Necromancy
Spell | Effects Summary | Level Effects Summary | Rune Stone Effect | Stat Cost | Casting Speed | Range & Area | Success Rate | Cost to Acquire |
---|---|---|---|---|---|---|---|---|
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 targets 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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
Mental Decay |
This spell is a part of the Deconstruction spell chain and 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 1. Their runic energy is also halved. |
N/A: Only 1 levels with this spell. | N/A | 40 Soul | 4 | a 4x4 space area around a space of your choosing | Level 1: 45/75 |
This is a Tier 4 spell Level 1: 100/200 |
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 |
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 |
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 |
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 |
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 |
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 |