Necromancy
Spell | Effects Summary | Level Effects Summary | Rune Stone Effect | Stat Cost | Casting Speed | Range & Area | Success Rate | Cost to Acquire |
---|---|---|---|---|---|---|---|---|
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |