Necromancy

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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

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

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

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

Night Shade

This spell is a part of the Bio Instability spell chain and 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 4d10 Vitality per round. 

N/A: Only 1 levels with this spell.

Weapon Effect - Night Shade

Critical Hit causes spell effect.

20 Soul 1 1 target Level 1:  55/85

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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
Level 2: 50/100
Level 3: 75/150
Level 4: 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
Level 2: 50/100
Level 3: 75/150
Level 4: 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

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

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

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

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

Tags: Necromancy