Death Magic

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

Magic Type: Death Magic

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

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

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.

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1) Death Affinities

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

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

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

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2) Minor Elemental Manipulations

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

Death: 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. 

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3) The Two Iconic Symbols of Death Magic

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

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

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

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

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4) Environmental Effects on Death Magic

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

In the case of death magic:

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

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

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

  • Death: The affinity soul of Death is the Poltergeist. They have a 20% chance to end any ongoing status effect that they might have.
  • Decay: The affinity soul of Decay is the Zombie. Critical Hits 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. 

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6) Death Magic Progression

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7) Death Magic Spells

Spell Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Army's Decay 6 Soul 6 battlefield duration of battle Normal Arcana -2

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

This powerful spell is the dark cousin to the mystic spell, Balance of Forces. This spell works best if your party is outnumbered. This spell counts the amount of companions with you, including yourself. Then it seals away all but the same amount of enemies within a small energy orb with only enough room to fit the target it captures. That way, the magic sees the combat as fair. For every member of the party there is one target. Every time a free target dies, another is released until all targets of the spell are released. If there becomes more allies than enemies, the magic will take a random ally away as well, to make things even. The differences are that you cannot make an orb to trick the spell, and any target that was taken away and then returned is returned at half Vitality, Soul, and Power.

N/A

Ghostly Mount

Atrophy 8 Soul 8 1 target curse lasts until the curse is removed, the decrease is duration of battle Hard Arcana

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

This spell causes the target to suffer a decrease in strength that is your Runic Power as the target's muscles decay. Each round that the battle lasts from the casting of this spell the target will lose that amount of Strength, negatively affecting the target's Power and other strength related stats. All Strength Traits also reduce by 1 each round. The decrease will end when the battle ends, however the target will be stuck with this new strength stat, but could increase it by normal means. This is a curse effect and not an ongoing spell so normal means of ending spells or status effects do not work to remove this. Instead you have to use a special means such as the spell Purge, which would undo the curse and restore the target's strength back to normal, but it must be used during battle while the curse is taking effect.

N/A

Field of Decay

Aura of Acceptance 10 Soul 10 a 2x2 space area around the caster 1d6 +1 rounds Hard Arcana -2

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

With this spell you cloak yourself with a terrible aura. This aura causes the target to make a hard mental balance -1 check.

N/A

Aura of Rage

Aura of Despair 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.

With this spell you cloak yourself with a terrible aura. This aura causes Loss of Self to anyone within 2 spaces of you, friend or foe, for as long as they are in the aura + 1 round.

Armor Effect: Aura of Despair (Over Garment only)

Constant spell effect

Loss of Self

Aura of Fear 6 Soul 6 a 2x2 space area around the caster 1d6 +1 rounds Normal Arcana -2

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

With this spell you cloak yourself with a terrible aura. This aura causes Fear status effect to anyone within 2 spaces of you, friend or foe.The target will experience fear for the duration that they are in the aura + 1 round. This spell can be cast while the other auras are active.

Armor Effect: Aura of Fear (Over Garment only)

Constant spell effect

Aura of Despair

Aura of Rage 8 Soul 8 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.

With this spell you cloak yourself with a terrible aura. This aura causes rage status effect to anyone within 2 spaces of you, friend or foe. They are in rage as long as they are in the aura + 1 round. This spell can be cast while the other auras are active.

Armor Effect: Aura of Rage (Over Garment only)

Constant spell effect

Aura of Fear

Beast's Prey 2 Soul 1 1 target or self 1d6 rounds Easy Arcana

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

This spell creates a defensive aura around the target of your choice. Whenever this target is attacked in melee, 2d8 is automatically done to the attacker.

Armor Effect: Beasts Prey

Spell activates upon being hit with a critical melee hit

N/A

Bio Instability 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.

This spell causes the target to feel sick. Inside the target’s body, the organs act strangely and irregularly, causing slight pains, nausea, and other symptoms. It mimics food poisoning. The target's movement rates is cut in half.

Weapon Effect - Bio Instability

Critical Hit causes spell effect.

