Necromancy (NeXT)

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Necromancy (NeXT)

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Post by Tony »

Necromancy

One of the darkest forms of magic, Necromancy is the manipulation of dark energies that result from the great Darkness in the universe. These powers, while not inherantly evil, are present to twist, bend, and destroy things, to remove them from the natural order of the universe. The dead walk, the seeing are blind, and poisons and toxins can ravage a countryside all in the interest of the will of the user.

Necromancy can only be cast by the Necromancy school of magic, which in turn requires Elemental Affinity: Darkness to possess.
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0 Level Necromancy 5 MP to cast, 5 Spell Points
  • Acid Splash - Deals +500 unsoakable damage to a single target.
  • Arcane Mark - Inscribes a personal rune on an object or creature (visible or invisible). Detectable by Detect Magic whether visible or not.
  • Bleed - Allows the caster to de-stabilize a creature that is "Bleeding Out." This forces the target creature to resume taking normal "bleed" damage and advance towards the death threshold. The target can be restabilized after this spell is cast. This spell has no effect on creatures that are above 0 HP or are already "Bleeding Out."
  • Detect Charm - Use extrasensory perception to recognize unnatural mental/emotional influences (magic, psionic, drug-induced, etc.) active within two Areas.
  • Detect Magic - Detects magical auras within one Area for (Mage Level) actions; this spell allows closer inspection the more time is dedicated to it. First, the presence of an aura; then how many and how strong each is; then, further inspection can allow checks to further determine the specifics of the aura. Overly powerful auras may mask weaker ones, and magic-rich areas may distort the effect.
  • Detect Poison - Allows the caster to determine whether an object, creature, or item is poisoned. Poisons can come in different varieties, potencies, and types, and this spell allows the caster to generally detect toxins, venoms, chemicals, food, water, or inanimate objects that could harm that caster. This spell will also detect airborne poisons, ranging from carbon monoxide to Sarin gas, and will determine whether a particular poison is natural or supernatural in effect.
  • Dancing Lights - Create up to (Mage Level/2) floating lights that offer the same amount of light as a lantern or torch. If this spell is cast more than once, the previous instances of light wink out. These lights can move up to (Mage Level) Areas away from the caster; beyond that, the light will dissipate. These offer visibility in low-light or dark areas, can be different colors, and these lights can function in lieu of flashlights or torches.
  • Flare - Creates a blinding flash of light directly in front of one target, inflicting the "Blind" status effect beginning at Mild, adding +1 Severity level per 2 Mage Levels. This effect lasts for 1d5 rounds. This does not affect sightless targets or targets that are already suffering that status effect. [Magic Defense Only]
  • Ghost Sound - Create phantom sounds at a particular location; once the type and placement of a sound is specified, it cannot be changed until it is either dispelled or fades naturally. You can produce as much noise as four normal humans per Mage Level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. [Magic Defense Only]
  • Light - Give an object a torch-like glow for (Mage Level) rounds that will illuminate up to (Mage Level/2) Areas around the lit item. Only one Light spell can be active at a time; if it is cast again on another object, the previous Light will fade.
  • Mending - Allows the caster to gradually repair inanimate objects. All of the object's pieces, or replacements for it, must be present in order to proceed. This cannot create new objects, does not conjure tools or parts, nor is it an instant effect. A caster's Mage Level improves the caster's ability to Mend more complicated objects (GM discretion).
  • Message - Allows a caster to whisper cross a distance; up to (Mage Level) specific targets can both hear and reply to (Mage Level) messages transmitted this way. This is not inaudible, but non-targeted creatures must pass a Perception check against a casting roll to discern the sound. This is not line-of-sight, and can travel up to (Mage Level) Areas away from the target, including through thin barriers (glass, a simple door, a thin wall, etc.) or through gaps in larger barriers (through an open doorway in a wall, an open window, etc.)
  • Open/Close - Allows the caster to open or close objects at a distance, including doors, windows, chests, barrels, boxes, etc. If something is preventing that object from simply opening (a lock, a bar, a latch, etc.) that object does not open. Large or heavy objects (a reinforced door, a bulkhead, etc.) may not work with this spell, depending on the caster's Mage Level (GM discretion).
