand down and then raises it skyward, as a circle of runes appears on the ground. There is a purple glow a monster appears, either a borloth or a wyrm of some kind.

This spell is interesting. Instead of summoning several weaker creatures to annoy and distract foes, it summons one large one that can really destroy and take a beating. It is not clear what determines if a borloth or wyrm is summoned when cast. If a borloth is summoned, it is identified as a “Summon Beast”. This spell is used rarely by spell casters in the Elven Lands, and more commonly in the Value of Ruin.

Sleep- Puts a Group of enemies to sleep (made with grinnich weed, mandrake root, ochre pollen, snake skin)

The player dips his or her primary hand down and then raises it skyward, and a yellow swirl appears over the target’s head.

This spell, like the Peace Celestial Spell, is not quite accurate. Victims of this spell are frozen. They may taunt, but they will not move or attack, unless they are attacked. Its range is a little small, but it is good for causing some monsters to ignore the caster in order to break up crowds.

Blinding Fog- Creates a cloud that blinds enemies (made with bat wing, brimstone powder, ochre pollen, spider yolk)

This spell is broken. Presumably, the caster would lower his or her primary weapon and then raise it, and a gray or white cloud would encircle the victim, preventing them from seeing.

This is another “broken” spell. While it can be obtained by mixing the ingredients, and charges can be stored, the icon does nothing. When the player attempts to use this spell, it uses up one of the stored charges and does nothing.

Berserk (stronger version of bloodlust)- Increases damage, but reduces defense and makes you unable to block (made with mandrake root, monster eye, putrid flesh, vulture beak)

The player dips his or her primary hand down and then raises it skyward, and a red swirl appears over the caster’s hands. Both hands now have identical swirls around them to show that this spell is more powerful.

This upgraded version of Bloodlust has all of the strengths and weaknesses of its weaker counterpart. It works no matter what the weapon and it may boost the caster’s movement a little. The difference is that it has a greater damage boost, seems to have less of an impact on defense, and doesn’t last as long.

Nether Blast- Hurts a single enemy and does moderate damage(made with brimstone powder, monkey paw, raven claw, scorpion tail)

The caster does an underhanded toss to throw the purple flame comet sphere projectile. It flies towards its target, and explodes upon impact with it or anything that it touches. Whatever it hits takes the brunt of damage, but there is a fair amount of splash damage.

This spell is the Nether version of Fireball. The only difference is that foes are aflame with purple fire. Otherwise this spell is identical. It is also rampant in the game. Many spellcasters and wraiths use this spell, though in the wraiths’ case it is probably a spell ability. It is the only Nether spell more common than the Summon Undead spell.


Level 5

Poison Cloud- Creates a cloud that damages enemies, causes them to choke, and poisons them (made with Bat Wing, ochre pollen, ophelia wort, scorpion tail)

The player dips his or her primary hand down and then raises it skyward, and a green cloud surrounds the victim, choking and poisoning not only the victim but also any nearby enemies.

This spell is the only cloud spell that works. On the other hand, if only one could possibly work, thank goodness it was this one. This spell is as good a crowd destroyer as the Whirlwind Arcane Spell. It summons a cloud and anyone in it becomes poisoned and takes damage as long as they are in it. It works wonders for clearing out small groups of enemies who cluster together. It has been used by certain spell casters, mostly in the Vale of Ruin.

Confusion- Causes a group of enemies to attack each other (made with mandrake root, monkey paw, vulture beak, wyrm gangre)

This spell is broken. Presumably, the caster would lower his or her primary weapon and then raise it, and a swirl of some color would appear over the head of the victim.

This is another “broken” spell. While it can be obtained by mixing the ingredients, and charges can be stored, the icon does nothing. When the player attempts to use this spell, it uses up one of the stored charges and does nothing.

Gripping Vines- Immobilizes an enemy (made with blood nectre, bone dust, mordis vine, soul stone)

The player dips his or her primary hand down and then raises it skyward, and a network of vines shoots out of the ground around a victim. The victim is unable to move, attack, or block, but may still be able to use certain forms of magic (players can use Celestial Magic to free themselves).

This spell is a good “hold still and be beaten to death” command. It locks the victim in place and prevents any kind of melee defense or attacking. However, certain enemies can easily resist this spell. It is often used against the player, and the player can still use the Healing Celestial Spell to regain health, the Unpetrify Celestial Spell to regain freedom, or just potions to wait it out.

Summon Spirit- Summons a ghost (made with brimstone powder, deadman hair, raven claw, shrunken head)

The player dips his or her primary hand down and then raises it skyward, as a circle of runes appears on the ground. There in a purple glow a haunted ghost appears, floating beside the caster.

This spell is at first glance seems over powered. After all, ghosts are immune to ranged weapons and fly above melee weapons. They can freeze enemies solid with their ice breath and strikes. However, the ghost summoned by this spell is NOT immune to ranged weapons, is usually low enough to be melee attacked, and is not as strong or as smart as the wild version. However, if one has a fire foe, the ghost would definitely come in handy.

Level 6

Blade of Baal- Increases your damage, strike, and lets you set enemies ablaze in melee (made with blood nectre, brimstone powder, demon horn, diamond dust, monkey paw)

The caster dips his or her weapon hand down, and then lifts it skyward as it is encased in blue fire. The weapon stays on fire, alighting anyone hit with blue flame.

This spell is very powerful and useful against many enemies. It has the standard problems with weapon boost spells (primary weapon only), but its effect is none the less impressive. Just like the other weapon boost spells, victims hit by the weapon are engulfed in a secondary effect, in this case a blue fire. It does not seem as effective against shadow enemies, but against everything else it works great. Only one kind of enemy actually uses this spell, the mummies who surround their hands with blue fire and swipe with their fists. In their case, it is probably a spell ability. Yet this spell is the most commonly dropped Nether Spell, and is frequently dropped by even the weaker spell casters in the Human Lands.

Suffocate- Creates a cloud that does lots of damage to enemies (made with bat wing, borloth horn, monster eye, ochre pollen, putrid flesh)

Summon Guardian- Summons a minotaur (made with black orchid, bone dust, dragon tooth, mordis vine, wolf mane)

Level 7

Beast- Temporarily increases your health (made with blood nectre, demon horn, dragon tooth, soul stone, spider yolk)

Summon Giant- Summons a troll (made with black orchid, bone dust, borloth horn, monster eye, vulture beak)

Level 8

Dragon Claws- Increases damage and strike when fighting with fists (made with borloth horn, diamond dust, dragon tooth, scorpion tail, snake skin)

Possession- May cause an enemy to fight with you (made with black orchid, demon horn, mandrake root, shrunken head, soul stone)

Summon fiend- Summons a wraith or lesser demon (blood nectre, brimstone powder, demon horn, dried homonculous, raven claw, soul stone)

Level 9

Drain Life- Steals health from an enemy and gives it to you (made with demon horn, diamond dust, dried homonculous, shrunken head, soul stone)

Summon Deathlord- Summons a deathlord (made with blood nectre, bone dust, borloth horn, deadman hair, diamond dust, soul stone)

Level 10

Hate- Makes all nearby enemies attack the target enemy (made with brimstone powder, mandrake root, monkey paw, monster eye, shrunken head, vulture beak)