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

Magic Type: Death Magic

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

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

Supportive Effects: Immune against poison.

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.

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.

Minor Elemental Manipulations

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

Death: You can cause small manipulations like extinguish light sources, increase fear or anxiety in a person, and so forth.

Decay: You can cause small manipulations like breaking down obstacles, inflicting others with a feeling of illness, and so forth. 

The Two Iconic Symbols of Death Magic

In the elemental magic of Death, there are two iconic symbols for each affinity. For Death are Pain and Serenity and for Decay they are The Worm and The Fade. These symbols are said to be the very source of death magic, even though like all elemental magic in Nor'Ova, necromanc is conducted not by incantations or potions, but by manipulating the element of life 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.

In the elemental magic of Death, Serenity and The Fade symbolizes the light aspect while Pain and The Worm represents the dark aspect.

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.

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 damage the target's Soul and Power by 20% of the damage dealt.

The Death soul of the Lich can be reached when the one born under death has acquired 3 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 making a hard arcana check, 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. The transformation shall last for the remainder of the battle, after which the necromancer will return to normal. 

Death Magic Progression

Death Magic Progression is separated into its two affinities, Death and Decay. 

Death Affinity Magic Chart

Death Affinity Magic Spells

Tier Level: 1
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Fang 1 ⚔️ Offensive 2 Soul 1 1 target instant Easy Arcana

This spell is a part of the Fang spell chain and can be found in the Fang rune stone.

The necromancer does not go looking for Pain. That is the first thing they will tell you, and they mean it. Pain finds them the way it finds everyone; quietly, uninvited, arriving in a moment when the necromancer is least prepared for it. The difference between a necromancer and everyone else is what happens next. Everyone else flinches away. The necromancer goes still, listens, and begins to understand that what they felt was not an enemy. It was an introduction. Fang is that introduction made into a weapon.

When the necromancer first reaches for this spell they are not yet in full command of what answers. Pain responds to being called with an immediacy that is almost startling. Without warning two sharp concentrations of death energy forming from nothing, curved and precise, carrying all the cold intention of something that knows exactly what it was made to do, cross the distance to the target without ceremony and strike, each one dealing its damage as pure magical force, leaving no wound that can be seen but something that is felt long after the moment of impact has passed. Each fang deals 2d4 damage to the...

Weapon Effect: Fang

Upon Critical Hit the weapon damage is split equally, so that should the target evade the strike, it will still receive half the intended damage. 

N/A
Loss of Self 1 🔻 Debuff 2 Soul 1 1 target 1d6 rounds Easy Arcana

This spell is a part of the Loss of Self spell chain and can be found in the Loss of Self rune stone.

The necromancer is not interested in destroying their enemies. That is not what draws them to their craft, not what Serenity asks of them, not what the element of death has ever truly been about. Death is not destruction. It is the quiet undoing of what was. The slow release of whatever a living thing was holding onto, be it its purpose, its conviction, its certainty that what it was doing mattered. Serenity does not hate the things it touches. It simply helps them let go. Loss of Self is that help, offered to someone who has not asked for it.

When the necromancer casts this spell they reach through Serenity toward the target's sense of self. What the necromancer reaches for is not their memories, not their identity, not anything as dramatic or permanent as those things. Just the thread of conviction that pulls a person forward, the feeling that their actions mean something, that what they are fighting for is worth fighting for. Serenity takes hold of that thread and very gently, very patiently, begins to loosen it. The target does not feel it happen. There is no pain, no...

Weapon Effect: Loss of Self

Critical Hit inflicts Loss of Self status effect for 1 round.

N/A
Mourning Bell 1 🔻 Debuff 2 Soul 2 a 3x3 space area around you 1d6 rounds Easy Arcana

This spell is a part of the Mourning Bell spell chain and is found in the Mourning Bell rune stone.

There is a certain sense of stillness that follows the necromancer wherever they might travel. Many have called it the Serenity of the Grave. It is a feeling not of danger, or wrath, nor is it a feeling of joy or passion. It is for some unsettling, for others it is peace. The grave for the necromancer is the ultimate symbol of fairness and absolute end of suffering. It is the eternal sleep, the most feared reward. Stepping into the battle, the mysterious necromancer positions themselves within the battle bearing new fear nor anxiety - just an unsettling sense of peace. There, in the very midst of enemies, the necromancer relaxes and seeks the power over death that they are just beginning to understand themselves. From deep within their very runic soul something stirs. When the necromancer casts Mourning Bell they are not reaching for a weapon. They are not even entirely sure what they are reaching for. Something stirs within their runic soul, something quiet, resonant, ancient,  and it finds its way outward not as light or fire or force but as sound. A tone. Low and clear and carrying the particular weight of every bell ever rung for the dead. Those within the area do not hear it so much as feel it settle into them, a heaviness behind the eyes, a sudden and...

N/A

N/A
Tier Level: 2
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Aura of Despair 2 🔻 Debuff 4 Soul 4 a 2x2 space area around the caster 1d6 +1 rounds Normal Arcana

This spell is a part of the Loss of Self spell chain and is found in the Loss of Self rune stone.

The necromancer casts this spell, calling upon the Serenity that dwells within their runic soul. Their purpose for casting this spell is to not only lower their abilities, but to give them a taste of the stages of grief that one feels with knowing that their death is soon to come. Enveloping themself within the power of Serenity, the necromancer wears about them an aura of despair. The aura pushes outward, affecting 2 spaces surrounding the necromancer at all times. Anyone who enters the aura will experience the loss desire to do anything. They will be forced to make normal mental balance checks to do any action. This is the status known as Loss of Self, a form of despair experienced by those who have given up all hope. It will affect them for however long they are in the aura plus one extra round. The Serenity does not distinguish between friend or foe here, so this will affect anyone equally. 

Armor Effect: Aura of Despair (Over Garment only)

Loss of Self aura affecting anyone within 1 space area around the wearer. 

Loss of Self
Beast's Prey 2 ✨ Other 4 Soul 3 1 target, all allies and self 1d6 rounds Normal Arcana

This spell is a part of the Fang spell chain and can be found in the Fang rune stone.

When the necromancer casts this spell upon a target they are marking the target. The target is marked through the powers of Pain as the prey of Pain itself. The target doesn't know anything has changed, and for the most part nothing appears differently at all. No decrease in power, no status effects, no damage, not even a glowing symbol appearing on the target. It isn't until one of your allies, or yourself, does anything to the target is the effect of the spell realized. Through the power of Pain, any attack done to the spell deals instant critical damage. When the spell's effects do finally fade from the target, the target no longer receives the automatically increased damage. 

Weapon Effect: Beast Prey

Always deal critical damage.

Fang
Elemental Death 2 🔻 Debuff 4 Soul 4 1 target 1d6 rounds Normal Arcana

This spell is a part of the Loss of Self spell chain and can be found in the Loss of Self rune stone.

To cast magic in Nor'Ova is not to speak words of power or wave a hand through a pattern. It is something far more intimate than that. It is reaching inward, finding the thread of runic energy that connects the caster to their element, and pulling on it deliberately, precisely, with the full weight of their will and understanding behind it. Take away that thread and there is nothing to pull. There are no words to silence. There is no gesture to interrupt. There is only a person standing in the middle of a battle, reaching for something that is no longer there. That is what Elemental Death does.

When the necromancer casts this spell they reach through Serenity toward the target's runic soul. The don't reach out to destroy it, or to corrupt it, but to wrap it in the quiet of death's own stillness. Serenity reaches forward, gently brushing the target's runic soul, gently luring it to sleep. For the target it is like their very runic soul has died. They have become like people once were, before their runic souls had awakened, unable to cast magic. Try as they might, they can't stir the runic soul within...

N/A

Loss of Self
Ghastly Presence 2 🕯 Summon 4 Soul 4 all enemies instant Normal Arcana

This spell is a part of the Mourning Bell spell chain and can be found in the Mourning Bell rune stone.

The necromancer has always been aware of them. Long before they understood their magic, long before they knew the names of Serenity or Pain or what it meant to  be born under the runic element of death, they could feel the ones who hadn't left. The restless ones. The ones who died with something unfinished, something unresolved, something they could not set down even when setting down was the only thing left to do. Most people catch glimpses of them at the edge of their vision and look away. The necromancer looked directly, and in doing so made a kind of silent agreement; I see you, and one day I will ask something of you.

When the necromancer casts Ghastly Presence, they are keeping that promise and asking that ask. When the necromancer casts the spell they reach beyond the veil that separates the living world from those who still linger, and call. Not to specific spirits or to anyone in particular. It is just an open call to whatever restless presences happen to be nearby. They always answer. The dead who have not moved on are hungry for acknowledgment, for purpose, for one last moment...

Weapon Effect: Ghastly Prescence

Critical Hit causes the attack to happen to any hostile enemy, however no increase of offensive power will be applied. 

Mourning Bell
Nightmare 2 🌪️ Multi-Target 4 soul 4 all enemies instant Normal Arcana

This spell is a part of the Mourning Bell spell chain and is found in the Mourning Bell rune stone.

The rest of the dying is hardly, if ever, peaceful. The closer to their appointed time they come, the more their own mind fights to hang on. Trying to make sense of what is coming, trying to sort out the anxiety and fears growing with, these activities often give rise to nightmares when the dying sleeps. It is the unfortunate reality that the necromancer has witnessed time and time again. It comes as no surprise to the necromancer that, calling upon the gentle, welcoming power of Serenity that they too can cause the nightmares of the dying. 

When the necromancer casts Nightmare, that is their aim. They seek to bring to their enemies a taste of what awaits them in their final days. Reaching within their runic soul, the necromancer finds Serenity and lets it loose. Serenity floats gently into the minds of all that are hostile to the necromancer, coaxing them and bringing to their mind a state of wakeful slumber. For but an instant every enemy is unable to move as a terrifying creature seems to appear before them. What each see's is personal and unique to that person. It could be a recreation of a terrible memory. It could be the image of a demon. It doesn't matter. What matters here is that the enemy fears it and believes for that moment for it to be real...

N/A

Mourning Bell
Serenity's Calm 2 ⚔️ Offensive 4 Soul 4 1 target instant Normal Arcana

This spell is a part of the Loss of Self spell chain and can be found in the Loss of Self rune stone.

Serenity is not a weapon. The necromancer has always been careful to understand this distinction. Serenity is a state, a condition, the particular quality of stillness that settles over things when death is near and the struggle has finally stopped. It does not cause harm. It does not intend anything. It simply is what it is, present and absolute and indifferent to whatever the living make of it.

What the necromancer makes of it is this. When this spell is cast Serenity flows outward from the necromancer and wraps itself around the target. This is not as an attack or a threat, Serenity cares not for such things. It is a sudden, genuine calm. The noise of the battle recedes. The urgency drains away. For just a moment the target exists in the particular stillness of something that has already ended, and it feels, against all reason, almost peaceful.

Then Serenity shows them what that peace costs. The injuries arrive without warning inside the calm. The injuries do not come from outside nor do they come from any...

Weapon Effect: Serenity's Calm

Critical Hit inflicts Wounds, hitting wounded spot increases damage by 25%.

Loss of Self
Vampiric Strain 2 💪 Empowerment 4 Soul 3 self 1d6 rounds Normal Arcana

This spell is a part of the Fang spell chain and can be found in the Fang rune stone.

Pain does not only give power to the necromancer's spells. Sometimes it gives something more immediate and more physical than that, a temporary reshaping of what the necromancer is, a brief and instructive glimpse of what they could become if they were willing to go further down this particular path. Vampiric Strain is Pain's first offering in that direction. An invitation, dressed up as a gift.