  • Spark - Allows the caster to ignite flammable objects. This function grows more powerful as a character's mage level increases; the Level 0 version is equivalent to using flint and steel, so as the character progresses, its Mage Level determines how potent its Spark is. A master mage may be able to ignite rocket fuel inside an engine.



1st Level Necromancy 10 MP to cast, 10 Spell Points
  • Alarm - Allows a caster to create a subtle ward on a selected Area. Once the spell effect is in place, it thereafter sounds a mental or audible alarm each time a creature enters the warded area or touches it. A creature that speaks the password (determined at the time of casting) does not set off the alarm. The caster decides at the time of casting whether the alarm will be mental or audible in nature. Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within a reasonable distance of the warded area. The caster notes a single mental "ping" that can awaken the caster from normal sleep but does not otherwise disturb concentration. Audible Alarm: An audible alarm produces the sound of a hand bell. The sound lasts for 1 round.
  • Animate Rope - You can animate a nonliving rope-like object. The possible commands are "coil" (form a neat, coiled stack), "coil and knot," "loop," "loop and knot," "tie and knot," and the opposites of all of the above ("uncoil," and so forth). Commands can be given once per round as a support action; this includes directly interacting with an enemy. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reaction check against the caster's magic roll to become entangled. Targets can use a standard action to fight off the coil, dealing its physical or magical damage against the caster's Spell Level damage as if it were the rope's hit points. The rope itself and any knots tied in it are not magical. The spell cannot affect objects carried or worn by a creature.
  • Ant Haul - Allows a caster to add (Mage Level * 3) Item Slots to a target's carrying capacity. These slots are temporary, and will wear off within (Mage Level) hours or when the party reaches a "rest point" (GM determination). Any items slotted in these temporary Item Slots when the spell ends are dropped immediately.
  • Break - This spell allows a caster to damage an inanimate object; this can break doors, shatter boxes, or damage components on vehicles. If used against a vehicle, this spell deals one "hit" of damage to a targeted hardpoint. Otherwise, GM-determined damage can be done to other inanimate objects.
  • Bungle - This spell inflicts a roll penalty on a single target's next action (including dodges and non-combat actions) equal to the caster's (Mage Level * 2) (-20 at Level 10).
  • Cause Fear - This spell grants a bonus of +2 per mage level(+20 at L10) to a Speechcraft check for the purposes of intimidation. Requisite MP is spent for this spell each time it is used.
  • Charm Person - This charm makes a humanoid creature regard the caster as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by the caster or its allies, however, it receives a rolls astep higher against this spell. The spell does not enable the caster to control the charmed person as if it were an automaton, but it perceives the caster's words and actions in the most favorable way. The target will not do something it would ordinarily not do, but Speechcraft checks can be made with more favorable conditions to persuade it. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by the caster or its apparent allies that threatens the charmed person breaks the spell. This effect otherwise lasts for 1d5 actions, or will fade when the caster leaves the target's immediate area.
  • Compel Hostility - The character is able to direct the attention of (Mage Level) monsters and other nonsentient or semi-sentient creatures to a specific target instead of others. This effect lasts for 5 rounds. This spell is considered a "self buff" rather than a targetted spell, and creatures who may attack others around the targetted object/character must roll Magic Defense vs. DC50 + 10/Mage Level (150 at Level 10).
  • Corrosive Touch - This spell allows a caster to reduce the effectiveness of armor until it's repaired. Inflicts magic damage to Physical Soak (not magic!) on armor pieces until the armor is repaired.
  • Crafter's Curse - This spell inflicts a mild curse on a target's creative faculties. The next Craft check by the target suffers a (caster's Mage Level * 2) (-20 at Level 10) roll penalty. Each time this bonus is used, costs level-requisite MP.
  • Damp Powder - This spell causes ammunition already loaded into the target firearm to be ruined with moisture. Any attempt to fire the weapon fails, with no chance for misfire, and the user must then take a full-round action to clear the weapon before reloading and firing it.
  • Dancing Lantern - Allows a target light source to follow the caster; this can be a listed item or otherwise, but must be on-hand. The light does not require power, batteries, fuel, or other similar prerequisites. It hovers about shoulder-height and will follow the caster at its speed. The spell ends after 1d5 move actions.
