Necromancy is the magic of the runic element, death. Therefore it has the following properties:

Effects on Magic Damage: Double magic power for magic attacks done against those of the time element.

Effects on Magic Defense: 20% chance for immunity to death and time magic attacks.

Affinities: Death, Decay

Months: Varassis, Elasys

Death Magic is magic that involves the manipulation of the death element, and all of the aspects that come with or from death. Death Magic is categorized into the following: Necromancy and Seniumancy.

  • Necromancy is the control and manipultion of death, the ending of energy and life. It is offensive magic and a form of summoning magic where the summoning is the raising of the dead. It's affinity is death.
  • Seniumancy is the control of decay and the process of dying and rotting. Seniumancy is mainly about status effects such as poisons and the like. It's affinity is decay.

Minor elemental manipulation usually involves effecting decay and stages of death and rot.

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1) Death Affinities

Those born under the element of death will have a stronger affinity to one of two aspects of death. Those aspects are death and decay.

Death is the most iconic and well known aspect of death magic and as the aspect of necromancy. It is the very aspect of death itself, of ending life and energy and controlling of the dead and undead. Death governs death magic's power of summoning and ending life. Through death, one might inspire fear or extinguish light. These are your necromancers. Those with the death affinity are quiet, mysterious, and great observers of the very process of life and death.

Decay is the aspect of the processes that happen to living things when they die. It is perhaps the darkest aspect in all of magic. It is the essence of rotting and entropy that black nights call upon. Through the aspect of decay one might inflict sickness or weaken things. Those with the decay affinity are themselves depressed and feeling the crushing reality of their own coming death.

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2) Minor Elemental Manipulations

Those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.

Death: to use minor death manipulations you must have a Runic Soul greater than 10 and have mastered at least one necromancy spell. Then you can cause small manipulations like extinguish light sources, increase fear or anxiety in a person, and so forth. The degree of control needed will determine how much runic soul you need to have.

Decay: to use minor decay manipulations you must have a Runic Soul greater than 10 and have mastered at least one seniumancy spell. Then you can cause small manipulations like breaking down obstacles, inflicting others with a feeling of illness, and so forth. The degree of control needed will determine how much runic soul you need to have.

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3) The Two Iconic Symbols of Death Magic

In the elemental magic of Life Magic, there are two iconic symbols. They are Serenity and Pain. These symbols are said to be the very source of death magic, even though like all elemental magic in Nor'Ova, necromancy is conducted not by incantations or potions, but by manipulating the element of death to produce magical effects.

These symbols are therefore nothing more than just symbols, representatives of the two opposing forces of magic, the positive force and the negative force. Magic as a whole is neither evil or good. It is simply a neutral force. Society doesn't judge based on what magic is used, only on how it is used and for what reason. Therefore, despite whether or not certain spells may be associated with what is considered the good or the dark side of magic, the use of spells has no effect on your alignment unless it is used for a wholly good purpose, or for a whole evil purpose.

This is especially important to remember when dealing with magic that is traditionally seen as dark such as necromancy. Necromancy and even Seniumancy are both important to the processes of the world and have beneficial properties so it is entirely possible to play as a good necromancer. You could be the one that keeps communities safe from graveyards, or the one that see's off the dying. Just because other forms of literature out there paint death magic as evil doesn't mean that it is. It is all depending on the heart and mindset of its mage and the purpose for why the spell is being cast.

In the elemental magic of Death Magic, Serenity symbolizes the light aspect while Pain represents the dark aspect.

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4) Environmental Effects on Death Magic

Due to the fact that elemental magic is elemental, the environment can play an effect on the magic you are casting. If the environment has a larger amount of your element present, your magic will be stronger. If the environment has a lesser amount of the element you are casting, your element will be weaker. If the element present in your environment is about average, then there would be no change.

In the case of death magic:

  • In places where there is a lot of death element present - such as cemeteries, hospitals, swamps, and ancient crypts - death magic effects are increased by x 1.25
  • In lush fields or in places with a lot of life element present, death magic effects are decreased by x 0.75.
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5) The Soul of Death

All who live upon Nor'Ova have within them what is known as their runic soul. It is the very part of their being that connects them to their runic element. By connecting and using your runic element more and more, your runic soul grows and strengthens.

The runic soul of death is that of the terrible and frightening Lich. The various affinities have their own minor soul that they connect to.