When this spell is cast Pain moves through the necromancer's body with a swiftness that is almost startling. The skin pales. The canine teeth lengthen and sharpen into something that was not there before. The necromancer feels the change arrive and settle, and with it comes something else. There is a pull, faint but unmistakable, toward the warmth and life of whatever living thing stands nearest. Pain has given them the means and provided the appetite. What the necromancer does with both is their own choice. Each round the necromancer may move into melee range and bite, which is a deliberate and slightly undignified act that Pain finds entirely appropriate. The bite deals 1d10 Vitality damage to the target, and every point...

Weapon Effect: Vampiric Strain (Melee Weapon Only)

Critical Hit drains 1d8 Vitality from target and gives it to the wielder.

Fang
Tier Level: 3
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Aura of Fear 3 😱 Fear 6 Soul 6 a 2x2 space area around the caster 1d6 +1 rounds Challenging Arcana

This spell is a part of the Loss of Self spell chain and is found in the Loss of Self rune stone.

The necromancer casts this spell, calling upon the Serenity that dwells within their runic soul. Their purpose for casting this spell is to not only lower their abilities, but to give them a taste of the stages of grief that one feels with knowing that their death is soon to come. Enveloping themself within the power of Serenity, the necromancer wears about them an aura of fear. The aura pushes outward, affecting 2 spaces surrounding the necromancer at all times. Anyone who enters the aura will experience fear of the necromancer. They will desire to retreat from the necromancer at all costs. If cornered by the necromancer, the affected target will become inflicted with berserk. This is the status known as Fear, a feeling of intense terror. It will affect them for however long they are in the aura plus one extra round. The Serenity does not distinguish between friend or foe here, so this will affect anyone equally. 

Armor Effect: Aura of Fear (Over Garment only)

Inflicts Fear on anyone within one space of the wearer.

Aura of Despair
Beckoning of the Grave 3 🔻 Debuff 6 Soul 6 all enemies 1d6 rounds Challenging Arcana

This spell is a part of the Mourning Bell spell chain and is found in the Mourning Bell rune stone.

There is a moment that comes for every living thing when the body understands something that the mind has not yet accepted, that the final rest of death is coming and cannot be escaped. There is no fear. Fear is loud and desperate and full of the will to survive. An emotion, a state of being, that is quieter than fear takes hold upon this realization. It is the moment the body simply stops arguing. The necromancer has lived in the shadow of that moment long enough to recognize it in others, and long enough to know that Serenity is the force that brings it on. When the necromancer casts Beckoning of the Grave, they are not attacking their enemies. They are not threatening them, not overwhelming them with force or pain or power. They are simply extending to every enemy on the battlefield what the grave has always offered - an invitation. Serenity stirs from within the necromancer's runic soul and reaches outward, touching every enemy present with the quiet certainty that their time has arrived. Not as a threat. As a fact.

Each enemy target may make one Hard Mental Balance check when the spell is cast....

N/A

Nightmare
Constrict 3 🪤 Trap 6 Soul 6 1 target 1d6 rounds Challenging Arcana

This spell is a part of the Mourning Bell spell chain and is found in the Mourning Bell rune stone.

Pain does not always announce itself as a strike or a blade or a sudden force. Sometimes Pain arrives as a presence - something that wraps itself around you slowly, deliberately, with the particular patience of something that knows it has already won. That is the nature of Constrict, and it is why the necromancer who reaches for this spell does so not in desperation but with a cold and quiet certainty. 

When the necromancer casts Constrict, they draw upon the dark symbol of death magic, Pain, coaxing it outward from their runic soul and directing it toward the target with focused intent. Pain obliges, manifesting as a dense, suffocating cloud of death magic that descends upon the target and begins to tighten. It wraps the arms, the torso, the chest - everywhere that effort and will and the act of fighting requires. It does not immobilize the target entirely. The target can still move, still place their feet, still turn to face what is coming. But every attempt to raise their arms, to swing, to strike, to reach for a weapon is met with the full crushing weight of the spell pressing inward. The magic...

N/A

Ghastly Presence
Executioner's Weapon 3 🛠️ Utility 6 Soul 6 1 target 1d8 rounds Challenging Arcana

This spell is a part of the Fang spell chain and can be found in the Fang rune stone.

An executioner does not hate their target. That is perhaps the most unsettling thing about them. They are not driven by anger or vengeance or any of the passions that make violence comprehensible. They simply understand that what they carry has one purpose, and they are patient enough to let it fulfill that purpose when the moment arrives. The necromancer who casts this spell understands this completely. They have sat with Pain long enough to know that it is not always loud. Sometimes Pain is the quiet certainty of what is coming, the weight of a blade that has already decided.

When this spell is cast, the necromancer reaches into Pain and draws its power along the edge of a chosen weapon, be it their own or an ally's. The weapon does not visibly change. There is no glow, no darkness clinging to the blade, no outward sign that anything has been done at all. But Pain is now inside it, patient and waiting, and every time that weapon finds a target it rolls its 1d6. On any result but a 6, it deals its damage as normal and Pain waits again. On a 6, Pain has found its moment. The target dies instantly, not from the...

Weapon Effect: Executioner's Weapon

Critical hit causes a 1d20 roll, 20 = instant death to target.

Beast's Prey
Last Cry 3 😱 Fear 6 Soul 5 a 3x3 space area around you 1d6 rounds Challenging Arcana

This spell is a part of the Loss of Self spell chain and can be found in the Loss of Self rune stone.

There is a sound that those who have witnessed great suffering know and never forget. It is not a battle cry. It is not a scream of anger or a shout of defiance. It is something rawer and more terrible than any of those things. It is the sound that comes from a person when Pain has taken everything from them and they have nothing left to do but let it out. It is the cry of the condemned. The sound of a soul that has been broken open. It is the very voice of Pain itself. 

When the necromancer casts Last Cry they do not reach for a force and shape it into an effect. They open themselves to Pain and simply allow it to speak. What erupts from the necromancer's throat is not their voice, or rather it is their voice, but carrying within it the full weight of Pain's presence. Every agony it has ever witnessed and collected and held comes pouring out in a single raw, ragged cry that tears across the area around the caster. Every target within range, ally and enemy alike, receives it not as a sound but as a truth; of the absolute certainty of suffering, arriving without warning and...

Weapon Effect: Last Cry

Critical Hit inflicts Fear for 1 round.

Serenity's Calm
Spell's End 3 ❌ Dispel 6 Soul 6 1 target or self instant Challenging Arcana

This spell is a part of the Loss of Self spell chain and can be found in the Loss of Self rune stone.

The necromancer has come to understand something about magic that its practitioners rarely like to admit. Magic is not permanent. It is not a force that exists outside of time and entropy. It is a thing that was begun, and like all things that are begun, it can be ended. Every enchantment has a seam. Every protection has a boundary. Every active spell, no matter how carefully woven or powerfully sustained, is at its heart just a process, and processes stop. Serenity knows this better than any force in existence. It is not cruel about it. It simply knows.

When the necromancer casts Spell's End they are not overpowering the magic on their target. They are not disrupting it or tearing it apart or forcing it to collapse through greater strength. They reach through Serenity toward whatever spells are active on the chosen target;  enchantments, protections, poisons, independently acting spells - and they remind each one, quietly and without malice, that it is finished. The magic does not resist. It simply ceases, the way a held breath eventually must release. Curses and blessings are beyond even Serenity'...

Weapon Effect: Spell's End

Critical Hit ends any on going spell effects on target.

Elemental Death
Stilltouch 3 ⏳ Haste or Slow Effect 6 Soul 5 touch 1d6 rounds Challenging Arcana

This spell is a part of the Fang spell chain and can be found in the Fang rune stone.

There is a kind of stillness that the living sometimes mistake for peace. It arrives in the deepest moments of exhaustion, in the heavy warmth just before sleep takes hold, in the particular relaxation of a body that has finally stopped fighting against something it was never going to win against. The muscles soften. The arms grow heavy. The urgency of everything drains away and the world slows to something almost manageable. It feels, in those moments, like rest. Serenity knows this feeling intimately. It is, in many ways, Serenity's native language.

When the necromancer casts Stilltouch they do not strike or reach or project anything outward. They simply extend their hand and make contact, one touch, quiet and deliberate bearing Serenity flowing through the point of contact and into the target with the same unhurried ease it brings to everything. The target feels it immediately and involuntarily. A warmth that shouldn't be there. A heaviness settling into the limbs that has nothing to do with exhaustion and everything to do with what has just touched them.

...

Weapon Effect: Stilltouch (Melee Weapon Only)

Critical Hit causes target to need to make a Normal -2 Acrobatics Check with every movement and every attack for the next 1d4 rounds.

Vampiric Strain
Vampiric Charm 3 🌀 Confusion, Control 6 Soul 6 a 4x4 space around user 1d6 rounds Challenging Arcana

This spell is a part of the Fang spell chain and can be found in the Fang rune stone.

The vampire's charm is perhaps the most misunderstood of its abilities. Those who have never experienced it imagine it as something obviously supernatural, as  a glow, a compulsion that announces itself, something the victim can identify and push back against with sufficient willpower. Those who have experienced it describe something altogether more unsettling. They describe it as not a force applied from outside but a pull felt from within, as if the desire to move closer was always there and something simply gave it permission to act. Pain understands this intimately. It has always known that the most effective suffering is the kind the target participates in willingly.

When the necromancer casts Vampiric Charm, Pain radiates outward from them in a 4x4 space, settling over everyone within it be it ally and enemy alike, for Pain has never been selective about who it touches. Each target feels it immediately as something they cannot quite name. A pull. An interest. An awareness of the necromancer that is slightly too sharp to be comfortable and slightly too compelling to dismiss. Each round every target within the...

N/A

Vampiric Strain
Tier Level: 4
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Aura of Rage 4 🤬 Rage 8 Soul 8 a 2x2 space area around the caster 1d6 +1 rounds Challenging Arcana -2

This spell is a part of the Loss of Self spell chain and is found in the Loss of Self rune stone.

The necromancer casts this spell, calling upon the Serenity that dwells within their runic soul. Their purpose for casting this spell is to not only lower their abilities, but to give them a taste of the stages of grief that one feels with knowing that their death is soon to come. Enveloping themself within the power of Serenity, the necromancer wears about them an aura of rage. The aura pushes outward, affecting 2 spaces surrounding the necromancer at all times. Anyone who enters the aura will experience the rage one suffers when faced with their own coming death. While they will do double total damage values, they can only attack and use offensive skills. They are unable to use any other kind of action. It will affect them for however long they are in the aura plus one extra round. The Serenity does not distinguish between friend or foe here, so this will affect anyone equally. 

Armor Effect: Aura of Rage (Over Garment only)

Inflicts Rage on anyone within 1 space for 1 round. 

Aura of Fear
Death of Magic 4 ❌ Dispel 8 Soul 8 entire area or battlefield instant Challenging Arcana -2

This spell is a part of the Loss of Self spell chain and can be found in the Loss of Self rune stone.

There is are two truths to this world: all that lives die and runic magic is the lifeblood of this world. The necromancer knows well that one day the world too will die, when the very life blood of the world - runic energy - ceases to hold together this splintered shell of a world. Everything must one day come to an end. Everything. The fire goes out. The wound stops bleeding. The song finishes. Even magic ends, as thus does the world. The necromancer knows this better than anyone. They have sat with Serenity long enough to understand that endings are not failures. They are simply the truth of things, arriving in their own time. Death of Magic is the necromancer giving that truth to the magic of another.