  • Deathwatch - When this spell is cast, the character detects characters between 0 HP and their Death Threshold (or similar effect on NPCs) within (Mage Level) Areas for 5 rounds.
  • Delusional Pride - This spell inflicts a severe sense of hubris on a single target, bolstering his/her self-confidence to annoying levels... however, that sense of self also protects them from exterior influences. The subject of this spell receives a roll penalty of (Mage Level * 2) (-20 at Level 10) to skill checks and physical combat rolls for (Mage Level) rounds, but receives a roll bonus of (Mage Level * 2) (+20 at Level 10) magic and magic defense rolls, as well as defensive checks vs. Intimidation, Diplomacy, and "Charm"-like effects.
  • Detect Secret Doors - Allows the caster to detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. This can be used to allow Search checks to roll one step higher. This spell can penetrate small barriers, and the effect lasts for 5 checks.
  • Detect Undead - Allows the caster to detect the aura that surrounds undead creatures. This effect lasts for 5 rounds, and can be used to enhance Perception checks by one step particularly regarding looking for undead creatures.
  • Disguise Self - Allows the caster to change the appearance of itself, its clothing, equipment, and whatever it's carrying. The character cannot change its size rating, its race, but can change its hair or skin color, sex, or other external appearances. The character still feels and sounds the same. This can be used to allow a character to roll a step higher on Disguise checks. Anything that interacts with the character gets a Magic Defense check against the original casting check to see through the illusion. This effect lasts for an hour.
  • Doom - The character is able to strike a target with a -2 bonus/Mage Level to one specific skill for 5 rounds (-20 at Level 10).
  • Ear-Piercing Scream - This spell allows the caster to create a banshee's scream, emanating powerful sonic waves to damage and disorient targets. Inflicts Force-based damage (+500) and Mild "Pain" status for (Mage Level) rounds.
  • Endure Elements - Allows the caster to target (Mage Level) creatures, permitting them to endure reasonable environmental discomforts. These can include hot or cold temperatures, increasing in severity as the caster's Mage Level goes up. A target's equipment is likewise protected. Endure elements doesn't provide any protection from elemental damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
  • Entropic Shield - The character is able to place a buffering shield of spiritual energy around themselves or another target. When a ranged or magical attack is used against the shielded subject, caster adds +5/Mage Level to their Dodge check for 5 rounds.
  • Erase - Allows a caster to remove writings of either magical or mundane nature. Nonmagical writing is automatically erased if no one else is holding it. To erase magical writing, the caster must defeat an opposing roll; failure on this spell will trigger magical writing.
  • Forbid Action - The character is able to spiritually bar a target from performing one simple action, such as movement or speaking. Breathing or similar functions are not affected.
  • Hold Portal - This spell magically holds shut a door, gate, window, shutter, or similar object. The magic affects the portal just as if it were securely closed and normally locked with a latch. Any attempts to open this portal must be made against the caster's roll, whether physical or magical. This effect lasts for 1d5 rounds.
  • Hypnotism - Allows a character to use gestures and droning incantation to fascinate nearby targets, causing them to stop and stare blankly. While under this effect, the character's suggestions and requests seem more plausible. Only creatures that can see or hear the caster are affected, but they do not need to understand it to be fascinated. If in combat, targets roll a step higher on their Magic Defense against this effect. Any requests must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request. A creature that fails its saving throw does not remember that you enspelled it. A character gets an additional request per Mage Level.
  • Interrogation - This spell creates a magical curse on a single target that forces them to either tell the truth under questioning or suffer pain. Lasts for (Mage Level) rounds/actions per cast, and deals the caster's base magic damage for every conscious lie told while under the curse's effect (ignores lies of ignorance and omission).
  • Liberating Command - If the target is bound, grappled, or otherwise restrained, he may make an applicable check to escape as an immediate action, with a bonus of +5 per Mage Level.
  • Lock Gaze - Allows a caster to force a target to look at it and only it for the duration of the spell or until it is discharged. While staring at the caster, the target is considered to be distinctly averting its gaze from every other creature but the caster, granting other creatures Moderate "Concealment" status against that target's attacks. If the target leaves the caster's line of sight, it immediately suffers Mild "Blind" status for one round and the spell ends. If the caster willingly leaves the creatures's line of sight or are reduced to 0 HP, the target suffers no penalties.
