Necromancy

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Well of the Dead

This spell is a part of the Fang spell chain and can 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 +30 to melee, throw, and bow power, and + 15 to Speed and Fortitude. Once the spell is over however the energy quickly drains out of target, leaving the target half of their Endurance. 

Level 2 Upgrade: Increase bonus to melee, bow, and throw by 20.
Level 3 Upgrade: Increase bonus to Speed and Fortitude by 15.
Level 4 Upgrade: Double Power Stat
N/A 30 Soul; +10 per level 3; +1 per level 1 target or self Level 1:  50/80
Level 2:  40/70
Level 3:  30/60
Level 4:  20/50

This is a Tier 3 spell

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

Voiceless

This spell is a part of the Deconstruction spell chain and 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: Only 1 levels with this spell. N/A 40 Soul 4 1 target Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

Vengeance of the Cursed

This spell is a part of the Fang spell chain and 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 2d% + 5d20 + double Runic Energy damage. The ghosts leave you and your allies alone. They disappear after attacking.

Level 2 Upgrade: Increase damage by 1d% + 1d20.
Level 3 Upgrade: Increase damage by 1d% + 1d20.
Level 4 Upgrade: Increase damage by 1d% + 1d20.
N/A 60 Soul; +10 per level 6; +1 per level all enemy targets Level 1:  35/65
Level 2:  25/55
Level 3:  15/45
Level 4:  5/35

This is a Tier 6 spell

Level 1: 200/400
Level 2: 225/450
Level 3: 250/500
Level 4: 275/550

Vampiric Strain

This spell is a part of the Fang spell chain and 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 2d12 Vitality damage to the target and the damage taken is used to replenish your Vitality.

N/A: Only 1 levels with this spell.

Weapon Effect: Vampiric Strain (Melee Weapon Only)

Critical Hit drains 1d12 Vitality from target and gives it to the wielder.

20 Soul 2 1 target or self Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Stranglehold

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 neck of the target. Each round the dark magic has a 20% chance of killing the target.

N/A: Only 1 levels with this spell. N/A 50 Soul 4 1 target Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/250

Stop

This spell is a part of the Deconstruction spell chain and 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. The target may make a resistance check each time it's the target's turn or when the target is attacked to try to break the effects of the spell.

N/A: Only 1 levels with this spell. N/A 30 Soul 3 1 target Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Serenity's Verdict

This spell is a part of the Beast's Prey spell chain and 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: Only 1 levels with this spell. N/A 50 Soul 4 1 target Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Serenity's Protection

This spell is a part of the Fang spell chain and 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 6d12 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: Only 1 levels with this spell. N/A 40 Soul 4 1 target or self Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Serenity's Forceful Ways

This spell is a part of the Fang spell chain and rune stone. This special spell calls upon the positive aspect of death, the Serenity. When this spell is cast, the single target is surrounded in serenity. But, suddenly, amidst the calm, the target can feel horrible injuries ripping into the target’s body. Serenity releases the target and the damage of 2d% + 3d20 is done.

Level 2 Upgrade: Increase damage by 2d20.
Level 3 Upgrade: Increase damage by 2d20; inflict loss of self status effect for 1d6 rounds.
Level 4 Upgrade: Increase damage by 2d20; inflict depression for 1d6 rounds.
N/A 50 Soul;  +10 per level 5; +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
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Serenity's Embrace

This spell is a part of the Fang spell chain and rune stone. With this manipulation the target is enveloped in this sudden sense of calm and safety as they fall into a deep slumber known as a coma. The magic completely drains the target’s Endurance. The target can be restored only when the target has Endurance recovered.

N/A: Only 1 levels with this spell.

Weapon Effect: Serenity's Embrace

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

45 Soul 4 1 target Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Serenity's Calm

This spell is a part of the Fang spell chain and  rune stone. When this spell is created the single target is surrounded in serenity. But, suddenly among the calm, the target can feel horrible injuries ripping into the target’s body doing 5d20 damage. Serenity releases the target and the damage is done.