N/A

Bitterwood Pandemic 8 Soul 8 1 target 1d12 rounds Hard Arcana

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

This terrible spell brings forth upon the victim the terrible symptoms of Bitterwood without unleashing the highly contagious and deadly disease. Bitterwood is a plague that causes the target to rot as it lives, feeling every pain of the process. This spell causes similar feelings without any actual rotting. For each round the target will receive 1d12 Vitality damage, with each round adding a 1d4. Each round after the first round the target's strength and speed traits will decrease by 1. 

N/A

Plague

Constrict 8 Soul 7 1 target 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.

This spell creates a cloud of death magic that squeezes tightly around the target. The magic restricts the arms and torso of the target, making the target unable to attack during the spell’s duration. The target can move but they are still being crushed by the magic. Each round the target receives 4d12 magic damage.

N/A

Last Cry

Dead Weight 10 Soul 10 1 target curse lasts rest of battle Hard Arcana -2

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

This spell makes the target feel as if its own body is dead weight, adding the target's weight as weight carried. Each round of the battle the weight is added again. When the target is overburdened, the target cannot move. 50% beyond that the target falls down, being crushed by its own weight. Double that and beyond the target begins to lose 20% of Max Vitality worth of crushing damage. This is a curse effect therefore it cannot be lifted  by spells like dispel. It can only be lifted by spells or skills that end curses like purge. This curse however ends once the battle is over and everything returns to normal. This curse is even more effective if paired with Atrophy.

N/A

Mental Decay

Deadly Guard 8 Soul 8 1 ally until destroyed or end of battle 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.

This spell summons a warrior of death that is cursed to never be able to fight again. The warrior is only deadly to himself now. Every time anything attacks the ally that you assign the warrior to, the warrior will leap in the way of the attack and take the damage. He will continue to do this until he is sent back to the world of the dead. The warrior has 6d10 Vitality.

N/A

Rise of the Doomed

Deadman's Shell 6 Soul 6 1 target or self 1d6 rounds Normal 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.

This spell changes your skin or the skin of an ally of your choosing, to that of a dead man. Physical damages are reduced by 35% and there is a 25% chance that the attack will heal the protected instead of harm it.

Armor Effect: Deadman's Shell

15% chance attacks will heal

Decay's Warding

Death 10 Soul 9 1 target 2 round countdown Hard Arcana -2

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

This spell is made to kill the target. It begins a two round countdown that is made to be the last moments of the life of the target. Death magic swirls around the target during the countdown, waiting for the target’s time to complete. Finally, when the countdown ends, the magic encloses on the target and destroys the life force of the target. The target is effectively dead. Should the battle end before the countdown ends however, the death magic will stop.

N/A

Serenity's Verdict

Death of Magic 8 Soul 8 battlefield instant 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.

This spell sends a pulse of dark water magic out into the battlefield. The magic attaches to any other magic and drowns it. Anything magically involved, such as enchantment, magically caused status effects, independent active magic, or any spell still in action or being cast is suddenly ended and the energies dispelled from the area. This spell will not remove curses or blessings.

N/A

Dispel

Decay's Edge 12 Soul 11 1 target or self duration of battle Impossible Arcana

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

This spell is cast upon your weapon or the weapon of a target you choose. This gives the attack of that weapon a decaying effect, that causes any felt damage to also reduce the attacked target's Soul and Power by that amount. The blade also causes the target to lose 1% (at least 1 point) of Vitality per round should the target have been hit. This compounds with each hit.

Weapon Effect: Decay's Edge

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

Dead Weight

Decay's Warding 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 use of this manipulation produces a faint, pale glow about the area. Those within the area find that their Offensive and Bow Power is weakened greatly, decreasing the Offensive and Bow Power by 30% of all targets, friend or foe, caught within the affected area. The target and the spell caster are unaffected.

Weapon Effect: Decay's Warding

Critical hit decreases target's Offensive and Bow Power by 10% of total damage for 1d4 rounds, this does stack.