  • Magic Missile - This spell creates a cluster of magical projectiles that barrage a single target. Creates 2 (+1 every 2 Mage Levels) (7 at Level 10) missiles that deal +200 spell damage apiece; however, when damage is entered, it counts as 1 hit for soak purposes).
  • Magic Stone - For 5 rounds, the character is able to imbue the Throwing Weapons, Bows, Crossbows, and other non-firearm ranged weapons of one target with their spiritual energy, adding 100 damage to the character's normal damage.
  • Magic Weapon - For 5 rounds, the character is able to imbue the weapons of one target with their spiritual energy, adding magic damage + 100 to the character's normal damage.
  • Memory Lapse - This spell addles a single target's memories, making it difficult for them to perform common tasks. Inflicts Mild "Lapse" status for (Mage Level) rounds.
  • Negative Reaction - Allows the caster to force a target to simply fail to impress, whether it's actions or words. This target suffers a (-2 per Mage Level) penalty to any Speechcraft checks for the next 1d5 rounds.
  • Obscuring Mist - The user is able to conjure a thick mist in the Area they occupy. Anyone inside of it suffers from Mild "Blind" status. The mist lasts for 5 rounds.
  • Peacebond - This spell prevents a target from drawing or summoning a weapon. Magic defense only; if the target fails the roll, it must spend a round drawing the weapon, or beat a Strength check, DC 25 (+15 * Mage Level) (DC 175 at Level 10), to draw as normal. This effect lasts for (Mage Level) rounds.
  • Ray of Enfeeblement - Allows the caster to create a coruscating ray from its hand at a single target. This subject suffers Mild "Feeble" status when first struck, and will last for 1d5 rounds. If struck by more Rays of Enfeeblement, that severity increases by one level for each successive attack, but once the original duration ends, the entire effect dissipates.
  • Restore Corpse - Allows the caster to grow flesh on a decomposed or skeletonized corpse of a Giant 1 or smaller creature, providing it with sufficient flesh that it can be animated, buried, or otherwise laid to rest. The corpse looks as it did when the creature died. The new flesh is somewhat rotted and not fit for eating.
  • Summon Monster I - The caster is able to summon a Level 1 creature for 5 rounds.
  • Sun Metal - The character is able to imbue a flaming quality to a melee weapon. Inflicts Mild "Enfire" status on a single target for 5 rounds.
  • Unprepared Combatant - This spell reduces a target's readiness before combat. If the spell succeeds against an enemy before combat begins or before its first turn, the target rolls its initiative with a (Mage Level * 10) penalty (no lower than half its normal value) and the first direct attack against the target forces it to roll flat-footed.
  • Weaken Powder - Allows a caster to weaken the charge or lessen a weapon's discharge velocity when fired, specifically regarding firearm-like weapons. For 1d5 rounds, the target's firearm damage is reduced by (-5% per Mage Level). If a target spends a standard action to reload the weapon, the effect is nullified.
Level 2 Necromancy 40 MP to cast, 15 Spell Points
  • Accelerate Poison - This spell increases the Severity level of a "Poison," "Disease," "Infestation," and "Plague" status effect by 1 per cast. Regardless of the new level's severity, the spell only lasts as long as its original cast dictates.
  • Animate Dead, Lesser - The character is able to transform a deceased skeleton or corpse into a short-lived minion. This can only be used on weak, common monsters or NPCs. The effect lasts for (Mage Level * 2) rounds.
  • Ant Haul, Communal - The character is able to imbue (Mage Level) targets with spiritual strength. For 5 rounds, the targets gain +20 Inventory Slots.
  • Arcane Lock - This spell creates an illusory lock on a single object (a chest, a doorway, etc.) that cannot be picked. This spell, however, can be dispelled by magic instead, with a DC equal to that of the caster's lock-creating cast. This lock lasts until it is dispelled.
  • Arrow Eruption - This spell, when cast on a single target, creates an explosion of projectiles outwards if that target is killed by a firearm or a bow/crossbow. This effect lasts for (Mage Level) rounds, and acts as a grenade-like effect if the target is killed by a projectile attack within the effect's duration: all targets in the Area must roll Flat-Foot dodge, DC 50 (+10 * Mage Level) (DC150 at Level 10) to avoid damage equal to that of the projectile that killed the target.
