Necromancy
Spell | Effects Summary | Level Effects Summary | Rune Stone Effect | Stat Cost | Casting Speed | Range & Area | Success Rate | Cost to Acquire |
---|---|---|---|---|---|---|---|---|
Army's Decay |
This is a part of the Deconstruction spell chain and 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 Endurance. |
N/A: Only 1 levels with this spell. | N/A | 50 Soul | 5 | battlefield | Level 1: 50/80 |
This is a Tier 3 spell Level 1: 75/150 |
Atrophy |
This spell is a part of the Deconstruction spell chain and rune stone. This spell causes the target to suffer a decrease in strength that is double your Runic Energy 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. 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: Only 1 levels with this spell. | N/A | 50 Soul | 5 | 1 target | Level 1: 45/75 |
This is a Tier 4 spell Level 1: 100/200 |
Aura of Acceptance |
This spell is a part of the Loss of Self spell chain and rune stone. With this spell you cloak yourself with a terrible aura. This aura causes the target to make a will check with a 10 penalty to kill him or her self. |
N/A: Only 1 levels with this spell. | N/A | 40 Soul | 4 | a 2x2 space around the caster | Level 1: 40/70 |
This is a Tier 5 spell Level 1: 150/300 |
Aura of Despair |
This spell is a part of the Loss of Self spell chain and rune stone. With this spell you cloak yourself with a terrible aura. This aura causes Loss of Self to anyone within 2 spaces of you, friend or foe. The target will experience this for 1 round. |
N/A: Only 1 levels with this spell. |
Armor Effect: Aura of Despair (Over Garment only) Constant spell effect |
20 Soul | 2 | a 2x2 space around the caster | Level 1: 55/85 |
This is a Tier 2 spell Level 1: 50/100 |
Aura of Fear |
This spell is a part of the Loss of Self spell chain and rune stone. With this spell you cloak yourself with a terrible aura. This aura causes Fear status effect to anyone within 2 spaces of you, friend or foe.The target will experience fear for 1 round then loss of self for 1 round. THis can be chain casted with Aura of Despair. |
N/A: Only 1 levels with this spell. |
Armor Effect: Aura of Fear (Over Garment only) Constant spell effect |
25 Soul | 2.5 | a 2x2 space around the caster | Level 1: 50/80 |
This is a Tier 3 skill Level 1: 75/150 |
Aura of Rage |
This spell is a part of the Loss of Self spell chain and rune stone. With this spell you cloak yourself with a terrible aura. This aura causes rage status effect to anyone within 2 spaces of you, friend or foe. This spell can be chained cast with Aura of Fear. |
N/A: Only 1 levels with this spell. |
Armor Effect: Aura of Rage (Over Garment only) Constant spell effect |
30 Soul | 3 | a 2x2 space around the caster | Level 1: 45/75 |
This is a Tier 4 spell Level 1: 100/200 |
Beast's Prey |
This spell is a part of the Beast's Prey spell chain and rune stone. This spell creates a defensive aura around the target of your choice. Whenever this target is attacked in melee, 3d20 is automatically done to the attacker. |
Level 2 Upgrade: Increase damage by 1d10. Level 3 Upgrade: Increase damage by 1d10. Level 4 Upgrade: Increase damage by 1d10. |
Armor Effect: Beasts Prey Spell activates at half strength upon being hit with a critical melee hit |
10 Soul; +10 per level | 1; +1 per level | 1 target or self |
Level 1: 60/90 Level 2: 50/80 Level 3: 40/70 Level 4: 30/60 |
This is a Tier 1 spell Level 1: 25/50 |
Bio Instability |
This spell is a part of the Bio Instability spell chain and 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. |
N/A: Only 1 levels with this spell. |
Weapon Effect - Bio Instability Critical Hit causes spell effect. |
10 Soul | 0.5 | 1 target | Level 1: 60/90 |
This is a Tier 1 spell Level 1: 25/50 |
Bitterwood Pandemic |
This spell is a part of the Bio Instability spell chain and 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 1d20 Vitality damage, with each round adding a 1d12. Each round after the first round the target's strength and speed will decrease by 20%, affecting all strength and speed based stats. The target will also be unable to evade. |
N/A: Only 1 levels with this spell. | N/A | 50 Soul | 5 | 1 target | Level 1: 45/75 |
This is a Tier 4 spell Level 1: 100/200 |
Constrict |
This spell is a part of the Loss of Self spell chain and rune stone. This spell creates a cloud of death magic that squeezes tightly around the target. The magic restricts the arms and torso of the target, making the target unable to attack during the spell’s duration. The target can move but they are still being crushed by the magic. Each round the target receives 1d% + 3d20 physical magic damage. |
Level 2 Upgrade: Increase damage by 1d20. Level 3 Upgrade: Increase damage by 1d20, inflict fear 1d10 rounds. Level 4 Upgrade: Increase damage by 1d20, inflict fear 1d10 rounds, inflict anxiety 1d8 rounds. |
N/A | 30 Soul; +10 per level | 3; +1 per level | 1 target |