  • Death: The affinity soul of Death is the Poltergeist. They have a 20% chance to end any ongoing status effect that they might have.
  • Decay: The affinity soul of Decay is the Zombie. Critical Hits decay the target's armor an additional 25% greater than normal and decrease the target's SA and EP by 20% of the damage dealt.

The Death soul of the Livh can be reached when the one born under death has mastered 5 death spells. Once this happens, the person will have access to both the affinity soul and the runic soul. The runic soul awakens when its bearer is near certain death or feels in grave, mortal danger. By rolling 10 or less, the necromancer might then awaken his or her runic soul, and will automatically take on the characteristics of the undead with physical damages having a 25% chance of healing instead of hurting and magic being only 75% effective against the necromancer. The necromancer furthermore will be immune to any status effects and have any status effects ended and have a 50% chance of being fully healed upon transformation. Due to the immense power of this awakening, the necromancer can only call upon this power once a day.

This chance does increase as your connection to death increases. For every 10 spell levels that you have acquired, the chance increases by 5. The max increase is up to 60%.

The affinity souls do not increase.

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6) Death Magic Progression

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7) Death Magic Spells

Spell Effects Level 2 Effects Level 3 Effects Level 4 Effects Rune Stone Effect Stat Cost Casting Speed Range & Area Success Rate Cost to Acquire
Army's Decay This is part of Deconstruction spell chain and rune stone. This spell counts the amount of companions with you, including yourself. Then it seals away all but the same amount of enemies within a small energy orb with only enough room to fit the target it captures. For every member of the party there is one target. Any target that was taken away and then returned is returned at half HP, SA, and EP.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

N/A

50 SA 5 battlefield

Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Atrophy This is a part of the Deconstruction spell chain and rune stone. This spell causes the target to suffer a decrease in strength that is double your Runic Soul as the target's muscles decay. Each round that the battle lasts from the casting of this spell the target will lose that amount of Strength, negatively affecting the target's EP and other strength related stats. The decrease will end when the battle ends, however the target will be stuck with this new strength stat, but could increase it by normal means. Dead Weight: This spell makes the target feel as if its own body is dead weight, adding the target's weight as weight carried. Each round of the battle the weight is added again. When the target is overburdened, the target cannot move. 50% beyond that the target falls down, being crushed by its own weight. Double that and beyond the target begins to lose 20% of Max HP worth of crushing damage. Decay's Edge: This spell is cast upon your weapon or the weapon of a target you choose. This gives the attack of that weapon a decaying effect, that doubles DR% decrease, as well as causes any felt damage to also reduce the attacked target's strength by that amount.

N/A: Only 3 levels with this spell.

Weapon Effect 50 SA, +10 SA per additional level 5, +1 per additional level 1 target

Level 1:  45/75
Level 2:  35/65
Level 3:  25/55

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300

Aura of Despair This is a part of the Loss of Self spell chain and rune stone. With this spell you cloak yourself with a terrible aura. This aura causes Loss of Self to anyone within 2 spaces of you, friend or foe. The target will experience this for 1 round. Aura of Fear: With this spell you cloak yourself with a terrible aura. This aura causes Fear status effect to anyone within 2 spaces of you, friend or foe.The target will experience fear for 1 round then loss of self for 1 round. Aura of Rage: With this spell you cloak yourself with a terrible aura. This aura causes rage status effect to anyone within 2 spaces of you, friend or foe. The target will first experience rage for 1 round, then fear for 1 round, then loss of self. Aura of Acceptance: With this spell you cloak yourself with a terrible aura. This aura causes the target to make a will check with a 20 penalty to kill him or her self. Should the target succeed, the target will then experience a round of rage, then a round of fear, followed by loss of self. Armor Effect - Over Garment only 20 SA, +10 SA per additional level 2, +1 per additional level a 2x2 space around caster

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Bio Instability This is in the Bio Instability spell chain and rune stone. Food Poisoning, cuts target's movement rates in half. Night Shade: Poison damage for 4d10 HP per round.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

Weapon Effect 10 SA, +10 SA per additional level 0.5, +0.5 per additional level 1 target

Level 1:  60/90
Level 2:  50/80

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100

Constrict This is part of the Bio Instability spell chain and rune stone. This spell creates a cloud of death magic that squeezes tightly around the target. The magic restricts the arms and torso of the target, making the target unable to attack during the spell’s duration. The target can move but they are still being crushed by the magic. Each round the target receives 1d% + 3d20 physical magic damage. Stranglehold: With this spell the magic of Constrict attempt to strangle the target. Each round of Constrict has a 20% chance of killing the target.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