When this spell is cast the necromancer does not dispel. They do not interrupt or counterspell or overpower. They simply reach through Serenity toward whatever magic is active on the target and remind it, quietly and without apology, that it is finished. Every active magical effect currently sustained on the target, whether it be beneficial or harmful, self-cast or placed by another - ceases...

Armor Effect: Death of Magic (Body Armor Only)

Whoever wears armor with this runestone is unable to have any duration-based magical affect, beneficial or harmful, placed on them.

Spell's End
Nightwalker's Curse 4 💪 Empowerment 8 Soul 8 self 1d6 rounds Challenging Arcana -2

This spell is a part of the Fang spell chain and can be found in the Fang rune stone.

There are those who seek the power of the nightwalker willingly. They have heard the stories of the power of the vampire. Stories that talk about their  impossible speed. Tales of a strength that does not tire. Tellings of a hunger that sharpens every sense into something almost beautiful. They romanticize what they do not understand. The necromancer does not romanticize it. They have sat with Pain long enough to know that every gift it offers comes wrapped in something that will not let go when the gift is spent. And yet here they are, reaching for it anyway, for the situation demands a power that the necromancer along does not possess.

When the necromancer casts Nightwalker's Curse they are not casting it on an enemy. They are casting it on themselves. It is an act of deliberate surrender to Pain, an invitation for it to remake them into something faster and more dangerous than they were ever meant to be. Pain answers immediately and without hesitation, as it always does when the necromancer offers themselves willingly. For the duration the necromancer becomes something that walks in their shape but is no longer...

Armor Effect: Nightwalker's Curse (Overgarment Only)

Every time you spill blood you get a +2 to your damage for the next 1d6 rounds. This stacks, so if you hit the target 5 times it becomes a +10.

Vampiric Charm
Pain's Fear 4 😱 Fear 8 Soul 8 1 target 1d6 rounds Challenging Arcana -2

This spell is a part of the Mourning Bell spell chain and is found in the Mourning Bell rune stone.

The necromancer understands something about fear that most living creatures spend their entire lives avoiding. Fear of death is not the fear of pain, not the fear of loss, not even the fear of the unknown. It is something older and more precise than any of those things. It is the sudden, absolute certainty that everything you are - every thought, every memory, every small and private thing that makes you you - will simply cease. Not change. Not transform. Cease. The necromancer has sat with that certainty long enough that it no longer frightens them. But they have not forgotten what it felt like before they made their peace with it. And it is that memory they reach for when they cast this spell. Pain's Fear does not simulate the process of dying. It does something more specific and in many ways more terrible. It gives the target a single, perfect, inescapable moment of understanding. Pain's Fear is what happens when the target realizes, truly realizes, that their time has come. Not eventually. Not someday. Now.

When Pain's Fear is cast, the target does not see images or hear...

Weapon Effect: Pain's Fear

Critical Hit inflicts fear on the target causing the target to avoid the wielder at all costs. 

Beckoning of the Grave
Promises Broken 4 🔻 Debuff 8 Soul 8 1 target 4 rounds Challenging Arcana -2

This spell is a part of the Loss of Self spell chain and can be found in the Loss of Self rune stone.

What is perhaps the greatest tragedy of death, and one of the largest weights that keeps a soul tied to the physical world, is the regret over broken promises. Promises are meant to be an oath, sacred and unbreaking. Mankind has made such promises since the dawn of time, only to have them again and again go unfulfilled due to the end of their mortal life. The necromancer knows well of this regret. They have sat with Serenity as souls have left their body, only to be distraught over the vow they could not keep and the promises they broke. To the necromancer these things mean nothing. They know the finality of life. They are comfortable with its ending, seeing it as the book that must close for any other to open. But the necromancer isn't completely unsympathetic, they understand the fear, frustration, and despair well. Well enough, that they have learned how to use it when they must. 

When the necromancer casts Promises Broken, they are casting it on a target that is meaning to bring them harm and disrupt their work. Calmly, the necromancer calls for Serenity and Serenity emerges from their runic soul. Serenity enters the mind of the target, offering them a promise of both power and peaceful rest should they leave the necromancer be. The target can...

N/A

Last Cry
Serenity's Embrace 4 💤 Sleep Effect 8 Soul 8 1 target instant Challenging Arcana -2

This spell is a part of the Loss of Self spell chain and can be found in the Loss of Self rune stone.

Serenity does not bring violence. Serenity does not threaten. Serenity is peace and acceptance - the kind of peace that can only come when the hard truth is finally accepted, the kind of peace that only comes when the eyes close never to reopen, when all the world falls away with its worries, struggles, and ugliness. Serenity is known as the positive symbol of death magic for a reason, it is the embodiment of eternal peace and acceptance. To be embraced by Serenity is to have peace, wanted or not. When Serenity embraces, it does so fully, completely, and it never leaves. 

The target of this spell does not feel attacked. That is perhaps the most unsettling thing about it. What they feel, arriving without warning in the middle of a battle, is a sudden and overwhelming sense of calm, of safety, of being held by something vast and gentle and entirely without malice. The noise and urgency of the fight falls away. The weight they have been carrying without knowing they were carrying it lifts. For a moment, briefly and genuinely, they feel at peace. Then Serenity takes their Power entirely, draining it to...

Weapon Effect: Serenity's Embrace

Critical Hit causes target to lose Power equal to that of damage lost to Vitality.

Last Cry
Serenity's Verdict 4 💀 Instant Death 8 Soul 8 1 target intant Challenging Arcana -2

This spell is a part of the Mourning Bell spell chain and is found in the Mourning Bell rune stone.

A verdict is not an attack. The necromancer understands this distinction precisely. Serenity does not strike, does not wound, does not express any particular anger or intent toward the target. It simply evaluates. It looks at what stands before it with the same quiet attention it brings to all things, weighing whatever it weighs, considering whatever it considers, and then it decides.

Most of the time Serenity decides the target is not finished yet. There is still time remaining, still something left to play out, and Serenity is patient enough to let that happen. The target feels something pass through them. It is a moment of stillness, a breath of cold certainty and as quick as that moment came it is gone and the world resumes. They are left with nothing more than the vague and unsettling sense that something just looked at them very carefully.

But sometimes Serenity's verdict is different. When the necromancer casts this spell they reach through Serenity and ask it to look at the target and decide. A 1d6 is rolled,...

N/A

Beckoning of the Grave
Spatial Failure 4 🔻 Debuff 8 Soul 8 1 target 1d6 rounds Challenging Arcana -2

This spell is a part of the Fang spell chain and can be found in the Fang rune stone.

There is a state between waking and sleep that most living things know only fleetingly. It is that heavy, unreal moment when the body has begun to let go but the mind has not yet followed, when the world loses its sharp edges and familiar objects become slightly wrong, when the hand reaches for something and finds it slightly not where it was expected to be. It is not painful. It is not frightening, not exactly. It is simply the world becoming unreliable in ways that the waking mind was never designed to accommodate. Serenity knows this state well. It is, after all, the threshold it spends all of its time tending.

When the necromancer reaches for Serenity, they reach for the power to make the enemy's world unreliable. The target finds that the world has become slightly wrong. Their feet do not find the ground with the certainty they once did, each step requiring a Normal Acrobatics check or the target stumbles and falls, losing their movement action to regain their footing. Their attacks become unreliable, the weapon going where the target was rather than where it is, requiring a Normal -1...

N/A

Stilltouch
Stranglehold 4 💀 Instant Death 8 Soul 8 1 target 1d6 rounds Challenging Arcana -2

This spell is a part of the Mourning Bell spell chain and can be found in the Mourning Bell rune stone.

Pain learned something from Constrict. It learned that the most interesting part of wrapping itself around a living thing is not the damage, though Pain never objects to that, but the waiting. The particular quality of attention a living thing gives to something it cannot remove. The way they keep reaching for it, keep testing it, keep hoping that this breath might be the one where it loosens. It does not loosen. Pain has never loosened anything in its existence.

Stranglehold is Pain taking what it learned and applying it somewhere more precise. When the necromancer casts this spell Pain moves upward from wherever it was and finds the throat, that narrow, essential passage that everything depends upon, and closes around it with the focused patience of something that understands exactly what it is holding. The target can still breathe. They can still act and fight and do whatever they were doing. But Pain is there now, present and deliberate, and every round it maintains its hold it asks itself whether this is the moment. 

...

N/A

Constrict
The Pain of Loss 4 💀 Instant Death 8 Soul 8 1 target 1d6 rounds Challenging Arcana -2

This spell is a part of the Mourning Bell spell chain and is found in the Mourning Bell rune stone.

Everyone has experienced the pain of losing a loved one at one point of their life, some have perhaps felt it more intensely than others. The necromancer has witnessed this pain many times, and knows it intimately. While the necromancer does not take joy in causing others to feel the crippling pain of loss, they are also not against using it on their enemies. When the necromancer calls upon this power, the Pain that lives within their runic soul delivers it to them. The enemy is suddenly filled with the feeling of intense loss from having lost what gave their life meaning. Each round for the duration of the spell, the enemy must struggle against this feeling by making a Hard Mental Balance check. Should they fail, they must roll a 1d6, rolling a 6 symbolizing that they cannot take the pain any longer and kills themself. Any other number rolled is multiplied by 2 and taken from their Soul. Should the enemy live long enough to survive the spell, it would feel to them that a weight has been lifted from them, yet they will still bare the emotional scares from the loss that they endured. 

N/A

Executioner's Weapon
Tier Level: 5
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Aura of Acceptance 5 🔻 Debuff 10 Soul 10 a 2x2 space area around the caster 1d6 +1 rounds Hard Arcana

This spell is a part of the Loss of Self spell chain and is found in the Loss of Self rune stone.

The necromancer casts this spell, calling upon the Serenity that dwells within their runic soul. Their purpose for casting this spell is to not only lower their abilities, but to give them a taste of the stages of grief that one feels with knowing that their death is soon to come. Enveloping themself within the power of Serenity, the necromancer wears about them an aura of acceptance. The aura pushes outward, affecting 2 spaces surrounding the necromancer at all times. Anyone who enters the aura will experience an acceptance of their oncoming death. At first they may seem empowered, all of their checks becoming Easy Checks, however they are unable to dispel or end the status effect they now have. They feel for the moment like a burden is lifted from them, acceptance feels good at first. But soon enough the reality hits and by the second round they are hit with a crippling depression. It starts with removing the bonus from the first round and increasing all of the check difficulties by one level. By the third round they must make Hard Mental Balance checks for every action and they are  receiving a -1 penalty to all their checks, The -1 penalty increases by 1 for each additional round. This is the status known as Depression, a feeling that follows after acceptance...

N/A

Aura of Rage
Death 5 💀 Instant Death 10 Soul 10 1 target 2 round countdown Hard Arcana

This spell is a part of the Mourning Bell spell chain and is found in the Mourning Bell rune stone.

Death, the final rest that awaits all who draw breath. Death rarely comes suddenly. While there are times when death arrives violently, there are also times when it comes silently, softly, and without struggle. In these moments Serenity hovers over the dying, comforting them as they take their final breath and welcoming them into the sweet slumber of the unknown.

The necromancer knows death well, and knows the patient shepherd that guides it — Serenity. Long has Serenity shown why it is the positive symbol of necromancy. Serenity does not come to cause pain, but to gently guide the dying to their final rest.