Graveyard's Warding

Deconstruction 2 Soul 1 1 target 1d6 rounds Easy Arcana

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

This spell is made to slowly destroy armor by burning away their durability. A dark mist hovers over the target slowly eating away at their armor. It takes away 1 point from Physical Armor per round. When the spell’s duration runs out, it evaporates into the air.

Weapon Effect: Deconstruction

Critical Hit reduces Physical Armor by 1

N/A

Dispel 6 Soul 6 1 target or self instant Normal 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.

This spell kills any active magic on a target. This spell removes enchantments, protections, poisons, and many other active spells. This spell won't remove curses or blessings. Independently acting spells can be ended prematurely with this spell. This spell can only be cast on a single target. This is the death element version of the same spell found in aquamancy.

Weapon Effect: Dispel

Critical Hit ends any on going spell effects on target.

Elemental Death

Elemental Death 4 Soul 4 1 target 1d4 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.

Using the magic of death, you effectively absorb the target's ability to manipulate their element to produce magic by placing them in an invisible bubble. The magic surrounds them, not allowing them to concentrate on their element. No spells can be cast except minor elemental manipulations. 

N/A

Loss of Self

Executioner's Weapon 6 Soul 6 1 target 1d10 rounds Normal Arcana -2

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

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

Weapon Effect: Executioner's Weapon

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

Serenity's Calm

Fang 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.

This spell sends out two fangs at the target. You create these fangs out of death magic and they, together, do 4d4 to a single target. These fangs are magical energy, not physical.

N/A

N/A

Field of Decay 6 Soul 6 a 4x4 space area around a space of your choosing 1d8 Rounds Normal Arcana -2

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

This spell curses the ground around a selected area. Whoever walks across this ground will be altered. For each step they take or each round they are there within this cursed ground, they will lose 10% of their current Vitality, Soul, and Power. Furthermore they will have their offensive and runic power stats decreased by 10% for each step or round for 1d6 rounds.

N/A

Ghastly Presence

Ghastly Presence 4 Soul 4 all enemies instant Normal Arcana

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

With the creation of Ghastly Presence, a ghost-like formation appears behind all enemy targets. The ghost suddenly starts attacking with spiritual claws at the back of the targets doing 3d10 damage, and then disappears.

N/A

Deconstruction

Ghostly Mount 4 Soul 4 next to caster 1 day Normal Arcana

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

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

  • Increases movement speed by x 2;
  • Can carry any race and up to 1500 pounds;
  • Not afraid of battle – can be ridden into battle;
  • When ridden into battle, can charge at a cost of 4 Power at the start of battle giving rider instant first attack regardless of initiative

N/A

Deconstruction

Graveyard's Warding 2 Soul 1 a 4x4 space area around the caster 1d4 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.

The use of this manipulation produces a faint, pale glow about the area. Those within the area find that their runic energy is weakened greatly, decreasing runic power by 50% of all targets, friend or foe, caught within the affected area. You, the spell caster, are unaffected.

N/A

N/A

Judgment 12 12 1 target instant Impossible Arcana

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

With this spell you condemn your target. Nothing visible can be seen of this spell and to the untrained eye it would seem that no spell was even cast. However the target begins to fill all his energy slip away from him, dropping all of the target’s stats down to 5. The target’s stats do return after battle, should the target live that long. Vitality, Soul, and Power would also be dropped to 5 and unable to be restored past 5. All stat or trait checks become impossible checks, except for skill or spell use.

N/A

Death

Last Cry 6 Soul 5 a 3x3 space area around the caster 1d6 rounds Normal 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.

This spell invokes the power of the voice. You open your mouth, letting out a pained but angry scream. All of those in the radius of the spell are affected with fear for 1d6 rounds, even your allies. Fear causes the affected to flee from the user at all costs.

Weapon Effect: Last Cry

Critical Hit inflicts Fear for 1d4 rounds.

Aura of Despair

Loss of Self 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.

This spell begins to deteriorate the personality of the target it is used on. Without this personality, they lose conviction in what they are fighting for. Losing conviction makes them deal less damage with every attack. Every time the target attacks, their physical damage is reduced by 30% until the spell wears off.

Weapon Effect: Loss of Self

Critical Hit causes spell effect.