N/A

30 SA, +10 SA per additional level 2, +1 per additional level 1 target

Level 1:  50/80
Level 2:  40/70

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200

Deadly Guard This is part of the Graveyard's Warding spell chain and rune stone. Every time anything attacks the ally that you assign the warrior to, the warrior will leap in the way of the attack and take the damage. He will continue to do this until he is sent back to the world of the dead. The warrior has 5d% HP. Level 2 Upgrade: The warrior has 6d% HP. Level 3 Upgrade: The warrior has 7d% HP. Level 4 Upgrade: The warrior has 8d% HP

N/A

30 SA, +10 SA per additional level 2.5, +0.5 per additional level 1 ally

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Deadman's Shell This is part of the Graveyard's Warding spell chain and rune stone. This spell changes your skin or the skin of an ally of your choosing, to that of a dead man. Physical damages are reduced by 35% and there is a 25% chance that the attack will heal the protected instead of harm it. Zombification: Adds onto Deadman's Shell by granting target all benefits of being a Zombie. Target cannot use spells but can use skills. All damages done by target are tripled and all damages done to target are halved with a 30% chance to be healed instead. Target dazed 1 round after duration. Nightwalker's Curse: Grants the target all of the effects of the previous two levels as well as the effects of being a vampire. The target's melee, bow, and throw power double. The target's speed also doubles. Each physical attack the transformed does drains 10% from the target's HP to restore the target's HP. Ritual of the Mirrentori: This spell further adds on to the effects of the previous three levels by also changing the target into a lich. While in this form the target cannot be killed. The target's spell’s SA costs are cut in half, rounding up to the nearest whole number and spell's casting speed is cut in half, rounding up. You also get +50 to all of your offensive and runic powers. When the spell ends, the target is stunned for 1 round. Armor Effect 30 SA, +10 SA per additional level 3.5, +1 per additional level 1 target or self

Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Decay's Warding This is part of the Graveyard's Warding spell chain and rune stone. The use of this manipulation produces a faint, pale glow about the area. Those within the area find that their melee, bow, and throw power is weakened greatly, decreasing the melee, bow, and throw power by 30% of all targets, friend or foe, caught within the affected area. The target and the spell caster are unaffected. Vampiric Strain: This manipulation temporarily curses you with a vampiric ability. You grow fangs and your skin becomes pale. Each round you can get into melee range and can bite the person and drain them of life. You are able to do 2d12 HP damage to the target and the damage taken is used to replenish your HP. Well of the Dead: With this spell you draw upon the dead for strength for the target of Decay's Warding. Calling forth the decaying earth energy around you, temporarily gaining a +50 to melee, throw, and bow power, and + 20 to Speed and Fortitude. Once the spell is over however the energy quickly drains out of target, leaving the target half of their EP. Serenity's Protection: When this spell is created the magic imitates the dying, but with a gift of protection. The target of Decay's Warding does not take any damage from outside forces. However, the protected target takes 6d12 HP damage from the death magic much like you would from poison. The target isn't immune to this poison-like effect. The magic stops all attacks, physical, magical, and energy, from hitting the protected target while slowly damaging the target. Status effects can still effect the target however, such as poison, plague, sickness, and so on, and you have no immunity to them. Weapon Effect 20 SA, +10 SA per additional level 2, +1 per additional level 1 target or self

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Deconstruction This is a part of the Deconstruction spell chain and rune stone. This spell is made to slowly destroy armor by burning away their durability. A dark mist hovers over the target slowly eating away at their armor. It takes away 1d10 points from the armor per round. When the spell’s duration runs out, it evaporates into the air. Reign of Acid: This spell creates a glowing nexus point of water magic above the battlefield. Each round the energy would discharge acid rain at every target on the battlefield, doing 3d20 damage and 2d20 damage to DR% to every enemy each round. Yourself and allies can have a magic umbrella that protects from the acid rain by spending an extra 15 SA per target per round.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

Weapon Effect 10 SA, +20 SA per additional level 1, +2 per additional level 1 target to battlefield

Level 1:  60/90
Level 2:  50/80

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100

Executioner's Weapon This is part of the Fang spell chain and rune stone. This spell provides a special enchantment the weapon of your chosen ally (or your weapon). Death magic coats it deeply. Whenever your ally attacks, they roll a 1d6. If they roll a 6, the target dies instantly. Any other roll is inconsequential and you do damage as normal.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

Weapon Effect 50 SA 4 1 target or self

Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Fang This is part of the Fang spell chain and rune stone. This spell sends out two fangs at the target. You create these fangs out of death magic and they, together, do 4d20 to a single target. These fangs are magical energy, not physical. Beast's Prey: This spell creates a defensive aura around the target of your choice. Whenever this target is attacked in melee, Fang is automatically cast at the attacker. Cold Blade: The attacker is further attacked by a cold blade while also being attacked by Beast's Prey. Cold Blade creates the feeling of being stabbed with a cold, metal blade in the back. The spell leaves a wound behind, doing an additional 3d20 damage and causing Bleeding Out wounds. Magic deals the damage without anything physical actually being used to make the feeling.