Level 2 Upgrade: Increase damage by 1d20.
Level 3 Upgrade: Increase damage by 1d20; inflicts loss of self for 1d4 rounds.
Level 4 Upgrade: Increase damage by 1d20; inflicts depression for 1d4 rounds.

Weapon Effect: Serenity's Calm

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

25 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
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Serenity's Beckoning

This spell is a part of the Beast's Prey spell chain and 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 will check with the caster's runic energy as a penalty when the spell is cast.

N/A: Only 1 levels with this spell. N/A 35 Soul 4 all enemies Level 1:  50/80

This is a Tier 3 skill

Level 1: 75/150

Serenity's Arrival

This spell is a part of the Fang spell chain and 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 2d20 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.

N/A: Only 1 levels with this spell.

Weapon Effect: Serenity's Arrival

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

55 Soul 5 1 target Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/250

Ritual of the Mirrentori

This spell is a part of the Fang spell chain and 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 +50 to all of your runic energy 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 loosing all the benefits of being a lich. You are stunned for 1d3 rounds after the spell ends.

N/A: Only 1 levels with this spell. N/A 60 Soul 6.5 self Level 1:  35/65

This is a Tier 6 spell

Level 1: 200/400

Rise of the Doomed

This spell is a part of the Graveyard's Warding spell chain and rune stone. This spell starts as Release of the Doomed. It isn't until a target makes a successful strength check that it is realized something has changed. When the target frees itself, the doomed comes out of the ground and tackles the target to the ground, requiring the target to make another strength check with the caster's Runic Energy as a penalty, and loose another round. The tackle does double the caster's Runic Energy for physical damage.

N/A: Only 1 levels with this spell. N/A 30 Soul 3 all enemy targets Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Revival

This spell is a part of the Graveyard's Warding spell chain and rune stone. This spell brings about a revival and rejuvenation. First it revives destroyed or damaged items, armor, and weapons by your Runic Energy amount of durability or armor. Second it rejuvenates targets by removing any negative status effects with equal ease.

N/A: Only 1 levels with this spell. N/A 50 Soul 5 1 target Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/250

Returned One

This spell is a part of the Graveyard's Warding spell chain and 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 2d% + Runic Energy and can attack 1d4 times each round.

Level 2 Upgrade: Increase attack power by 3d20.
Level 3 Upgrade: Increase attack power by 3d20.
Level 4 Upgrade: Increase attack power by 3d20.
N/A 50 Soul; +10 per level 5; +1 per level 1 dead target Level 1:  40/70
Level 2:  30/60
Level 3:  20/50
Level 4:  10/40

This is a Tier 5 spell

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 225/450

Resurrection

This spell is a part of the Graveyard's Warding spell chain and 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 can restore a character who is incapacitated or even fully dead, if done so within 1 hour of death.

N/A: Only 1 levels with this spell. N/A 60 Soul 7 1 target Level 1:  35/65

This is a Tier 6 spell

Level 1: 200/400

Release of the Doomed

This spell is a part of the Graveyard's Warding spell chain and rune stone. With the casting of this spell skeletal hands reach up from the ground and grab the legs of any enemy targets. Effected targets must make a strength check with the caster's Runic Energy as a penalty to be freed. If the target is not wearing leg armor, the target will receive 4d20 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: Only 1 levels with this spell. N/A 20 Soul 2 all enemy targets Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Reign of Acid

This spell is a part of the Deconstruction spell chain and 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 8d20 damage and 4d20 extra damage to armor to every enemy each round. Yourself and allies can have a magic umbrella that protects from the acid rain by spending an extra 15 Soul per target to protect per round.