When this spell is cast, the necromancer whispers to Serenity that the marked one's time has come, and Serenity answers the call.

Serenity falls upon the target like a warm and comforting blanket. At first the target feels a strange calm and understanding wash over them, as though something unseen has come to ease their suffering. Yet beneath this comfort something deeper stirs. The stillness of the grave begins to call to them, and though dread begins to grow, Serenity keeps the full terror of what is to...

N/A

Serenity's Verdict
Pain's Desperation 5 😵‍💫 Dazed Effect 10 Soul 5 1 target instant Hard Arcana

This spell is a part of the Mourning Bell spell chain and is found in the Mourning Bell rune stone.

Pain is not to be rushed. Pain doesn't hurry. It cling on, doing its work slowly and gradually as death overtakes the body. A sudden pain, a rushed pain, a quick pain - these are not the hallmarks of the true power of Pain. Instead they are simple reminders of one's mortality and vulnerability. They are not the harbingers of death approaching. They are imitations, small samplings of what is to come. To rush pain is a desperate action, cast and caused not with planning with with need. The necromancer knows well that Pain despises impatience, and understands that Pain should never be rushed. However, when the necromancer casts Pain's Desperation, they too are in desperate need. The enemy before them has them cornered, trapped, and the necromancer must make space to practice their subtle art. 

When the necromancer casts the spell, they cast it with fear and desperation. Pain within feels this, and through the necromancer they react quickly with no time to prepare nor time to savor. Quickly, desperately, Pain surges forth, taking a small part of the necromancer with it while rushing through the target and back to the necromancer. No wounds grace the target, no scars to tell the tale of Pain. Instead, suddenly the target for an instant felt the full...

N/A

Pain's Fear
Pain's Grip 5 🪤 Trap 10 Soul 10 1 target until target escapes or death Hard Arcana

This spell is a part of the Mourning Bell spell chain and is found in the Mourning Bell rune stone.

There is a reason necromancers speak of Pain differently than they speak of death. Death they understand. Death they have sat beside, studied, accepted as the most honest truth the world offers. Pain is something else entirely. Pain is not the ending, nay, it is the ending gone wrong. It is what remains when the passage that should be peaceful becomes instead a trap with no visible door. When the necromancer reaches for Pain's Grip they are not reaching for Serenity. They are reaching for something older, something that predates even the necromancer's understanding of their own magic. Those who study the deepest history of Nor'Ova whisper that Pain as a symbol carries within it the echo of a wound that was never meant to exist, it tells of a splintering so total and so agonizing that its resonance became a force unto itself. Whether or not the necromancer knows this history, they feel it the moment they call upon it. Something answers that should perhaps not be answered so easily. Yet the necromancer calls to Pain regardless, knowing well what is coming and the price to be paid. 

The spell descends upon the target not as a strike or a wave or a visible force but as a presence....

N/A

Stranglehold
Pain's Persistence 5 😵‍💫 Dazed Effect 10 Soul 10 1 target instant; effect lasts for 1d12 rounds Hard Arcana

This spell is a part of the Fang spell chain and is found in the Fang rune stone.

Pain does not always want to finish things. That is perhaps the most important distinction between Pain and death. Death wants resolution, wants the ending, wants the peace that comes after. Pain wants none of those things. Pain wants continuation. It wants the experience to go on, wants every moment to be fully felt, wants to ensure that nothing about what it is doing gets to stop before Pain has decided it is finished. Pain's Persistence is that desire made into a spell.

When the necromancer casts this spell they reach into Pain and ask it not to kill, overwhelm, or break, but simply to persist. To take hold of the target's body and fill it so completely with its presence that the target can do almost nothing without that presence making itself known. Pain obliges with something approaching enthusiasm, settling into the target's body like a weight that cannot be shifted, a constant ache that flares into agony the moment the target attempts anything that requires real effort or commitment. For the duration the target cannot bring themselves to swing a weapon or loose an arrow as the movement required is simply too...

Weapon Effect: Pain's Persistence

Critical Hit stuns target for 1 round

The Pain of Loss
Serenity's Arrival 5 🤢 Sickness 10 Soul 10 1 target instant, status effects for 4 rounds Hard Arcana

This spell is a part of the Loss of Self spell chain and can be found in the Loss of Self rune stone.

There is a reason the necromancer speaks of Serenity the way others speak of a guest, or a visitor, or something that comes and finds you rather than something you go looking for. Serenity does not announce itself. It does not ask permission. It simply arrives, the way it always has, the way it always will. Serenity arrives in its own time and with the particular unhurriedness of something that has nowhere else to be and nothing more pressing to do than this.

When Serenity arrives for the target of this spell, the target feels it as something they cannot immediately name. Death magic moves across the surface of their body, quiet and thorough, burning away 1d30 Vitality as it works, not with violence, not with any outward drama, just the calm efficiency of something completing a task it was always going to complete. Simultaneously the spell moves inward, finding its way past whatever defenses the target has and settling into them at a level deeper than the physical. Sickness takes hold, the target's movement halved, damage power halved due to the body...

Weapon's Effect: Serenity's Arrival

Critical Hit inflicts Sickness for 1d4 rounds, a natural 20 on the critical also inflicts Depression

Serenity's Embrace
The Breaking 5 🌪️ Multi-Target 10 Soul 11 entire area or battlefield 1d6 rounds Hard Arcana

This spell is a part of the Loss of Self spell chain and can be found in the Loss of Self rune stone.

Ever since the Great Magic War, the existence of runic magic has been as much of a fact of life as was breathing. Sure, magic existed for longer than mankind was aware of it, but for the time since they have known it as a stable and important part of existence. All runic magic works hand-in-hand, sharing in their sacred duty of maintaining the world, connected to each other by their connection to the Shattered God Zodo. The Runic Elements have always been about stability and order, one never overpowering the other, one never taking the others place, that is until some have learned how to tug at them too hard that they have created with catastrophic results brief instances of magic instability. Once such instability seems to come consequentially to the use of the death magic "Death of Magic".  Creating the vacuum that results from using that spell had caused time and again magic instability ranging from rogue castings where magic seemed to cast from the very ground to magic storms covering the whole area until stability returned. Necromancers have either learned how to contain the effects of Death of Magic, or have learned how to force magic instability. The Breaking is the spell...

N/A

Death of Magic
The Certainty of Finality 5 🌀 Confusion, Control 10 Soul 10 1 target 3 rounds Hard Arcana

This spell is a part of the Loss of Self spell chain and can be found in the Loss of Self rune stone.

Serenity does not lie. It does not exaggerate or dramatize or make things more than they are. It simply shows what is true, with a clarity and completeness that living things spend their entire lives avoiding. Most never have to face that clarity directly. The necromancer has learned to sit beside it comfortably. The target of this spell is not so fortunate. When the necromancer casts The Certainty of Finality they invite Serenity to show the target exactly three things, in order, without mercy and without pause.

The first is their life. In the opening round Serenity lays it out before them; not selectively, not kindly, but completely. Every choice, every moment, everything done and left undone presented with the quiet impartiality of something that has witnessed every life that ever ended. The target is Confused, their attention torn violently between the battle around them and the totality of what Serenity is showing them, all checks suffering a penalty  of difficulty level increased by 1 as the mind struggles to occupy two places at once.

...

N/A

Promises Broken
The Curse of Mortality 5 😱 Fear 10 Soul 10 1 target 1d8 rounds Hard Arcana

This spell is a part of the Fang spell chain and can be found in the Fang rune stone.

There is a spell in geomancy called the Curse of Immortality. The necromancer finds it an interesting name, the idea that living forever could be a curse. They understand it, intellectually. But their own understanding of curses runs in a different direction entirely. The necromancer does not fear death. They never have. They have spent their entire craft in its presence, learning its language, sitting beside it patiently until its nature became as familiar and unremarkable as anything else in the world. Death is not frightening to them. Death is simply what happens. The ending of a story. The closing of a book.

What the necromancer finds pitiable, genuinely, quietly pitiable, is the living thing that has been told the story ends but cannot comprehend what that means. They cannot sit with it. They cannot learn from it or grow from it or find the peace that understanding eventually brings. They can only react, blindly and irrationally, the way all things react when they are confronted with something they lack the framework to process. That is the Curse of Mortality. Not death. Never death. The curse is not knowing...

N/A

Spatial Failure
Well of the Dead 5 💪 Empowerment 10 Soul 10 a 4x4 space area of your choosing 1d6 rounds Hard Arcana

This spell is a part of the Fang spell chain and can be found in the Fang rune stone.

Every battlefield has a well beneath it. Not one that can be seen or measured or found with a shovel, but one that the necromancer has learned to feel. It is a depth of accumulated death energy that sinks into the ground wherever enough lives have ended, wherever enough of what was living has passed into what is not. The dead leave something behind when they go. Not their souls, not their memories, not anything that could be called them. They pass on the raw and residual energy of what they were, settling downward like sediment until it finds whatever lies below. The necromancer knows how to draw from it.

When this spell is cast the necromancer reaches downward through their runic soul, past the ground beneath their feet and into that deep accumulated reserve, and pulls. What comes up is not gentle. Death energy drawn from the well of the fallen floods into the target in a cold and violent rush, and the target feels it arrive as something almost overwhelming, a surge of power that is not theirs and does not feel like theirs but is available to them for as long as it lasts. The necromancer draws upon this well...

N/A

Nightwalker's Curse
Tier Level: 6
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Shattering of the Veil 6 💀 Instant Death 12 Soul 12 entire area or battlefield instant Impossible Arcana

This spell is a part of the Loss of Self spell chain and can be found in the Loss of Self rune stone.

There is a boundary between the living world and what lies beyond it. While many may theorize about it and myths may hint at it, most living things will never know it exists. They move through their entire lives on this side of it, aware only dimly and at their worst moments that something waits beyond the edge of everything they know. Some, in their final moments, catch a glimpse. In Serenity's Arrival, the target was shown that glimpse deliberately and briefly and even then could not comprehend what they saw. The Veil held. It always holds. It was made to hold.

Until the necromancer asks Serenity to shatter it.

This is not a spell that is cast lightly. The necromancer does not reach for this power the way they reach for other spells, with intention and direction and a clear target in mind. They reach for it the way one reaches for something that was never meant to be touched, with full understanding of what they are doing and full acceptance of the silence that follows. They ask Serenity to do the one thing it is...

Armor Effect: Shattering of the Veil (Foot Wear Only)

Allows the wearer to travel between the veil, allowing them to move about the world unseen by by the living, at a cost of 2 Soul per space traveled.

Serenity's Arrival
Spector's Judgment 6 💀 Instant Death 12 Soul 12 1 target instant Impossible Arcana

This spell is a part of the Mourning Bell spell chain and can be found in the Mourning Bell rune stone.

Spector does not hate. He does not hunger, does not delight, does not take pleasure in what he does. He is perhaps the most purely neutral force in all of Nor'Ova. Spector is the God of Death. He does not act as destroyer but as arbiter, the one who shepherds souls from what they were to whatever comes next. He is just. He is indiscriminate. He does not care about your race or your religion or what you meant to do with the time you were given. He cares only about one thing: whether your time is finished. 

Most necromancers follow Spector, or at least regard him with the deep and particular reverence of those who spend their lives in close proximity to his domain. They have sat with death long enough to understand that Spector is not their enemy. He is simply the one who decides. When the necromancer casts Spector's Judgment, they are not attacking their target. They are making a request; quiet, serious, and delivered with the full weight of the necromancer's relationship with death behind it. They reach through Serenity, past the veil that separates the living world from Spector's domain, and they...