Level 1: 45/75 Level 2: 35/65 Level 3: 25/55 Level 4: 15/45 |
This is a Tier 4 spell Level 1: 100/200 |
Dead Weight |
This spell is a part of the Deconstruction spell chain and 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: Only 1 levels with this spell. | N/A | 55 Soul | 6 | 1 target | Level 1: 40/70 |
This is a Tier 5 spell Level 1: 150/300 |
Deadly Guard |
This spell is a part of the Graveyard's Warding spell chain and 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 5d% Vitality. |
Level 2 Upgrade: The warrior has 6d% Vitality. Level 3 Upgrade: The warrior has 7d% Vitality. Level 4 Upgrade: The warrior has 8d% Vitality. |
N/A | 30 Soul; +10 per level | 2.5; +0.5 per level | 1 ally |
Level 1: 45/75 Level 2: 35/65 Level 3: 25/55 Level 4: 15/45 |
This is a Tier 4 spell Level 1: 100/200 |
Deadman's Shell |
This spell is a part of the Graveyard's Warding spell chain and rune stone. This spell changes your skin or the skin of an ally of your choosing, to that of a dead man. Physical damages are reduced by 35% and there is a 25% chance that the attack will heal the protected instead of harm it. |
N/A: Only 1 levels with this spell. |
Armor Effect: Deadman's Shell 15% chance attacks will heal |
30 Soul | 3.5 | 1 target or self | Level 1: 50/80 |
This is a Tier 3 spell Level 1: 75/150 |
Death |
This spell is a part of the Beast's Prey spell chain and 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: Only 1 levels with this spell. | N/A | 55 Soul | 6 | 1 target | Level 1: 40/70 |
This is a Tier 5 spell Level 1: 150/300 |
Death of Magic |
This spell is a part of the Loss of Self spell chain and 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: Only 1 levels with this spell. | N/A | 45 Soul | 4.5 | battlefield | Level 1: 45/75 |
This is a Tier 4 spell Level 1: 100/200 |
Decay's Edge |
This spell is a part of the Deconstruction spell chain and 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 doubles armor decrease, as well as causes any felt damage to also reduce the attacked target's strength by that amount. A clever technique is to cast this spell on an ally and then cast atrophy and dead weight on an enemy. That way when the ally attacks the enemy, the enemy will suffer even more strength reduction. |
N/A: Only 1 levels with this spell. |
Weapon Effect: Decay's Edge Constant spell effect |
65 Soul | 7 | 1 target or self | Level 1: 35/65 |
This is a Tier 6 spell Level 1: 200/400 |
Decay's Warding |
This spell is a part of the Graveyard's Warding spell chain and rune stone. The use of this manipulation produces a faint, pale glow about the area. Those within the area find that their melee, bow, and throw power is weakened greatly, decreasing the melee, bow, and throw power by 30% of all targets, friend or foe, caught within the affected area. The target and the spell caster are unaffected. |
N/A: Only 1 levels with this spell. |
Weapon Effect: Decay's Warding Critical hit decreases target's Melee, Bow, and Throw Power by 10% of total damage for 1d4 rounds, this does stack. |
20 Soul | 2 | a 3x3 space area around 1 target | Level 1: 55/85 |
This is a Tier 2 spell Level 1: 50/100 |
Deconstruction |
This spell is a part of the Deconstruction spell chain and rune stone. This spell is made to slowly destroy armor by burning away their durability. A dark mist hovers over the target slowly eating away at their armor. It takes away 1d10 points from the armor per round. When the spell’s duration runs out, it evaporates into the air. |
Level 2 Upgrade: Increase armor damage by 1d8. Level 3 Upgrade: Increase armor damage by 1d8. Level 4 Upgrade: Increase armor damage by 1d8. |
Weapon Effect: Deconstruction Critical Hit doubles physical armor reduction |
10 Soul; +10 per level | 1; +1 per level | 1 target |
Level 1: 60/90 Level 2: 50/80 Level 3: 40/70 Level 4: 30/60 |
This is a Tier 1 spell Level 1: 25/50 |
Dispel |
This spell is a part of the Loss of Self spell chain and 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. |
N/A: Only 1 levels with this spell. |
Weapon Effect: Dispel Critical Hit ends any on going spell effects on target. |
35 Soul | 3.5 | 1 target | Level 1: 50/80 |
This is a Tier 3 spell Level 1: 75/150 |
Elemental Death |
This spell is a part of the Loss of Self spell chain and 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: Only 1 levels with this spell. | N/A | 20 Soul | 2.5 | 1 target | Level 1: 55/85 |
This is a Tier 2 skill Level 1: 50/100 |
Executioner's Weapon |
This spell is a part of the Fang spell chain and rune stone. This spell provides a special enchantment the weapon of your chosen ally (or your weapon). Death magic coats it deeply. Whenever your ally attacks, they roll a 1d6. If they roll a 6, the target dies instantly. Any other roll is inconsequential and you do damage as normal. |
N/A: Only 1 levels with this spell. |
Weapon Effect: Executioner's Weapon Critical hit causes a 1d6 roll, 6 = instant death to target. |