N/A

Mental Decay 8 Soul 8 a 4x4 space area around a space of your choosing 1d8 rounds + the effect lasts an additional 2 rounds after the spell ends or target leaves the area Hard Arcana

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

Casting this manipulation causes those within the area of effect to experience a loss of mental capability. Their Soul is halved and their runic speed is decreased by 1d4. Their runic power is also halved.

N/A

Field of Decay

Night Shade 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.

This spell does not seem to have a visual element at all. The magic is directly infused into the blood stream of the target, causing instant poison. This causes the target to lose 1d6 Vitality per round. 

Weapon Effect - Night Shade

Critical Hit poisons for 1d4, not stacking.

Bio Instability

Nightmare 4 Soul 4 all enemies instant 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 magic of Nightmare is made to recreate the nightmare of someone. Each enemy target sees some creature that attacks them doing 3d8 damage. The creature is different to each target. When the spell breaks off they all find that what they saw actually did real damage to them.

N/A

Beast's Prey

Nightwalker's Curse 10 Soul 10 1 target or self 1d6 rounds Hard Arcana -2

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

This dark spell temporarily transforms the target into a vampire. Craving blood, the target is unable to cast spells. However, the target's power stat as well as offensive and bow power double. The target's speed also doubles and gains +2 to every Speed trait. Each physical attack the transformed does drains 10% from their target's vitality to restore the transformed's vitality. Once the spell is done, the target changes back to normal but always has a slight craving for blood. Whether or not the once transformed acts upon it is up to the target. There are stories of this spell becoming a permanent curse...

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.

Serenity's Protection

Pain's Caress 8 Soul 7 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.

With this spell you create large gashes on the surface of the target, causing immense pain to flush over them and causing 5d10 damage. It looks like the skin or other top layer is being peeled off of the target.

N/A

Deadman's Shell

Pain's Desperation 12 Soul 12 1 target instant Impossible Arcana

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

This spell causes Pain to rush its work. The magic causes great pain all at once to the target, doing damage to the inner body, but not the outer appearance. Unfortunately, for rushing the work, the magic is not as effective in doing damage, only doing 6d12. The target is however stunned for 1d6 rounds due to the intense pain.

N/A

Stranglehold

Pain's Persistence 10 Soul 10 1 target instant; effect lasts for 1d12 rounds Hard Arcana -2

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

This spell racks the body of your target with tremendous pain. The pain is so unbearable that the target cannot bring himself to use projectile or melee weapons or attack. The target can only use spells that use 1 runic speed. The target cannot use any skills greater than level 1.

Weapon Effect: Pain's Persistence

Critical Hit stuns target for 1 round

Bitterwood Pandemic

Pain's Pleasure 12 Soul 12 1 target 1d6 rounds Impossible Arcana

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

With this spell death magic slowly runs over the skin of the target, ripping the skin from the body. But this is done slowly to an almost excruciating length doing 8d12 damage per round, and making the target unable to do skills or spells that take more than half of his or her casting speed or are more complex than tier 2. It is almost as if the magic enjoys watching the target suffer.

N/A

Pain's Persistence

Plague 6 Soul 6 1 target until all status aliments are cured Normal Arcana -2

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

This spell summons an ancient disease. A mist moves into the body of the target. The target loses sight, becomes nauseous cutting their movement in half, and starts to lose life, loosing 1d6 Vitality per round. This disease will continue to work its way through the body until it kills the target. Every round the poisoning gets worse, adding 1d4 each round to the poisoning damage. This disease can be cured but to do so all status aliments must be removed at the same time. 

Weapon Effect: Plague

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

Night Shade

Raise Reverent 12 12 next to caster instant to cast, lasts until killed or battle ends Impossible 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 this spell you raise an undead reverent as your servant. The number of active reverents you can have is equal to your Influence trait, so if you have an influence of 2 then you can have 2 active. For information on the reverent and its stats, look in the bestiary.

N/A

Raise Zombie

Raise Zombie 10 Soul 10 next to caster instant to cast, lasts until killed or battle ends Hard 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.

