Death Magic

Death.png

Necromancy is the magic of the runic element, death. Therefore it has the following properties:

Effects on Magic Damage: Double magic power for magic attacks done against those of the time element.

Effects on Magic Defense: 20% chance for immunity to death and time magic attacks.

Affinities: Death, Decay

Months: Varassis, Elasys

Death Magic is magic that involves the manipulation of the death element, and all of the aspects that come with or from death. Death Magic is categorized into the following: Necromancy and Seniumancy.

  • Necromancy is the control and manipultion of death, the ending of energy and life. It is offensive magic and a form of summoning magic where the summoning is the raising of the dead. It's affinity is death.
  • Seniumancy is the control of decay and the process of dying and rotting. Seniumancy is mainly about status effects such as poisons and the like. It's affinity is decay.

Minor elemental manipulation usually involves effecting decay and stages of death and rot.

Death Affinities

Those born under the element of death will have a stronger affinity to one of two aspects of death. Those aspects are death and decay.

Death is the most iconic and well known aspect of death magic and as the aspect of necromancy. It is the very aspect of death itself, of ending life and energy and controlling of the dead and undead. Death governs death magic's power of summoning and ending life. Through death, one might inspire fear or extinguish light. These are your necromancers. Those with the death affinity are quiet, mysterious, and great observers of the very process of life and death.

Decay is the aspect of the processes that happen to living things when they die. It is perhaps the darkest aspect in all of magic. It is the essence of rotting and entropy that black nights call upon. Through the aspect of decay one might inflict sickness or weaken things. Those with the decay affinity are themselves depressed and feeling the crushing reality of their own coming death.

Minor Elemental Manipulations

Those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.

Death: to use minor death manipulations you must have a Runic Soul greater than 10 and have mastered at least one necromancy spell. Then you can cause small manipulations like extinguish light sources, increase fear or anxiety in a person, and so forth. The degree of control needed will determine how much runic soul you need to have.

Decay: to use minor decay manipulations you must have a Runic Soul greater than 10 and have mastered at least one seniumancy spell. Then you can cause small manipulations like breaking down obstacles, inflicting others with a feeling of illness, and so forth. The degree of control needed will determine how much runic soul you need to have.

The Two Iconic Symbols of Death Magic

In the elemental magic of Life Magic, there are two iconic symbols. They are Serenity and Pain. These symbols are said to be the very source of death magic, even though like all elemental magic in Nor'Ova, necromancy is conducted not by incantations or potions, but by manipulating the element of death to produce magical effects.

These symbols are therefore nothing more than just symbols, representatives of the two opposing forces of magic, the positive force and the negative force. Magic as a whole is neither evil or good. It is simply a neutral force. Society doesn't judge based on what magic is used, only on how it is used and for what reason. Therefore, despite whether or not certain spells may be associated with what is considered the good or the dark side of magic, the use of spells has no effect on your alignment unless it is used for a wholly good purpose, or for a whole evil purpose.

This is especially important to remember when dealing with magic that is traditionally seen as dark such as necromancy. Necromancy and even Seniumancy are both important to the processes of the world and have beneficial properties so it is entirely possible to play as a good necromancer. You could be the one that keeps communities safe from graveyards, or the one that see's off the dying. Just because other forms of literature out there paint death magic as evil doesn't mean that it is. It is all depending on the heart and mindset of its mage and the purpose for why the spell is being cast.

In the elemental magic of Death Magic, Serenity symbolizes the light aspect while Pain represents the dark aspect.

Environmental Effects on Death Magic

Due to the fact that elemental magic is elemental, the environment can play an effect on the magic you are casting. If the environment has a larger amount of your element present, your magic will be stronger. If the environment has a lesser amount of the element you are casting, your element will be weaker. If the element present in your environment is about average, then there would be no change.

In the case of death magic:

  • In places where there is a lot of death element present - such as cemeteries, hospitals, swamps, and ancient crypts - death magic effects are increased by x 1.25
  • In lush fields or in places with a lot of life element present, death magic effects are decreased by x 0.75.

The Soul of Death

All who live upon Nor'Ova have within them what is known as their runic soul. It is the very part of their being that connects them to their runic element. By connecting and using your runic element more and more, your runic soul grows and strengthens.

The runic soul of death is that of the terrible and frightening Lich. The various affinities have their own minor soul that they connect to.

  • Death: The affinity soul of Death is the Poltergeist. They have a 20% chance to end any ongoing status effect that they might have.
  • Decay: The affinity soul of Decay is the Zombie. Critical Hits decay the target's armor an additional 25% greater than normal and decrease the target's Soul and Endurance by 20% of the damage dealt.

The Death soul of the Livh can be reached when the one born under death has mastered 5 death spells. Once this happens, the person will have access to both the affinity soul and the runic soul. The runic soul awakens when its bearer is near certain death or feels in grave, mortal danger. By rolling 10 or less, the necromancer might then awaken his or her runic soul, and will automatically take on the characteristics of the undead with physical damages having a 25% chance of healing instead of hurting and magic being only 75% effective against the necromancer. The necromancer furthermore will be immune to any status effects and have any status effects ended and have a 50% chance of being fully healed upon transformation. Due to the immense power of this awakening, the necromancer can only call upon this power once a day.

This chance does increase as your connection to death increases. For every 10 spell levels that you have acquired, the chance increases by 5. The max increase is up to 60%.

The affinity souls do not increase.

Death Magic Progression

Necromancy v3.jpg

Death Magic Spells

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

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

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

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

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

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
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

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

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

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

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

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

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

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 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 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

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

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

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

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

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

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

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

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

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

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

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

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

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 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 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 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 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 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

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

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

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

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

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

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

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