N/A: Only 3 levels with this spell

Armor Effect 10 SA, +10 SA per additional level 1, +1 per additional level 1 target or self

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150

Field of Decay This is a part of the Deconstruction spell chain and rune stone. This spell curses the ground around a selected area. Whoever walks across this ground will be altered. For each step they take or each round they are there within this cursed ground, they will lose 10% of their current HP, SA, and EP. Furthermore they will have their offensive and runic stats decreased by 10% for each step or round for 1d6 rounds. Mental Decay: Casting this manipulation causes those within the area of effect to experience a loss of mental capability. Their SA is halved and their runic speed is decreased by 1. They continue to also experience the decrease in stats and power from Field of Decay.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

N/A

40 SA, +10 SA per additional level 4, +1 per additional level a 4x4 space area around a space of your choosing

Level 1:  50/80
Level 2:  40/70

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200

Ghastly Presence This is part of the Deconstruction spell chain and rune stone. With the creation of Ghastly Presence, a ghost-like formation appears behind all enemy targets. The ghost suddenly starts attacking with spiritual claws at the back of the targets doing 6d20 damage, and then disappears. Stop: When you create this spell, decay magic surrounds the target in a faint cloud. The target suddenly freezes in place, unable to move or act. The target may make a resistance check each time it's the target's turn or when the target is attacked to try to break the effects of the spell. Voiceless: This spell paralyzes the vocal cords of the target, making it so that the target cannot make any sound from its mouth. The target is now mute, unable to talk, scream, grunt, or growl.

N/A: Only 3 levels with this spell.

N/A

20 SA, +10 SA per additional level 2, +1 per additional level battlefield

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

Ghostly Mount This is part of the Deconstruction spell chain and rune stone. This spell brings back an undead horse. The appearance of it is nothing but bones that glows with an eerie purple light and its eyes are replaced with purple flame. The horse is completely loyal. Its stats are the same as a War Horse. It cannot be damaged, spooked, or destroyed and cannot attack. At the end of the spell the horse returns to the afterlife. This spell cannot be cast in battle but the horse can be road into battle.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

N/A: Only 1 levels with this spell.

N/A

20 SA 2 next to caster

Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Graveyard's Warding This is a part of the Graveyard's Warding spell chain and rune stone. The use of this manipulation produces a faint, pale glow about the area. Those within the area find that their runic energy and runic soul is weakened greatly, decreasing runic energy and runic soul by 25% of all targets, friend or foe, caught within the affected area. You, the spell caster, are unaffected. Elemental Death: Using the magic of water, you effectively absorb the target's ability to manipulate their element to produce magic by placing them in an invisible bubble. The magic surrounds them, not allowing them to concentrate on their element. No spells can be cast except minor elemental manipulations. Dispel: This spell kills any active magic on a target. This spell removes enchantments, protections, poisons, and many other active spells. This spell won't remove curses or blessings. Independently acting spells can be ended prematurely with this spell. This spell can only be cast on a single target. This is the death element version of the same spell found in aquamancy. Death of Magic: This spell sends a pulse of dark water magic out into the battlefield. The magic attaches to any other magic and drowns it. Anything magically involved, such as enchantment, magically caused status effects, independent active magic, or any spell still in action or being cast is suddenly ended and the energies dispelled from the area. This spell will not remove curses or blessings.

