I'm curious to know if there is lore regarding various necromancer skills/spells. I don't expect clear answers on any of these questions (because a lot of it seems open to interpretation), but perhaps some of the lore community can piece together more info than I can on this subject.
What is a signet exactly? Is it a symbol that a necromancer carries with them, or a symbol they draw?
What is a mark? Is it simply a symbol that the necromancer conjures forth, or do they draw it on the ground?
What does it mean to steal life force? Traditionally, a spell like Life Transfer is Blood Magic (in GW1), but does the necromancer steal the blood of their foe, or something else?
Is a Spiteful Spirit an actual malevolent spirit summoned forth from the Mists?
When a necromancer sacrifices health, do they literally cut themselves with a ritual dagger, as the icons for Blood Ritual and Blood is Power suggest?
Several necromancer spells deal with darkness and shadows. Yet, shadow magic doesn't seem to be a school of its own. Is shadow magic its own thing?
Does Dhuumfire literally invoke the power of Dhuum himself? And could this be considered heracy?
What is a well spell? Is it a dark power invoked from the depths of the earth and brought to the surface by the necromancer?
What is a minion exactly? Is it a spirit inhabiting a body created from nearby remains?
When a necromancer reaps souls, what exactly do they absorb?
What happens when a necromancer uses spectral skills? Do they become a spectre themselves, or do they shift into a spectral realm body and all?
Several necromancer skills imply contact with demons, such as Dark Pact. Are necromancers contacting demons in the Mists when they use these skills?
What are sand shades exactly?
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Hey, Malafide! Long time no see!
A lot of these I don't really have the answer for off the top of my head, but I'll give it a go:
Sorry there's a lot of 'I don't know, but here's my best guess' in there, but ArenaNet hasn't really been forthcoming on the details of what's actually going on with the use of a skill. It's also at a time of night where I don't really have time to go chasing up sources, so there may be things I've missed - hopefully, if there is, someone will come along and fill in the gap.
Signets are an artifact from GW1's planning phase, in which every skill was supposed to be cast from a ring, with one ring on each finger.
That's also why GW1's skill bar is limited to eight slots, one for each finger (not counting thumbs).
Similar to Guardian Symbols, they are magically carved into the ground.
I think this is more spiritual than physical in nature.
Spiteful Spirit is named after GW1's Spiteful Spirit, which is a Hex Spell from the "Curses" attribute.
Since there are some curses in real life dealing with Spirits, it could indeed imply the use of an actual spirit.
It is strongly implied that necromancers cut themselves.
Shadow magic is its own thing. Shadow Steps and Stealth belong to this magic.
This one is probably just imitating his Fire.
Both of these spells, in lore, are about manipulating corpses. This is reflected in them requiring corpses in GW1.
This means, wells are not conjured from the depths of the earth, but from the depths of cadavers.
Just like with Stealing Life forces, they probably reap some kind of essence or spiritual residue.
Spectral skills are about partially conjuring things from other worlds or partially diving into said worlds.
Dark Pact doesn't imply anything about Demons.
It's likely just a nod to self mutilation and offering of your own blood like cults often do in pop fiction (I don't know about cults in reality).
In fact the only Necromancer trait that directly mentions Demons is the Scourge trait Demonic Lore. But I think it actually is connected to demons.
Necromancers in GW2 don't generally handle demon things.
Sand Shades seem to be artificial spirits made from mixing life force (which in turn is spiritual residue from other beings) and sand.
Doesn't scourge tap into the realm of torment? I dunno if your description of sand shades would be quite accurate.
The elite does, appearing to be essentially a necromancer version of Spirit Rift that's specifically creating a rift to the Realm of Torment, but it's unclear whether tapping into the Realm of Torment is common to all scourge abilities or just the big elite skill.
That said, however, it is established that the sands in the vicinity of the Mouth of Torment are imbued with energy from the Realm of Torment, so it's possible that there's your link - using sands that have a residue of power from the Realm of Torment or Abaddon's power is effectively tapping into the Realm of Torment's energy, albeit indirectly. Scourge could well have been an elite spec which could only have arisen in the vicinity of Elona, and might actually need to carry sand from Elona in order to continue functioning elsewhere. But that's just speculation.
Ahh yeah I guess if we're able to bring a Jackal with us some magic sand wouldn't be unfeasible.
Thanks for the fantastic answers everyone! I've been wondering about a lot of this for ages.
Question(s): why do necromancers utilize Dhuumfire if they don't revere him as a deity? Is Grenth incapable of producing a similar conjuration? Is it related to each of their respective roles / affinities in their godhoods?
Are necromancers actually even dirtier than thieves?
In order:
To clarify, signet rings are in lore old ways to use skills. Now, signets can be on anything (or nearly so). This is brought up somewhat by Braham in Season 4 Episode 3 when the Commander and Braham find a signet ring for dispelling illusions. Signets are, in effect, magical symbols carved into a piece of equipment.
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As I alluded to in above, I'm guessing Dhuum is attributed because he's evil, and fire - especially one made out of death magic - would be a volatile, all-consuming thing. It's something you're more attribute to the evil god of death, even if you don't worship the pantheon he was formerly of, rather than the good god of death (especially if you don't worship that pantheon) simply by attribution of, well, what many in modern times would call edginess.
"It's an evil death fire I'm using, so I'm naming it after the evil god of death we all hate!"
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personally i think Dhuumfire is more comming from his gw1 skill Judgment of Dhuum, wich also dealth fire damage, Dhuum has some connection with fire
Thanks Konig!
Just to add to this. In some early GW1 Necromancer quests they talk about how minions are created out of bodies without touching the souls. Manipulating souls is considered to be taboo by necromancers but it's not unknown for some necromancers to manipulate the soul as well as the body. The Lich, Palawa Joko and Verata are examples of those that manipulate both.
Did Verata actually do both? I thought what got him outcast was that he was killing people in order to have bodies to experiment on, not for the experiments themselves. That's why there are so many skills named after him - the magic itself isn't forbidden, just the means he took to discover it.
I may be misremembering tbh. But he did the necro-no nos. Which involves bringing back souls, doing murder experiments, etc.