With this spell you raise an undead zombie as your servant. The number of active zombies you can have is equal to your Influence trait, so if you have an influence of 2 you can have 2 active. For information on the Zombie and its stats, look in the bestiary.

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Deadly Guard

Reanimation 8 Soul 8 1 dead target 2d6 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.

With this manipulation you send out powerful decay magic which reanimates the dead. This magic raises up any target that was recently killed and places that target under your control. The reanimated target has its full stats and skills. While reanimated, no resurrection spell can be used on the target, nor can the target communicate.

N/A

Deadman's Shell

Reign of Acid 8 Soul 7 battlefield 1d6 rounds Hard Arcana

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

This spell creates a glowing nexus point of water magic above the battlefield. Each round the energy would discharge acid rain at every target on the battlefield, doing 3d12 damage to everyone each round. Yourself and allies can have a magic umbrella that protects from the acid rain by spending an extra 3 Soul per target to protect per round.

N/A

Army's Decay

Release of the Doomed 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.

With the casting of this spell skeletal hands reach up from the ground and grab the legs of any enemy targets. Effected targets must make a normal athletics check to be freed. If the target is not wearing leg armor, the target will receive 1d20 damage when successfully freeing him or herself. If the target does not free him or herself, the target cannot act or cast a spell and looses its turn. Others can free the target with Dispel or Death of Magic.

N/A

Graveyard's Warding

Resurrection 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.

This spell is difficult for a necromancer to cast. With this spell you reverse all that you strive to focus on. The goal is to draw out all of the death energy from the target’s dead body. The lack of it will allow life energy from the area to come take its place and the target can awaken with 20% of their life returned. The target is disoriented from the resurrection and must rest for one round before acting. This spell must be done within 1 week of death.

N/A

Revival

Returned One 10 Soul 10 1 dead target lasts for 1d8 rounds Hard Arcana -2

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

You create a special revival on a corpse. The corpse floats in the air for a second. The skin, muscles, and organs all bulge and then explode outward in a flash of flesh and blood. What remains is a skeletal version of the being that was recently slain. The magic sustains the target as the undead being follows your orders. The undead being cannot be destroyed but will shatter and become nothing more than bones at the end of the spell. It has an attack power of 5d12 + Runic Power and can attack 1d4 times each round.

N/A

Reanimation

Revival 10 Soul 9 1 target instant Hard Arcana -2

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

This spell brings about a revival and rejuvenation. First it revives destroyed or damaged items, armor, and weapons. Second it rejuvenates targets by removing any negative status effects with equal ease.

N/A

Reanimation

Rise of the Doomed 6 Soul 5 all enemies until freed again Normal Arcana -2

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

This spell starts as Release of the Doomed. It isn't until a target makes a successful normal athletics check that it is realized something has changed. When the target frees itself, the doomed comes out of the ground and tackles the target to the ground, requiring the target to make another normal athletics -2 check, and loose another round. The tackle does double the caster's Runic Power for physical damage.

N/A

Release of the Doomed

Ritual of the Mirrentori 12 Soul 12 self 2d6 rounds Impossible Arcana

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

This spell calls for a ritual suicide. You let your life expire by your death magic. The magic of the spell, instead of letting you be lost forever, separates your bones from your body and transforming you into a lich. While in this form you cannot be killed. You can be dismembered and thus unable to act, but cannot be killed. Your spell’s Soul costs are cut in half, rounding up to the nearest whole number and you gain double your runic speed. You also get a +2d12 to all of your runic power and you have a constant Aura of Fear effect. Your physical attacks have the Decay's Edge effect. When the spell ends, your flesh reappears and you return to life losing all the benefits of being a lich. You are stunned for 1d3 rounds after the spell ends.

N/A

Nightwalker's Curse

Serenity's Arrival 10 Soul 10 1 target instant, status effects for 4 rounds Hard Arcana -2

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

This manipulation creates the conditions for Serenity to arrive to the target. Death magic flows across the body of the target, burning their life away causing 1d20 Vitality damage. Meanwhile the spell pours into the mouth of the target and causes sickness, causing their movement rates and damage power to be halved for 4 rounds. The target also is inflicted with Loss of Self for the remainder of the battle.