N/A

Death
Vengeance of the Cursed 6 🌪️ Multi-Target 12 Soul 12 all enemies instant Impossible Arcana

This spell is a part of the Fang spell chain and can be found in the Fang rune stone.

The necromancer has spoken with the dead many times. They know how many of them are angry. Not the peaceful ones. The peaceful ones move on, find whatever waits beyond the Veil, and are not heard from again. It is the others that linger. The cursed ones. The ones who died wrongly or were buried without ceremony or carried something into death that they could not set down. They stay because they cannot leave, and they cannot leave because what was done to them was never answered. There are more of them than most people would be comfortable knowing.

Pain knows them all. Pain was present for every one of their endings. It remembers each of them with the particular thoroughness that Pain brings to everything it has ever touched, and it has been waiting, with the patience that Pain reserves for things it intends to use, for the moment when they could be useful. When the necromancer casts Vengeance of the Cursed they reach through Pain into every restless, cursed, wronged soul within reach and they offer something that no living thing has ever been able to offer them before. Not rest. Not resolution. Vengeance. The...

N/A

Pain's Persistence

Decay Affinity Magic Chart

Decay Affinity Magic Spells

Tier Level: 1
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Bio Instability 1 🤢 Sickness 2 Soul 1 1 target 1d6 rounds Easy Arcana

This spell is a part of the Bio Instability spell chain and can be found in the Bio Instability Rune Stone.

When the seniumancer casts this spell, they are unknowingly tapping into a dark power from within their runic soul - a power that feeds on others. The seniumancer is still new to the craft and yet has gotten to know the powers of their affinity of death magic. All the seniumancer knows is that there is a power within them that they can call upon to weaken their enemies. Known as Bio Instability, this decaying magic causes the target to begin to feel sick. They begin to experience slight pains, nausea, and other symptoms that could easily be mistaken as a bad case of food poisoning. What is truly transpiring is that the decay magic is feeding upon them just enough to slow them down. For the duration of the spell they move at half their normal movement rate and must spend their support action vomiting. When the spell finally stops its feeding the target feels the sickness fade away, wondering if it was just something that they ate that has now passed through. 

Weapon Effect - Bio Instability

Critical Hit causes spell effect.

N/A
Deconstruction 1 🔻 Debuff 2 Soul 1 a 3x3 space area around you instant Easy Arcana

This spell is a part of the Deconstruction spell chain and can be found in the Deconstruction rune stone.

The seniumancer is new to this. They do not yet fully understand what stirs within their runic soul, only that something does and it is something patient and hungry and utterly without mercy. They have not yet put a name to it. They only know that when they reach inward, something reaches back, and what it offers is not fire or force but something quieter and in its own way far more unsettling. What it offers is rot.

When the seniumancer first casts Deconstruction they are not entirely in control of what happens. They reach, and The Worm responds. The Worm's power of rot extrudes outward from the neophyte seniumancer, like a rolling, putrid cloud, extending outwards in all directions.   For any caught within the cloud, it does not burn in any way that can be felt. It simply begins to work, the way that water works on stone. The target's armor, whatever it might be, is decomposed quickly by this fog, having its Physical Armor decreased by the seniumancer's Arcana all at once. The Worm's fog cares not who is within, be it friend or foe they all will receive this rot to their armor. The seniumancer...

Weapon Effect: Deconstruction

Critical Hit reduces Physical Armor by 1

N/A
Graveyard's Warding 1 🔻 Debuff 2 Soul 1 a 4x4 space around user 1d6 rounds Easy Arcana

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

Anyone who has spent time in a graveyard at night knows the feeling. It is not fear exactly, though fear is part of it. It is something quieter and more pervasive than fear. It is a heaviness that settles into the chest, a sense that the air itself is thicker here, that whatever energy you brought with you is being slowly drawn toward something beneath the ground that has been waiting a very long time. Graveyards are not haunted in the way of stories. They are simply places where so much has been given back to the earth that the earth has learned to receive, and receiving is a habit that does not stop at the boundaries of the burial ground. The seniumancer understands this feeling intimately. And they have learned to carry it with them.

When the seniumancer casts Graveyard's Warding they call upon The Fade, asking it to extend its particular quiet outward from the caster into the surrounding area. A faint pale glow answers; colorless, cold, and deeply still spreading across a 4x4 space around the seniumancer. It does not harm. It does not threaten. It simply settles, the way the...

N/A

N/A
Tier Level: 2
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Age's Curse 2 🔻 Debuff 4 Soul 3 1 target 1d6 rounds Normal Arcana

This spell is a part of the Bio Instability spell chain and can be found in the Bio Instability Rune Stone.

There are those who fear death, and then there are those who have watched someone they loved lose themselves long before death ever arrived - piece by piece, memory by memory, until the person they knew was simply gone. This is the cruelty of age at its most devastating, and it is this very cruelty that Age's Curse seeks to replicate. When the seniumancer casts this spell, they reach inward and rouse The Worm from its dormancy within their runic soul. The Worm does not consume flesh here. It consumes something far more intimate - the mind. Directed at the target, The Worm's decay seeps not into the body but into the thoughts themselves, quietly eating away at the threads that connect intention to action, memory to moment, feasting at the very things that builds a person and gives them meaning - memory. The target does not feel it happen. There is no pain, no dramatic collapse. There is simply a growing and terrible confusion, a reaching for something that is no longer there.

For the duration of the spell the target is afflicted with Forgetfulness, requiring at least a Normal...

Weapon Effect: Age's Curse

Critical Hit inflicts Forgetfulness for 1 round.

Bio Instability
Atrophy 2 🔻 Debuff 4 Soul 4 1 target curse lasts until the curse is removed, the decrease is duration of battle Normal Arcana

This spell is a part of the Deconstruction spell chain and is found in the Deconstruction rune stone.

The seniumancer quickly learns that their power is different from all the other elements, even different from their necromancer brothers - though they share the same element the seniumancer is without spells of instant damage or flashy effects. They instead wield a power that is perhaps more dangerous, if the caster is patient enough and the seniumancer excels in patience. That is the power to decay the power and abilities of others. To the seniumancer this is quite fitting, for they never bear a cheerful demeanor or positive outlook. They know well the death that comes for them all, and understand better than anyone else the changes of the body through the decay of death. It is a depressing knowledge, yet one that the seniumancer is slowly grasping, and a knowledge they do not mind sharing with their enemies. When the seniumancer casts the spell Atrophy, it is both to weaken the enemy so that they can more easily be overcome, and also to show the enemy the futility of their life and give them a glimpse of their soon-to-come end. Slowly the spell coats the target and their body begins to feel the effects of decay. First they feel their Strength decrease by the seniumancer's Runic Power each round. This also causes their Strength based stats, including...

N/A

Deconstruction
Decay's Warding 2 🔻 Debuff 4 Soul 4 a 3x3 space area around 1 target 1d6 rounds Normal Arcana

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

The seniumancer does not fight the way others fight. They do not trade blow for blow, do not meet strength with strength, do not attempt to overpower what they could simply unmake. They have learned from The Fade that the most elegant form of victory is not destruction but by diminishing. Their weapon, their power is the slow, quiet removal of everything that made the opponent dangerous in the first place. The spells that a seniumancer wields are not flashy or explosive, instead the seniumancer's magic is the magic of rot, and it carries a certain fear that no other magic could. 

Decay's Warding is that philosophy made visible. When the seniumancer casts this spell they call upon The Fade, the gentler and more patient of their two symbols, and ask it to settle over an area of the battlefield. A faint pale glow answers, colorless and cold, spreading outward across a 3x3 space around a chosen target. It does not burn. It does not threaten. It simply descends, the way rot descends on something left too long in the dark. Those caught within it find that their arms feel heavier than they...

Weapon Effect: Decay's Warding

Critical hit decreases target's Offensive and Bow Power by 1d10 of total damage for 1d4 rounds, this does stack.

Graveyard's Warding
Grim Realization 2 🔻 Debuff 4 Soul 3 1 target instant Normal Arcana

This spell is a part of the Bio Instability spell chain and can be found in the Bio Instability rune stone.

There is a moment that comes to all living things eventually. Not death itself. Death is the end of the story, not its worst chapter. The worst chapter is the moment just before understanding arrives. The moment when the body sends a signal that the mind is not yet ready to receive, when something feels wrong in a way that cannot be explained away, when the comfortable lie that there is still plenty of time begins to develop cracks that no amount of willful ignorance can hold together. The seniumancer does not create this feeling. They simply accelerate the arrival of what was always coming.

When this spell is cast the seniumancer reaches through The Fade, the ever patient symbol of decay that understands best the coming of time and the fate of all things. The seniumancer reaches for The Fade's knowledge, the deep and patient certainty that all living things carry within them the seed of their own undoing, and delivers that knowledge to the target all at once. The target is not harmed physically. They are not weakened or slowed or made sick. They are simply made to understand, with sudden and...

Weapon Effect: Grim Realization

Critical Hit causes Depression for 1 round.

Bio Instability
Night Shade 2 🧪 Poison Effect 4 Soul 3 1 target until cured Normal Arcana

This spell is a part of the Bio Instability spell chain and can be found in the Bio Instability Rune Stone.

The seniumancer has no interest in dramatics. They do not conjure visible clouds of darkness or speak words of power over their target. They do not need to announce what they are doing. The most effective expressions of decay are the ones that go unnoticed until it is far too late to do anything about them, the kind that are already working by the time anyone thinks to look. Night Shade is that kind of spell.

When the seniumancer casts this spell they reach through The Worm with quiet precision and send its hunger directly into the target's bloodstream, not as a force or a wave but as something that simply belongs there now, indistinguishable from the blood itself until the damage begins to make itself known. There is no visual element. No glow, no darkness, no outward sign that anything has happened at all. The target may not even notice for a moment. And then the poison begins its work. From the moment Night Shade takes hold the target loses 1d6 Vitality per round as the decay feeds from within, patient and thorough, working through the body the way a toxin works; steadily,...

Weapon Effect - Night Shade

Critical Hit poisons for 1d4, not stacking.

Bio Instability
Release of the Doomed 2 🪤 Trap 4 Soul 3 all enemies until freed Normal Arcana

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

The ground remembers everything that has been put into it. Every body ever buried, every soul ever committed to the earth, every set of bones that ever found its final resting place beneath the surface. The ground holds all of it, and The Fade holds the ground. When the seniumancer reaches through The Fade and asks the earth to take notice of the living things standing upon it, the earth responds with the particular enthusiasm of something that has been waiting patiently for exactly this moment. Skeletal hands erupt from the ground beneath every enemy on the battlefield simultaneously, reaching up and closing around their legs with the cold and unyielding grip of things that have nothing left to lose and nowhere else to be. The doomed, as The Fade regards all living things, are held fast.

Each affected target must make a Normal Athletics check to tear themselves free. Those who succeed do so, however, if they are not wearing leg armor freedom comes at a cost of 1d20 damage as the hands refuse to release cleanly with bone scraping against unprotected flesh on the...

N/A

Graveyard's Warding
Rotting Mount 2 🕯 Summon 4 Soul 4 next to caster 1d10 hours Normal Arcana

This spell is a part of the Deconstruction spell chain and is found in the Deconstruction rune stone.