N/A: Only 1 levels with this spell. N/A 40 Soul 4 battlefield Level 1:  45/75

This is a Tier 4 skill

Level 1: 100/200

Reanimation

This spell is a part of the Graveyard's Warding spell chain and 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: Only 1 levels with this spell. N/A 40 Soul 5 1 dead target Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Raise Zombie

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

N/A: Only 1 levels with this spell. N/A 50 Soul 4 next to caster Level 1:  40/70

This is a Tier 2 spell

Level 1: 150/300

Raise Reverent

This spell is a part of the Graveyard's Warding spell chain and rune stone. With this spell you raise an undead reverent as your servant. The number of active reverents you can have is the the first digit of your Will stat, so if you have a Will less than 20 you can only have 1 active. For information on the reverent and its stats, look in the bestiary.

N/A: Only 1 levels with this spell. N/A 60 Soul 6 next to caster Level 1:  35/65

This is a Tier 6 spell

Level 1: 200/400

Plague

This spell is a part of the Bio Instability spell chain and 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 2d12 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 1d6 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. 

N/A: Only 1 levels with this spell.

Weapon Effect: Plague

Critical Hit causes 1d8 poison. This is a compounding effect with each critical hit adding another 1d8 poison. The poison can be enhanced to 1d10 with 50 Soul spent

30 Soul 3 1 target Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Pain's Pleasure

This spell is a part of the Bio Instability spell chain and 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 3d% damage per round, and making the target unable to do skills or spells that take more than half of his or her casting speed or are more complex than level 1. It is almost as if the magic enjoys watching the target suffer.

Level 2 Upgrade: Increase damage by 1d%.
Level 3 Upgrade: Increase damage by 1d%.
Level 4 Upgrade: Increase damage by 1d%.
N/A 60 Soul; +10 per level 6; +1 per level 1 target Level 1:  35/65
Level 2:  25/55
Level 3:  15/45
Level 4:  5/35

This is a Tier 6 spell

Level 1: 200/400
Level 2: 225/450
Level 3: 250/500
Level 4: 275/550

Pain's Persistence

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

N/A: Only 1 levels with this spell.

Weapon Effect: Pain's Persistence

Critical Hit dazes target for 1 round

50 Soul 4 1 target Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

Pain's Desperation

This spell is a part of the Loss of Self spell chain and 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 2d%. The target is however stunned for 1d6 rounds due to the intense pain.

Level 2 Upgrade: Increase damage by 2d20.
Level 3 Upgrade: Cause steady damage of 1d20 to Vitality per round.
N/A 60 Soul; +10 per level 5; +1 per level 1 target Level 1:  35/65
Level 2:  25/55
Level 3:  15/45

This is a Tier 6 spell

Level 1: 200/400
Level 2: 225/450
Level 3: 250/500

Pain's Caress

This spell is a part of the Graveyard's Warding spell chain and rune stone. With this spell you create large gashes on the surface of the target, causing immense pain to flush over them and causing an inflict 8d20 damage. It looks like the skin or other top layer is being peeled off of the target.

Level 2 Upgrade: Increase damage by 1d20 + 1d12.
Level 3 Upgrade: Increase damage by 1d20 + 1d12.
Level 4 Upgrade: Increase damage by 1d20 + 1d12.
N/A 40 Soul; +10 per level 4; +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
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Nightwalker's Curse

This spell is a part of the Fang spell chain and 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 melee, bow, and throw power double. The target's speed also doubles. 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...

N/A: Only 1 levels with this spell.

Armor Effect: Nightwalker's Curse (Overgarment Only)

Increases power stat as well as melee, throw, and bow power by 20% but decreases runic energy by 10%.

50 Soul 5.5 1 target or self Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

Nightmare

This spell is a part of the Loss of Self spell chain and rune stone. The magic of Nightmare is made to recreate the nightmare of someone. Each enemy target sees some creature that attacks them doing 5d20+10 damage. The creature is different to each target. When the spell breaks off they all find that what they saw actually did real damage to them.

Level 2 Upgrade: Increase damage by 1d12.
Level 3 Upgrade: Increase damage by 1d12.
Level 4 Upgrade: Increase damage by 1d12; inflict fear for 1d4 rounds.
N/A 30 Soul; +10 per level 3; +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
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Tags: Necromancy