Weapon Effect: Serenity's Arrival

60% chance to inflict Sickness, 40% chance to inflict Loss of Self; 20% chance to inflict Depression.

Serenity's Embrace

Serenity's Beckoning 6 Soul 6 all enemies 1d6 rounds Normal Arcana -2

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

With this spell the shrill tone of the grave affects the ears of every enemy target. During the spell's duration, the targets will not try to defend, evade, or make any saving throws - including vitality save or will checks. The targets all have one chance for a hard mental balance check when the spell is cast.

N/A

Nightmare

Serenity's Calm 4 Soul 4 1 target instant Normal Arcana

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

When this spell is created the single target is surrounded in serenity. But, suddenly among the calm, the target can feel horrible injuries ripping into the target’s body doing 20 damage. Serenity releases the target and the damage is done.

Weapon Effect: Serenity's Calm

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

Fang

Serenity's Embrace 8 Soul 8 1 target instant Hard Arcana

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

With this manipulation the target is enveloped in this sudden sense of calm and safety as they fall into a deep slumber known as a coma. The magic completely drains the target’s Power. The target can be restored only when the target has its Power recovered.

Weapon Effect: Serenity's Embrace

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

Executioner's Weapon

Serenity's Protection 8 Soul 8 1 target or self 1d6 rounds Hard Arcana

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

When this spell is created the magic imitates the dying, but with a gift of protection. The target does not take any damage from outside forces. However, the protected target takes 1d8 Vitality damage from the death magic much like you would from poison. The target isn't immune to this poison-like effect. The magic stops all attacks, physical, magical, and energy, from hitting the protected target while slowly damaging the target. Status effects can still effect the target however, such as poison, plague, sickness, and so on, and you have no immunity to them. 

N/A

Well of the Dead

Serenity's Verdict 8 Soul 8 1 target instant Hard Arcana

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

The Serenity passes its verdict on the target before releasing it. A 1d6 is rolled. If a 6 is rolled, the target is lulled to a sleep from which it will not awaken, the sleep of death.

N/A

Serenity's Beckoning

Stop 8 Soul 7 1 target 1d4 rounds Hard Arcana

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

When you create this spell, decay magic surrounds the target in a faint cloud. The target suddenly freezes in place, unable to move or act. 

N/A

Field of Decay

Stranglehold 10 Soul 9 1 target 1d6 rounds Hard 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.

This spell creates a cloud of death magic that squeezes tightly around the neck of the target. Each round the dark magic has a 1 out of 20 (roll 1d20, 20 = death) chance of killing the target.

N/A

Constrict

Vampiric Strain 4 Soul 3 1 target or self 1d6 rounds Normal Arcana

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

This manipulation temporarily curses you with a vampiric ability. You grow fangs and your skin becomes pale. Each round you can get into melee range and can bite the person and drain them of life. You are able to do 1d10 Vitality damage to the target and the damage taken is used to replenish your Vitality.

Weapon Effect: Vampiric Strain (Melee Weapon Only)

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

Fang

Vengeance of the Cursed 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.

This manipulation releases the lost ghosts of the dead to let their anger out on your enemies. Ghosts of all kinds rip out of the earth, clawing, biting, and attacking from every direction doing 7d12 + double Runic Energy damage. The ghosts leave you and your allies alone. They disappear after attacking.

N/A

Serenity's Arrival

Voiceless 10 Soul 9 1 target 1d4 rounds Hard Arcana -2

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

This spell paralyzes the vocal cords of the target, making it so that the target cannot make any sound from its mouth. The target is now mute, unable to talk, scream, grunt, or growl.

N/A

Stop

Well of the Dead 6 Soul 6 1 target or self 1d6 rounds Normal Arcana -2

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

With this spell you draw upon the dead for strength for yourself or an ally. Calling forth the death energy around you, temporarily gaining a +1d20 to offensive and bow power. Once the spell is over however the energy quickly drains out of target, leaving the target half of their Power. 

N/A

Vampire Strain

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