N/A

15 SA, +10 SA per additional level 1.5, +1 per additional level a 4x4 space area around the caster

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Loss of Self This is part of the Loss of Self spell chain and rune stone. This spell begins to deteriorate the personality of the target it is used on. Without this personality, they lose conviction in what they are fighting for. Losing conviction makes them deal less damage with every attack. Every time the target attacks, their physical damage is reduced by 25% until the spell wears off. Last Cry: This spell invokes the power of the voice. You open your mouth, letting out a pained but angry scream. All of those in the radius of the spell are affected with fear for 1d6 rounds, even your allies. Fear causes the affected to flee from the user at all costs.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

Weapon Effect 10 SA, +10 SA per additional level 1, +1 per additional level 1 target

Level 1:  60/90
Level 2:  50/80

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100

Nightmare This is a part of the Loss of Self spell string and rune stone. The magic of Nightmare is made to recreate the nightmare of someone. Each enemy target sees some creature that attacks them doing 6d20+10 damage. The creature is different to each target. When the spell breaks off they all find that what they saw actually did real damage to them. Pain's Caress: With this spell you focus on the nightmare of one target that deals large gashes on the surface of the target, causing immense pain to flush over them and causing an additional 3d20 damage. It looks like the skin or other top layer is being peeled off of the target by that target's nightmare. Pain's Pleasure: With this spell death magic slowly runs over the skin of the target of Pain's Caress, ripping the skin from the body. But this is done slowly to an almost excruciating length doing an additional 2d20 damage per round, and making the target unable to do skills or spells that take more than half of his or her casting speed or are more complex than level 1. It is almost as if the magic enjoys watching the target suffer.

N/A: Only 3 levels with this spell.

N/A

30 SA, +10 SA per additional level 3, +1 per additional level all enemy targets

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

Pain's Persistence This is a part of the Bio Instability spell string and rune stone. This spell racks the body of your target with tremendous pain. The pain is so unbearable that the target cannot bring himself to use projectile or melee weapons or attack. The target can only use spells that use 1 runic speed. The target cannot use any skills greater than level 1.

Pain's Desperation: This spell causes Pain to rush its work. The magic causes great pain all at once at the target of Pain's Persistence, doing damage to the inner body, but not the outer appearance. Unfortunately, for rushing the work, the magic is not as effective in doing damage, only doing 2d%.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

Weapon Effect 40 SA, +10 SA per additional level 3, +1 per additional level 1 target

Level 1:  45/75
Level 2:  35/65

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250

Plague This is part of the Bio Instability spell chain and rune stone. The target loses sight, becomes nauseous cutting their movement in half, and starts to lose life, loosing 2d12 HP per round. This disease will continue to work its way through the body until it kills the target. Every round the poisoning gets worse, adding 1d6 each round to the poisoning damage. Bitterwood Pandemic: For each round the target will receive 1d20 HP damage, with each round adding a 1d12.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

Weapon Effect 30 SA, +20 SA per additional level 3, +2 per additional level 1 target

Level 1:  55/85
Level 2:  45/75

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150

Raise Zombie This is part of the Graveyard's Warding spell chain and rune stone. With this spell you raise an undead zombie as your servant. The number of active zombies you can have is the the first digit of your Will stat, so if you have a Will less than 20 you can only have 1 active. For information on the Zombie and its stats, look in the bestiary. Raise Ghoul: With this spell you are raising a ghoul instead of a Zombie. The spell still works similar to the Raise Zombie spell. For information on the Ghoul and its stats, look in the bestiary. Raise Reverent: With this spell you are raising a reverent instead of a Zombie. The spell still works similar to the Raise Zombie spell. For information on the Reverent and its stats, look in the bestiary.

N/A: Only 3 levels with this spell

N/A

40 SA, +20 SA per additional level 3, +2 per additional level next to caster

Level 1:  45/75
Level 2:  35/65
Level 3:  25/55

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300

Reanimation

This spell is a part of the Graveyard's Warding spell chain and is found in the Graveyard's Warding rune stone.

Revival: This spell brings about a revival and rejuvenation. First it revives destroyed or damaged items, armor, and weapons by your Runic Soul amount of DP, or half your Runic Sul of DR% and MR%. Second it rejuvenates targets by removing any negative status effects with equal ease.

Stat Cost: 60 SA
Casting Speed: 6
Duration: instant
Range & Area: 1 target
Success Rate:  35
Cost to Acquire:  65

Resurrection: The goal is to draw out all of the death energy from the target’s dead body. The lack of it will allow life energy from the area to come take its place and the target can awaken with 20% of their life returned. The target is disoriented from the resurrection and must rest for one round before acting. The target also benefits from the Revival Spell.

N/A: Only 3 levels with this spell.