There is something that the seniumancer understands about decay that most find deeply uncomfortable. It is that rot is not simply destruction. It is transformation. The body does not disappear when it dies. It becomes something else, returns to components, rejoins the world in a different form. The Worm does not consume things into nothing. It unmakes them into something new. And sometimes, if the seniumancer asks with enough conviction, The Worm will hold something at the threshold between what it was and what it is becoming just long enough to be useful.

When this spell is cast the seniumancer reaches through The Worm and calls forth from the earth the remains of a horse.  Whatever horse, it does not matter, for what answers is not truly that animal anymore. What rises is something that exists at decay's edge, not quite dead, not quite gone, suspended in a state of perpetual rot that The Worm maintains for the duration. Its flesh hangs in various states of decomposition, its eyes replaced with a cold, dim light that sees without needing to. It smells of old earth and damp and the particular...

N/A

Deconstruction
Voiceless 2 🔻 Debuff 4 Soul 4 1 target 1d4 rounds Normal Arcana

This spell is a part of the Deconstruction spell chain and can be found in the Deconstruction rune stone.

The seniumancer is learning. They have seen what The Fade can do when it is unleashed broadly, the burst of rot that stripped armor and flesh without discrimination. Now they are discovering something different about it. That The Fade can be precise. That it does not always need to take everything, that sometimes it can be directed toward one specific thing and asked to dim only that. The voice is where the seniumancer begins this lesson.

When this spell is cast the seniumancer reaches through The Fade toward the target's throat, not broadly, not with the indiscriminate hunger of Deconstruction, but carefully, finding the narrow passage through which sound travels and asking The Fade to still it. The Fade responds with a quietness that the seniumancer finds instructive. It does not struggle with the precision. It simply settles into exactly the place it was directed and dims what it finds there. The target opens their mouth and nothing comes out. No words, no warnings, no screams, no grunts - nothing. The silence is complete for the duration. Magic in Nor'Ova does not require words, so...

N/A

Deconstruction
Tier Level: 3
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Army's Decay 3 ✨ Other 6 Soul 6 entire area or battlefield duration of battle Challenging Arcana

This is a part of the Deconstruction spell chain and can be found in Deconstruction rune stone.

When the seniumancer casts this spell - the darker cousin of the mystic spell "Balance of Forces", they do for complete battlefield control. Not because the seniumancer desires control for themselves, but because they desire for the ultimate expression of fairness. The seniumancer sees that they are outnumbered, and for them that just will not do. Due to this, the seniumancer reaches out for the positive aspect of the power of decay, The Fade. The The Fade doesn't take sides. It doesn't choose a victor. It simply brings about fairness in the truest sense of the word.

The spell begins with a counting of all living souls on the battlefield. Any undead, any spirits that are involved, any artificial or magically created beings are counted as well. It is a true count of all participants, a count that will remain and change with every felling of one target and every summoning of another. The spell then acts to ensure that both sides are numerically equal. The fairness here isn't in the power level of targets, it isn't about the quality here, just the quantity. Should one side have more targets than the other, the extra targets are sealed away within an orb of decay magic and removed from the battlefield. Those snatched away cannot avoid it or escape it....

N/A

Rotting Mount
Dead Weight 3 🔻 Debuff 6 Soul 6 1 target duration of battle + curse Challenging Arcana

This spell is a part of the Deconstruction spell chain and is found in the Deconstruction rune stone.

There is a particular philosophy shared among seniumancers who have spent enough time studying The Fade - that decay does not always announce itself from the outside. Sometimes it works from within. Sometimes the thing that destroys you is not an enemy's blade or a rival's spell but the simple, accumulating weight of what you already are. Dead Weight is the spell that makes this philosophy literal. When the seniumancer casts Dead Weight they reach not for The Worm's hunger but for The Fade's quiet, patient gravity. The Fade does not consume. It does not rot or feast or hollow. It simply presses. Directed at the target, The Fade seeps into them and begins to multiply the most fundamental truth of their own physical existence - that they have a body, and that body has weight, and that weight does not care how strong or determined or fierce they believe themselves to be.

The curse takes hold immediately and invisibly. The target feels it first as a strange heaviness, as though their limbs have grown leaden overnight. What they do not yet realize is that their own body weight is now being added to the...

Weapon Effect Dead Weight

Critical Hit decreases target's Weight Limit by half for 1d4 rounds.

Voiceless
Deadman's Shell 3 🛡️ Defensive 6 Soul 6 1 target or self 1d6 rounds Challenging Arcana

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

With the casting of Deadman's Shell, the seniumancer calls upon the power of decay not to harm or hinder, but to protect. Flesh that has decayed and lost all feeling can feel no pain, substain no injury, nor bear any wound that would be felt or noticed. The seniumancer knows this well, and with this spell they attempt to use this as protection. The seniumancer can give this protection to themself, or to their ally. Should they give this protection to themself, the seniumancer fully embraces The Fade's quiet power, allowing their skin to appear to rot and decay, taking on the appearance of a zombie. While under this protection any physical damage that gets past their armor is reduced by their Runic Power + Arcana. The seniumancer can also roll a 1d20 with each attack made to them, rolling 18 or above would cause the damage dealt to heal them instead of cause them harm. When the spell ends their flesh returns to normal and The Fade returns to its silent long wait within their runic soul.

It is different however when the seniumancer chooses to grant this protection to one of their allies. None of their allies would be so willing to accept the horrific transformation of their flesh, unless they too are a seniumancer or a necromancer. If they...

Armor Effect: Deadman's Shell

1 in 20 chance (roll a 20 on a 1d20) attacks will heal

Decay's Warding
Field of Decay 3 🔻 Debuff 6 soul 6 a 4x4 space area of your choosing 1d8 rounds Challenging Arcana

This spell is a part of the Deconstruction spell chain and can be found in the Deconstruction rune stone.

There are places in Nor'Ova where the ground itself has given up. Old battlefields where the dead were never properly buried, swamps where things have been rotting for so long that the rot has become the landscape, ancient places where something terrible happened and the earth simply never recovered. In these places the air is wrong, the ground gives beneath the foot in ways it shouldn't, and everything that lingers too long begins to feel the weight of what the soil has been holding all this time. The Worm knows these places well. They are its home. Its larder. Its proof that given enough time, it wins everything. When the seniumancer casts Field of Decay they are not creating something new. They are inviting something very old to come closer.

The seniumancer reaches through their connection with The Worm and pushes its hunger downward, into the ground of a chosen area. The earth does not transform dramatically. There is no sudden swamp, no theatrical eruption of rot. The change is subtler and in its way more disturbing. The ground simply becomes wrong. A faint discoloration, a smell that wasn'...

N/A

Athrophy
Necrosis 3 🔻 Debuff 6 Soul 5 1 target 1d6 rounds Challenging Arcana

This spell is a part of the Bio Instability spell chain and can be found in the Bio Instability Rune Stone.

To cast Necrosis is to steal the body. Specifically, it steals the arms - the instruments of a warrior's will and the tools through which strength and skill are expressed. The seniumancer reaches inward, rousing The Worm with purpose. This time The Worm is sent to feast upon flesh, directed along the arms of the target where it begins its quiet, terrible work. The target feels it first as a strange warmth beneath the skin, almost pleasant in the way that numbness can feel like relief before it becomes something worse. Then the sensation fades. The fingers lose their sureness. Their grip loosens without meaning to. The arms that once swung with precision and power now hang heavy and unresponsive, the tissue beneath the skin quietly dying as The Worm feeds.

For the duration of the spell both of the target's arms are afflicted with necrosis. The target cannot make critical hits, as the failing tissue robs them of any precision or force. Their Offensive Power and Bow Power are reduced to zero for the duration as the decay strips the strength from every swing and draw. Any Grip check would also fail as no longer can they feel to control their grip. Should the target attempt...

N/A

Age's Curse
Panicked Peace 3 😱 Fear 6 Soul 5 1 target 1d6 rounds Challenging Arcana

This spell is a part of the Bio Instability spell chain and is found in the Bio Instability rune stone.

There is a particular cruelty in what The Fade offers here. It does not deceive. The Fade never deceives. It simply reveals things at its own pace. But it understands, better than any force in existence, what a living thing does when it has just been shown the truth of its own ending. It scrambles. It reaches for whatever calm it can manufacture, not because calm is available but because the alternative is simply standing in the full weight of what it now knows and being unable to move. Panicked Peace is The Fade offering that manufactured calm, and charging accordingly for it.

When the seniumancer casts this spell they direct The Fade toward the target. This spell is not meant to diminish the target but to give them something. A brief, brittle stillness. The target's senses sharpen into Hyper Alert as the body floods itself with everything it has, every reserve of awareness and reflex surging forward in that desperate...

Weapon Effect: Panicked Peace

Critical Hit inflicts Anxiety for 1d4 rounds.

Armor Effect: Panicked Peace (Helmet Only)

Perceive increased by +2

Grim Realization
Plague 3 😷 Disease / Plague 6 Soul 6 1 target until all status aliments are cured Challenging Arcana

This spell is a part of the Bio Instability spell chain and can be found in the Bio Instability rune stone.

Plagues are forever a terrible part of the history of all living things. Sentient or not, all have experienced a plague or two in their histories, even before the Great Magic War tore the world asunder and awoken the runic souls of all survivors have there been plagues. Plague is perhaps the most known curse of The Worm, feared by even the mightiest and most powerful. Plague is the truth that The Worm cares not of race, prestige, power, or wealth. All are equal to The Worm. All will decay. 

When this spell is cast a pale mist rises from the seniumancer and moves into the target's body, finding the passages that living things have and using them as The Worm has always used such things; as an entrance. The target does not feel it happen. They feel what comes after. First comes the blindness, the disease beginning its work on the eyes, vision narrowing and darkening as something works its way through. Nausea follows hard behind it,, cutting...

Weapon Effect: Plague

Critical Hit causes 1d4 poison. This is a compounding effect with each critical hit adding another 1d4 poison. 

Night Shade
Rise of the Doomed 3 🪤 Trap 6 Soul 5 all enemies until freed again Challenging Arcana

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

The ground does not let go easily. Those who have pulled themselves free from Release of the Doomed know the cold grip of skeletal hands, the resistance, the moment of struggle before freedom arrives. They will have learned to read that resistance, to anticipate where it ends. When Rise of the Doomed is cast instead, what they have learned becomes a liability. 

The spell begins identically to Release of the Doomed. Hands erupt from the earth, close around legs, hold fast. Targets struggle. Some succeed in their Athletics check and tear themselves free, and for just a moment, believe they have won. The Fade permits them that moment. It is, after all, patient.

Then the doomed comes out of the ground entirely.

What was beneath the surface, whatever The Fade was using to hold them does not simply release its grip and retreat. It rises, full and complete, and the momentum of the target's own escape becomes the instrument of...

N/A

Release of the Doomed
Tier Level: 4
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Bitterwood Pandemic 4 😷 Disease / Plague 8 Soul 8 1 target 1d12 rounds Challenging Arcana -2

This spell is a part of the Bio Instability spell chain and can be found in the Bio Instability rune stone.

The Bitterwood Pandemic was one of the worst plague outbreaks to strike Nor'Ova following the Great Magic War. Over half of the people of the time got hit by the terrible plague known as Bitterwood - a plague that got its name from how it causes the inflicted to mimic a rotting tree while still living, feeling every bit of pain that comes with the rotting process. It is a terrible plague that still sparks a great amount of fear even to this day. Just the mere mention of the plague is enough to cause everyone to panic. The decay spell, Bitterwood Pandemic, is said to have been originally developed with that very fear in mind. While the spell doesn't cause an infliction of the actual plague, its effects resemble the plague closely and the name itself generates fear. That is why when casting the spell, unlike with other spells, the seniumancer will verbally declare that they are summoning the Bitterwood plague. This act alone requires every enemy target to make a Hard Mental Balance check against fear, should they fail they will fear the seniumancer for the next 1d8 rounds and will fear the inflicted for the next day. The inflicted target will share this fear of the seniumancer, but does not fear itself. 