30 Soul | 3 | 1 target | Level 1: 50/80 |
This is a Tier 3 spell Level 1: 75/150 |
Fang |
This spell is a part of the Fang spell chain and rune stone. This spell sends out two fangs at the target. You create these fangs out of death magic and they, together, do 4d20 to a single target. These fangs are magical energy, not physical. |
Level 2 Upgrade: increase damage by 1d10. Level 3 Upgrade: increase damage by 1d10. Level 4 Upgrade: increase damage by 1d10; damage is 10% piercing. |
N/A | 10 Soul; +10 per level | 1; +1 per level | 1 target |
Level 1: 60/90 Level 2: 50/80 Level 3: 40/70 Level 4: 30/60 |
This is a Tier 1 spell Level 1: 25/50 |
Field of Decay |
This spell is a part of the Deconstruction spell chain and rune stone. This spell curses the ground around a selected area. Whoever walks across this ground will be altered. For each step they take or each round they are there within this cursed ground, they will lose 10% of their current Vitality, Soul, and Endurance. Furthermore they will have their offensive and runic energy stats decreased by 10% for each step or round for 1d6 rounds. |
N/A: Only 1 levels with this spell. | N/A | 30 Soul | 3 | a 4x4 space area around a space of your choosing | Level 1: 50/80 |
This is a Tier 3 spell Level 1: 75/150 |
Ghastly Presence |
This spell is a part of the Deconstruction spell chain and rune stone. With the creation of Ghastly Presence, a ghost-like formation appears behind all enemy targets. The ghost suddenly starts attacking with spiritual claws at the back of the targets doing 5d20 damage, and then disappears. |
Level 2 Upgrade: Increase damage by 1d12. Level 3 Upgrade: Increase damage by 1d12. Level 4 Upgrade: Increase damage by 1d12. |
N/A | 20 Soul; +10 per level | 2; +1 per level | all enemy targets |
Level 1: 55/85 Level 2: 45/75 Level 3: 35/65 Level 4: 25/55 |
This is a Tier 2 spell Level 1: 50/100 |
Ghastly Presence |
This spell is a part of the Deconstruction spell chain and rune stone. With the creation of Ghastly Presence, a ghost-like formation appears behind all enemy targets. The ghost suddenly starts attacking with spiritual claws at the back of the targets doing 5d20 damage, and then disappears. |
Level 2 Upgrade: Increase damage by 1d12. Level 3 Upgrade: Increase damage by 1d12. Level 4 Upgrade: Increase damage by 1d12. |
N/A | 20 Soul; +10 per level | 2; +1 per level | 1 target |
Level 1: 55/85 Level 2: 45/75 Level 3: 35/65 Level 4: 25/55 |
This is a Tier 2 spell Level 1: 50/100 |
Ghostly Mount |
This spell is a part of the Deconstruction spell chain and rune stone. This spell brings back an undead horse. The appearance of it is nothing but bones that glows with an eerie purple light and its eyes are replaced with purple flame. The horse is completely loyal. Its stats are the same as a War Horse. It cannot be damaged, spooked, or destroyed and cannot attack. At the end of the spell the horse returns to the afterlife. This spell cannot be cast in battle but the horse can be road into battle. |
N/A: Only 1 levels with this spell. | N/A | 20 Soul | 2 | next to caster | Level 1: 55/85 |
This is a Tier 2 spell Level 1: 50/100 |
Graveyard's Warding |
This spell is a part of the Graveyard's Warding spell chain and rune stone. The use of this manipulation produces a faint, pale glow about the area. Those within the area find that their runic energy is weakened greatly, decreasing runic energy by 30% of all targets, friend or foe, caught within the affected area. You, the spell caster, are unaffected. |
N/A: Only 1 levels with this spell. | N/A | 15 soul | 1.5 | a 4x4 space area around the caster | Level 1: 60/90 |
This is a Tier 1 spell Level 1: 25/50 |
Judgment |
This spell is a part of the Beast's Prey spell chain and 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, Endurance, and Power would also be dropped to 10 and unable to be restored past 10. |
N/A: Only 1 levels with this spell. | N/A | 60 Soul | 6 | 1 target | Level 1: 35/65 |
This is a Tier 6 spell Level 1: 200/400 |
Last Cry |
This spell is a part of the Loss of Self spell chain and 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. |
N/A: Only 1 levels with this spell. |
Weapon Effect: Last Cry Critical Hit inflicts Fear for 1d4 rounds. |
20 Soul | 2 | a 3x3 space area around the caster | Level 1: 50/80 |
This is a Tier 3 spell Level 1: 75/150 |
Loss of Self |
This spell is a part of the Loss of Self spell chain and rune stone. This spell begins to deteriorate the personality of the target it is used on. Without this personality, they lose conviction in what they are fighting for. Losing conviction makes them deal less damage with every attack. Every time the target attacks, their physical damage is reduced by 25% until the spell wears off. |
N/A: Only 1 levels with this spell. |
Weapon Effect: Loss of Self Critical Hit causes spell effect. |
10 Soul | 1 | 1 target | Level 1: 60/90 |
This is a Tier 1 spell Level 1: 25/50 |