N/A

50 SA, +10 SA per additional level 5, +1 per additional level 1 target

Level 1:  45/75
Level 2:  35/65
Level 3:  25/55

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300

Release of the Doomed This is part of the Graveyard's Warding spell chain and rune stone. With the casting of this spell skeletal hands reach up from the ground and grab the legs of any enemy targets. Effected targets must make a strength check with the caster's Runic Soul as a penalty to be freed. If the target is not wearing body armor, the target will receive 5d20 damage when successfully freeing him or herself. If the target does not free him or herself, the target cannot act or cast a spell and looses its turn. Others can free the target with Dispel or Death of Magic. Rise of the Doomed: This spell starts as Release of the Doomed. It isn't until a target makes a successful strength check that it is realized something has changed. When the target frees itself, the doomed comes out of the ground and tackles the target to the ground, requiring the target to make another strength check with the caster's Runic Soul as a penalty, and loose another round. The tackle does double the caster's Runic Soul for physical damage. Returned One: After freeing him or herself from the skeletal creature, the skeletal creature stands up and begins attacking that target. The magic sustains the target as the undead being follows your orders. The undead being cannot be destroyed but will shatter and become nothing more than bones at the end of the spell. It has an attack power of 2d% + Runic Energy and can attack 1d4 times each round. The skeleton will only attack the target that escaped its grasp.

N/A: Only 3 levels with this spell.

N/A

20 SA, +10 SA per additional level 2, +1 per additional level all enemy targets

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

Serenity's Calm This is part of the Fang spell chain and rune stone. When this spell is created the single target is surrounded in serenity. But, suddenly among the calm, the target can feel horrible injuries ripping into the target’s body doing 6d20 damage. Serenity releases the target and the damage is done. Serenity's Arrival: This manipulation creates the conditions for Serenity to arrive to the target. Death magic flows across the body of the target of Serenity's Calm, burning their life away causing 2d20 additional damage. Meanwhile the spell pours into the mouth of the target and causes sickness, causing their movement rates and damage power to be halved for 4 rounds. Vengeance of the Cursed: This manipulation releases the lost ghosts of the dead to let their anger out on your enemies. Ghosts of all kinds rip out of the earth, clawing, biting, and attacking from every direction doing 1d% + 4d20 + double Runic Soul + Runic Energy damage. The ghosts leave you and your allies alone. They disappear after attacking.

N/A: Only 3 levels with this spell.

Weapon Effect 25 SA, +10 SA per additional level 2, +1 per additional level 1 target

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

Serenity's Embrace This is part of the Fang spell chain and rune stone. With this manipulation the target is enveloped in this sudden sense of calm and safety as they fall into a deep slumber known as a coma. The magic completely drains the target’s EP. The target can be restored only when the target has EP recovered. Serenity's Beckoning: With this spell the shrill tone of the grave affects the ears of every enemy target not affected by Serenity's Embrace. During the spell's duration, the targets will not try to defend, evade, or make any saving throws - including saving grace or will checks. Death: This spell is made to kill the target. It affects the target of Serenity's Embrace. It begins a two round countdown that is made to be the last moments of the life of the target. Death magic swirls around the target during the countdown, waiting for the target’s time to complete. Finally, when the countdown ends, the magic encloses on the target and destroys the life force of the target. The target is effectively dead. Should the battle end before the countdown ends however, the death magic will stop. Judgment: This spell affects those affected by Serenity's Beckoning, not by Death or Serenity's Embrace. With this spell you condemn your target. Nothing visible can be seen of this spell and to the untrained eye it would seem that no spell was even cast. However the target begins to fill all his energy slip away from him, dropping all of the target’s stats down to 5. The target’s stats do return after battle, should the target live that long. HP, SA, and EP would also be dropped to 10 and unable to be restored past 10 due to Fortitude, Mental, and Strength being at 5. Weapon Effect 35 SA, +10 SA per additional level 3, +1 per additional level 1 target or all depending on level

Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Serenity's Forceful Ways This is part of the Fang spell chain and rune stone. This special spell calls upon the positive aspect of death, the Serenity. When this spell is cast, the single target is surrounded in serenity. But, suddenly, amidst the calm, the target can feel horrible injuries ripping into the target’s body. Serenity releases the target and the damage of 2d% + 3d20 is done. Serenity's Verdict: The Serenity passes its verdict on the target before releasing it. A 1d6 is rolled. If a 6 is rolled, the target is lulled to a sleep from which it will not awaken, the sleep of death.

N/A: Only 2 levels with this spell.

N/A: Only 2 levels with this spell.

N/A

50 SA, +10 SA per additional level 5, +1 per additional level 1 target

Level 1:  45/75
Level 2:  35/65

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250

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Submitted by mythus on Sat, 10/29/2022 - 20:15