When casting Bitterwood Pandemic, the...

N/A

Plague
Deadly Guard 4 🕯 Summon 8 Soul 8 1 ally until destroyed or end of battle Challenging Arcana -2

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

Seniumancers are typically known as practioner's of darker magic and for inflicting negative status effects. What they are not so well known for is defending their allies. While not so many spells exist within the affinities of death and decay that can shield allies from harm, that doesn't mean that a well practiced seniumancer cannot do this. After all, what better defense is there than to become something that cannot be harmed physically at all? When the seniumancer casts Deadly Guard, they are striving to do this very thing - to protect. 

Making contact with The Fade that waits within their runic soul, the seniumancer summons forth a warrior that has died long ago. The warrior raises from the ground, standing in front of the ally the seniumancer wants to protect. The decay had long taken the warrior - nothing remains within the rusted bits of armor but bone. No skin, no muscles, no identifying marks to signify who that warrior was once in life. The Fade had long stripped these useless vestiges of the past from the creature that is now present. Even the bits of armor that remain have nothing left to show from where they could have come from. All that matters now is that the long dead warrior is now here, and is now ready to protect the...

N/A

Rise of the Doomed
Mental Decay 4 🔻 Debuff 8 Soul 8 a 4x4 space area of your choosing 1d8 rounds + the effect lasts an additional 2 rounds after the spell ends or target leaves the area Challenging Arcana -2

This spell is a part of the Deconstruction spell chain and can be found in the Deconstruction rune stone.

The Worm is patient. This is perhaps the most important thing to understand about it. It does not rush. It does not strike. It finds a way in and then it waits, working slowly through whatever it has found purchase in, moving from the outside inward, from the obvious toward the subtle. It began with armor. Then flesh. Then the body's reserves of strength and endurance. And now, with the seniumancer deep enough into their craft to ask this of it, The Worm reaches further still. It reaches past the body entirely, into the mind. What it finds there is softer than bone and more vulnerable than flesh. The connections that allow a caster to reach their runic soul, to hold a spell together long enough to cast it, to sustain the focused will that magic requires; these are not physical things. They cannot be hardened or armored against. They simply exist, delicate and vital, and The Worm, once given permission, finds them extraordinarily easy to feed upon.

When the seniumancer casts Mental Decay they direct The Worm's hunger downward into a chosen area of the battlefield. A creeping wrongness settles...

N/A

Field of Decay
Reanimation 4 ✨ Other 8 Soul 8 1 dead target 2d6 rounds Challenging Arcana -2

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

There is a difference between what The Worm raises and what the seniumancer can take. The Rotting Dead are The Worm's, things it has held in decay long enough to animate, generic and graceless, useful but unremarkable. Reanimation is something else. It is the seniumancer reaching down to something that just fell, something that still has all of what it was intact, and pulling it back up before The Worm has had time to begin its work.

What rises is not a zombie. It is not diminished or hollowed or reduced to appetite. It is the target, complete with every skill, every stat, every ability they possessed in life still present and functional, now entirely at the seniumancer's disposal. The body does not know it is dead. The decay magic animating it does not care. It simply moves, fights, and obeys, a perfect copy of what stood there moments ago except that the will behind its eyes belongs to someone else now.

The seniumancer directs it for the duration and it serves without question or hesitation, the silence...

N/A

Deadman's Shell
Reign of Acid 4 🌪️ Multi-Target 8 Soul 7 entire area or battlefield 1d6 rounds Challenging Arcana -2

This spell is a part of the Deconstruction spell chain and can be found in the Deconstruction rune stone.

The Worm does not always need to be precise. Sometimes the most effective expression of decay is simply to let it fall on everything, to trust that what it touches will be diminished and let the battlefield sort out who suffers more. Reign of Acid is that philosophy given form. It is not a targeted strike, not a careful application of rot to a specific target, but a declaration that the seniumancer has decided the entire field belongs to The Worm for as long as the spell endures.

When this spell is cast a glowing nexus of decay energy opens above the battlefield, hanging there with the patient menace of a storm that has already decided to break. Each round it discharges a rain of corrosive acid across the entire field. 3d12 magic damage is dealt to every target present, friend and foe alike, The Worm's hunger making no distinction between the two. Armor offers only moderate protection here, the acid working at the surface of whatever it touches with the same thorough indifference it brings to everything, it is however slowed by armor's magical protection - just not fully. Armor can only protect...

N/A

Army's Decay
Stop 4 🪤 Trap 8 Soul 7 1 target 1d6 rounds Challenging Arcana -2

This spell is a part of the Deconstruction spell chain and can be found in the Deconstruction rune stone.

The Fade, the so-called positive symbol of decay magic, is not about rot. That is the province of The Worm. Instead, The Fade is the final dimming. The eraser of all that once was. The fading away from all existence and consciousness.  The Fade is what lies beyond the end, beyond death and even rot itself. What comes after The Fade is nothingness. 

When the seniumancer casts Stop they reach through The Fade and find the target's motion, not their body exactly, but the principle of motion itself as it exists in the target, the ongoing process of a living thing moving through the world. They ask The Fade to pause it. The Fade obliges with the quiet efficiency of something that has been waiting to do exactly this since before the target was born. The Fade brings to nothingness the target's motion, diminishes their propulsion, and utterly cancels their actions. The target stops. Not slowly, not gradually, not with any dramatic visible effect. They simply stop, whether it be mid-step, mid-swing, mid-breath, wherever they happen to be in that moment frozen in place as The Fade holds everything that...

N/A

Dead Weight
The Fade's Cure 4 ✨ Other 8 Soul 8 1 target 1d8 rounds Challenging Arcana -2

This spell is a part of the Bio Instability spell chain and can be found in the Bio Instability rune stone.

It is often said that the ultimate cure to any condition is to remove the chance for that condition to exist. The seniumancer understands well what this means, at least in their understanding of the world and of condition. The way they see it, the cure for plague is death, the cure for emotion is emotional death. The seniumancer has been with The Fade for so long that they have, in some ways, become emotionally dead themselves. It has over time become more difficult the affect their mental status. Their minds have become clearer and rarely do they see any benefit to the notion of emotions. Just look at what harm emotions can cause, the seniumancer would argue, and it would be hard to argue back for they have witnessed the effects of fear, anxiety, and depression on others. 

When the seniumancer casts The Fade's Cure, they are reaching inward to the patient positive symbol of decay, The Fade. The Fade represents the dimming of all things, including emotions and emotional attachments. With a simple understanding that can only exist between seniumancer and The Fade, The Fade possesses the target, and without the thought of even asking The Fade cure's the target of all things they might be feeling or could feel for the duration of The Fade's...

N/A

Panicked Peace
The Rotting Dead 4 🕯 Summon 8 Soul 8 next to caster instant to cast, lasts until killed or battle ends Challenging Arcana -2

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

The zombie is perhaps the most honest expression of what The Worm is. No pretense of purpose, no echo of the person it once was, no dignity held over from whatever life it used to have. It is simply flesh that The Worm has decided to keep moving. It is animated not by will or intent but by the same hunger that drives all of The Worm's work, the refusal to let something simply stop when there is still use to be gotten from it.

When the seniumancer casts The Rotting Dead they reach through The Worm and drag one of these things into the world beside them. What rises is exactly what it appears to be - a body in some state of decomposition, moving with the graceless determination of something that has no capacity to be afraid, no capacity to hesitate, no capacity to do anything except what the hunger that animates it demands. It serves the seniumancer not out of loyalty but because The Worm serves the seniumancer, and the zombie is nothing more than The Worm wearing a body.

The seniumancer may have active...

N/A

Rise of the Doomed
The Worm's Feast 4 🪤 Trap 8 Soul 8 1 target until freed or death of target Challenging Arcana -2

This spell is a part of the Bio Instability spell chain and can be found in the Bio Instability Rune Stone.

There is perhaps nothing more frightening than to watch yourself rot and be eaten. When the seniumancer calls upon this spell, they are attempting to conjure this very image itself. Pointing at the target, the seniumancer calls upon the dark and terrible symbol of decay magic, The Worm itself. The Worm works its way into the mind of the target and begins to feast, filling the target's vision of a terrifying hallucination which traps the target to that very spot. The target cannot move or act, witnessing in utter horror as their body appears to be covered with flesh eating worms devouring and feeding upon them. The target can attempt to make one Hard Insight check each round in an attempt to realize that the worms are not real and thus break free from the trap. However, should the target fail, the target will suffer 1d20 Vitality damage per round. If the target is able to escape the trap alive, they will find that while the worms were fake, the wounds left behind were very real. Until the wounds have been treated, should they be attacked by a critical hit they will be stunned for 1 round. 

N/A

Necrosis
Tier Level: 5
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Decaying Edge 5 🛠️ Utility 10 Soul 10 1 target or self duration of battle Hard Arcana

This spell is a part of the Deconstruction spell chain and is found in the Deconstruction rune stone.

The seniumancer has by now spent enough time in the company of The Worm to understand something that most people never will; decay is not an event. It is a process. It does not arrive and then leave. It begins, and then it continues, each stage feeding into the next, each moment of rot opening the way for deeper rot still. It does not rush. It does not need to. Time and entropy are always on its side. When the seniumancer casts Decaying Edge they are giving the weapon enchanted the ability bring the truth of decay and entropy to the foes that feel its impact. 

When this spell is cast, the seniumancer reaches into the deepest parts of their runic soul, seeking the darkest symbol of their affinity, The Worm. Once found they make their pact and draw The Worm's hunger into the weapon; be it blade, fist, bow, or whatever instrument of harm the target carries. The weapon does not change in appearance, not obviously. There is perhaps a faint wrongness to it, a slight discoloration at the edge, the ghost of something unpleasant. But the first time it strikes a living target the truth of what has been done...

Weapon Effect: Decaying Edge

If you hit a target, the target will lose 1 Vitality per round for  1d6 rounds.

Mental Decay
Porphyria's Hold 5 😷 Disease / Plague 10 Soul 10 1 target 1d12 +1 rounds Hard Arcana

This spell is a part of the Bio Instability spell chain and can be found in the Bio Instability rune stone.

It is sometimes said that vampires are simply ones bearing a terrible plague, one that requires them to feed to survive. Fact or fiction, what is known to the well studied seniumancer is that The Worm can inflict others with the insatiable hunger for blood. Pointing to the target, face cold and unmoved by emotion, the seniumancer releases the dark power of The Worm. The Worm enters the target invisible to any except the seniumancer, and for but a short time replaces the target's very blood with its corrupted version. The transformation is sudden and painful, the target going gaunt and pale, their canine teeth sharpening and elongating, their eyes becoming blood-shot. The target must feed.

Each round the target can attempt a Hard Mental Balance check to resist feeding. Should the target succeed, the target won't be forced to feed, but will lose their own Rest/Level Up Gen Dice of Vitality. The hunger will kill the target for not satisfying its most primal need. Should the target elect to give in and not attempt the check, they will get to make 2 attack actions and 2 support actions, however one of each must be used to feed. If they attempt the check but fail, they will feed on the nearest target - friend or foe - using their attack and support...

N/A

Bitterwood Pandemic
Returned One 5 🕯 Summon 10 Soul 10 1 dead target 1d8 rounds Hard Arcana

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

Reanimation is preservation. The seniumancer was  taking what just fell and returning it to use before The Worm has had time to begin. The Returned One is something else entirely. It is the seniumancer deciding that what the target was is no longer relevant, and that what The Worm can make of them is considerably more useful.

When this spell is cast the corpse lifts briefly into the air, held there for just a moment by the surge of decay magic pouring into it. Then The Worm does what it does but all at once, in a single catastrophic instant rather than the patient process it normally prefers. The flesh, the muscle, the organs; everything that was soft and living and vulnerable ruptures outward in an explosive release of blood and matter, gone in a flash, leaving behind only what decay cannot touch. What remains is the skeleton of the target, standing and animate and entirely under the seniumancer's command.

This is not a zombie. It is not diminished or shuffling or limited by the...

N/A

Reanimation
The Fade's Gentle Sleep 5 💤 Sleep Effect 10 Soul 10 a 4x4 space area around the caster sleep until awakened Hard Arcana

This spell is a part of the Deconstruction spell chain and can be found in the Deconstruction rune stone.

Sleep is supposed to restore. This is one of the oldest and most fundamental truths of living things; that the body repairs itself in sleep, that what was spent during the waking hours comes back during the quiet ones, that rest is the mechanism by which the living replenish what existence costs them. Every creature that has ever drawn breath has known this truth in their bones. Rest and be restored. Close your eyes and wake up less diminished than you were. The Fade finds this arrangement interesting. It has a different suggestion.

When the seniumancer casts The Fade's Gentle Sleep they reach through The Fade and a stillness settles in the 4x4 space area around them feeling like a softening of the air itself. There is nothing alarming about it. Nothing that announces itself as a threat. The area simply becomes quieter. Heavier. The particular quality of the air in a place where things are winding down. Every target within the area must make a Hard Arcana check or find their eyes growing heavy in a way that has nothing to do with exhaustion and everything to do with The Fade finding them and...

N/A

Reign of Acid
The Fade's Protection 5 🛡️ Defensive 10 Soul 10 1 target or self 1d6 +1 rounds Hard Arcana

This spell is a part of the Deconstruction spell chain and can be found in the Deconstruction rune stone.

Protection from The Fade is not the same thing as protection from everything else. When a wall shields you it asks nothing in return. When armor absorbs a blow it does not simultaneously reach inside you. The Fade is different. The Fade is always in the process of doing what it does. The Fade is always dimming, fading, drawing things toward their eventual end, and when it agrees to stand between the target and harm it does not pause that process. It simply redirects it.

When the seniumancer casts The Fade's Protection The Fade settles over the chosen target like a shroud, rendering them ghost-like in the eyes of everything that would harm them. Physical attacks, magical strikes, energy blasts, these all pass through or around the protected target as though they are already half gone from the world, the boundary between them and harm made uncertain by The Fade's presence. No damage from outside forces reaches them for the duration.

But The Fade is still The Fade. Its touch costs ...

Armor Effect: The Fade's Protection

Reduces all damage received by 10% per piece of armor bearing this rune stone, however the wearer will have their Currently Vitality always 2 points less than Max Vitality per piece of armor with this rune stone. 

Stop
The Grim Reverent 5 🕯 Summon 10 Soul 10 next to caster instant to cast, lasts until killed or battle ends Hard Arcana

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

When the seniumancer casts this spell they reach through The Worm and call one of these things forth, pulling it from whatever state of in-between it occupies and planting it into the world next to the caster. What rises is not a zombie. It does not shuffle or moan or move with the aimless hunger of something that only vaguely remembers being alive. A reverent moves with purpose, fights with something approaching intention, and serves the seniumancer with the particular loyalty of something that has no will of its own left to spend on anything else.

The seniumancer may have active reverents equal to their Influence trait at any one time, The Worm's generosity in this matter being directly proportional to how much sway the seniumancer has developed over the forces they command. Each reverent remains until it is destroyed or the battle concludes, at which point The Worm reclaims what was never truly relinquished.

For the reverent's full capabilities, consult the bestiary.

N/A

The Rotting Dead
The Long Wait 5 🪤 Trap 10 Soul 10 1 target 1d6 + Arcana Hard Arcana

This spell is a part of the Bio Instability spell chain and can be found in the Bio Instability rune stone.

Everyone is waiting for something. This is perhaps the most universal truth of mortal existence. Life is lived in anticipation of what comes next and the present moment is always partly occupied by whatever is being waited for. The next meal. The end of the battle. The return of someone loved. The resolution of something that has gone unresolved for too long. Mortals are defined by their waiting as much as by their living, and most never stop to consider what it would mean if what they were waiting for simply never came. The Fade has considered it. The Fade has considered very little else.

When the seniumancer casts The Long Wait they reach through The Fade and find the thing the target is waiting for, not consciously, not deliberately, but that deep and wordless anticipation that underlies everything a living thing does. The Fade takes hold of it gently and moves it just out of reach. Not destroyed. Not denied. Simply deferred. Always about to arrive yet never arriving. The target feels this as a settling, a strange and heavy peace that is not quite peace. It is the feeling of someone who has...

N/A

The Fade's Cure
The Worm's Caress 5 ⚡⚡ Stun Effect 10 Soul 10 1 target instant Hard Arcana

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

To be caressed when alive is a soothing gesture, and sometimes even a romatic gesture. To be caressed when dead is something else entirely. The seniumancer does not work with the powers of life or the living, nor do they embody any magic that could be considered soothing or gentle. They work with rot, whether it be the slow and patient fade or the feasting of the worm, the magic of the seniumancer is never soothing. When the seniumancer calls upon the dark symbol of their magic, the Worm, they do so to cause pain and to show the true terror that awaits all. 

Once directed to its unfortunate target, the Worm does not strike, slash, or tear away. Nay, its dark magic of rot wraps around the target gently, and more less than a minute the target might even feel a strange sense of comfort as the magic of The Worm wraps around the targets body, sliding across it gently. But that brief sense of comfort is soon replaced with terrifying screaming as the target feels what the Worm is doing, it is feeding. Each inch of their body touched by the worm burns and pulsates with more pain than most can endure as the outer layers of their very skin rot away, leaving nothing more than raw flesh and pooling blood. The damage done is no illusion, no trick of the...

N/A

Deadly Guard
The Worm's Final Rot 5 💀 Instant Death 10 Soul 10 1 target 1d8 rounds Hard Arcana

This spell is a part of the Bio Instability spell chain and can be found in the Bio Instability Rune Stone.

The Worm has been patient. It has sickened. It has aged. It has hollowed the mind and feasted upon perception itself. But patience has its end, and The Worm's Final Rot is that end. It is the moment The Worm stops playing and simply consumes. When the seniumancer calls upon this spell they are not directing The Worm so much as releasing it entirely. The Worm erupts from within the seniumancer's runic soul with a hunger that has been building through every spell that came before, and it descends upon the target with terrible and absolute purpose. There is no hallucination this time. There is no subtle fading of sensation or quiet theft of thought. The target watches and feels their own body begin to visibly rot - the skin darkening and splitting, the flesh beneath breaking down as The Worm feasts openly and without restraint.

Each round the target suffers 1d12 + the seniumancer's Arcana as Vitality damage as The Worm consumes them from within. Furthermore, each round a 1d6 is rolled. Should a 6 be rolled, The Worm has reached something vital and the target dies instantly, regardless of...

N/A

The Worm's Feast
Unnatural Revival 5 🛠️ Utility 10 Soul 9 1 target instant Hard Arcana

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

The seniumancer knows one thing well, that is the nature of decay and The Fade. The Fade dims and erases. The Fade is entrophy given expression, removing the disorder that was once alive and bringing about the natural order of death and decay. The Fade isn't about life, restoration, or even death. The Fade exists outside of Death, the patient undertaker ready to deliver back to the world what once drew breath. To restore, to renew, to heal - these powers are not natural to The Fade, nor should The Fade care about the continuation of things which will one day rot. But The Fade is only one partner in the dance of decay magic. The seniumancer is that other partner, they they yet draw breath and hold value of things that are and once were. It is the seniumancer and the seniumancer alone that can borrow power from The Fade to do unnatural things. 

When this spell is cast the seniumancer reaches into The Fade and asks it, against every instinct it possesses, to briefly dim the rot and undim the target. To look at what has been damaged or diminished and restore it to what it was. The Fade...

N/A

Reanimation
Tier Level: 6
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Ritual of the Rot 6 💪 Empowerment 12 Soul 12 self 2d6 rounds Impossible Arcana

This spell is a part of the Deconstruction spell chain and can be found in the Deconstruction rune stone.

It becomes the ambition of every seniumancer who understands well what waits for the body after death to become that body - to become a Lich. The seniumancer who has trained themselves within the runic family of Deconstruction has done so with the intention of transformation. They have learned the patience of The Fade and the hunger of The Worm and the power that is rot itself. They have gained intimate and profound knowledge and understanding of the order that is entrophy and decay. To become the agent of decay, to become the Lich, this is the seniumancer's purpose. 

The Worm has been working toward this for a long time. From the first crude burst of rot against an enemy's armor, through every field of decay and mental diminishment and patient corrosive expression of its hunger, The Worm has been learning the seniumancer. Learning what they are made of. Learning every layer of them; the flesh, the bone, the reserves of will and magic that keep them standing. It has never turned that knowledge fully inward. Until now. 

...

N/A

The Fade's Protection
The Fade's Resurrection 6 😇 Revival 12 Soul 12 1 target instant Impossible Arcana

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

A seniumancer who casts this spell is doing something that goes against the grain of everything they have spent their craft developing. They have learned to work with decay, to direct it, to use The Fade's patient inevitability as a tool. They have never once tried to reverse it. The mere idea sits uncomfortably, not because they are incapable, but because it requires them to reach into their runic soul and do something entirely contrary to their nature. To push The Fade back, even temporarily, even from just one thing. The Fade does not object to this, precisely. It understands, in the way that all inevitable things understand, that what it postpones it does not lose. It will return for this one. It always returns. For now, if the seniumancer wishes to make the effort, The Fade will step aside.

When this spell is cast the seniumancer reaches into the dead target and does not pour life into them for they have no life magic to pour. Instead they draw the death energy out, pulling it carefully and completely from the body it has settled into. This must be done within one week of the target's...

N/A

Unnatural Revival
The Worm's Pleasure 6 ⚔️ Offensive 12 Soul 12 1 target 1d6 +1 rounds Impossible Arcana

This spell is a part of the Bio Instability spell chain and is found in the Bio Instability rune stone.

The Worm is always hungry. This is its defining quality, the thing the seniumancer learns first and never forgets. The Worm wants, and what it wants is to consume, to break down, to reduce all things to their component parts and feed upon the process. It is patient in the way that hunger is patient, which is to say it is not patient at all, merely willing to wait because it knows the meal is not going anywhere. But patience and pleasure are different things entirely. And on rare occasions, when the seniumancer has mastered their craft enough to ask this of it, The Worm does something it almost never does. It slows down.

When the seniumancer casts The Worm's Pleasure they are not asking The Worm to consume efficiently. They are giving it permission to enjoy itself. The Worm responds to this with something that, in a force without a face or a voice, can only be described as delight. It descends upon the target not as a rush of rot but as something deliberate and unhurried, running its presence slowly across the target's body, finding the surface and beginning its work there. It starts with the skin...

N/A

Porphyria's Hold