  • Badger's Ferocity - The character is able to focus his/her spiritual energy into another's weapon. Each cast of this spell grants Mild "Sharpen" status to a single character for 1 round, whether the target hits or misses.
  • Bear's Endurance - The character grants a bonus of +20 Physical Soak/Mage Level (+200 at Level 10) to a single target for 5 rounds.
  • Bull's Strength - The character grants a bonus of +20 Strength/Mage Level to a character for lifting and damage purposes (+200 at Level 10).
  • Burning Gaze - This character has a look that can kill ... literally. By locking eyes with a single target, this character can deal fire damage at up to (Mage Level) Areas away, equal to base magic damage +1000.
  • Command Undead - This spell allows a character to control and manipulate a single lesser Undead/Demon/Devil-type target for a short time. This inflicts Terminal "Confuse" status on a single Undead/Demon/Devil-type target for (Mage Level) rounds/actions.
  • Darkness - The character is able to shade (Mage Level) Areas in thick clouds of spiritual energy. Any targets inside these Areas suffer Moderate "Blind" status. The clouds last for 5 rounds.
  • Darkvision - This spell allows a single target to see in total darkness. This spell negates low-light/no-light penalties and negates +1 Severity/2 Mage Levels (Terminal at Level 10) "Blind" status effects when cast. Lasts for (Mage Level) rounds.
  • Daze Monster - This spell dazes and disorients a single target for a short time, preventing it from action. Makes a target lose its next dedicated action, not including defensive ones.
  • Death Knell - Deals +1000 magic damage to a target; if that target is killed (reduced below Death Threshold, not just KO) by this spell, the caster's HP is restored by his/her magic damage and his/her Max HP is raised above normal limit by +500/Mage Level (+5000 at Level 10) for (Mage Level * 2) rounds.
  • Desecrate - The character is able to curse and defile (Mage Level) Areas with spiritual energy. When Undead-, Dark-, or Devil/Demon-type enemies enter these Areas, they are given Moderate "Regenerate" and Mild "Haste" statuses. These areas remain cursed for (Mage Level * 2) rounds.
  • Disfiguring Touch - With a touch, the caster causes the victim of this spell to suffer a painful curse that causes it to grow hideously disfigured. The physical appearance of the deformity is subject to the caster's whim, and the subject suffers a -20/Mage Level penalty to a selected statistic. The effect lasts for (Mage Level) rounds.
  • Dust of Twilight - A shower of iridescent black particles clings to and extinguishes mundane light sources (not electric) and dispels any light-casting spell within (Mage Level) Areas.
  • Eagle's Splendor - The character grants a bonus of +20 Spirit/Mage Level (+200 at Level 10) to a single character for 5 rounds.
  • Endure Elements, Communal - The character and (Mage Level * 2) allies are able to safely survive in inclement weather/elements (high heat/cold, freezing rain, etc.) without passive penalties for 5 rounds/actions per cast.
  • False Life - This spell twists life energy into granting the caster only additional vitae. This spell grants the caster an additional (+500 * Mage Level) (+5000 at Level 10) to its Maximum HP, but does not restore it to that amount. This effect lasts for (Mage Level) rounds, and when that time is expired, HP is ripped from the caster by the aether, (-250 * Mage Level) (-2500 at Level 10), which cannot be restored except by 8 hours (or equivalent) of rest.
  • Feast of Ashes - The character is able to imbue a single target with famishment, making him/her ravenously hungry and weakened until sustenance is acquired. Until food or nutrients are absorbed in some way, target suffers from Moderate "Feeble" status.
  • Gentle Repose - This spell uses spiritual energy to preserve a deceased body and prevent it from decaying, either naturally or otherwise. Once cast, the spell will linger unless dispelled.
  • Ghostbane Dirge - The character is able to give the incorporeal physical form. For 5 rounds, a Ghost-, Spirit-, or Heartless-like target takes half-damage (instead of no damage) from non-magical weapons.
  • Ghostly Disguise - This novelty spell makes a target appear as a ghastly outline of itself, though it does not benefit from the incorporeal disguise beyond appearances. It is mostly transparent, a lightish tinge, and even walks with a floating appearance. This effect lasts for (Mage Level) rounds, and may be seen through with a Sensory Perception check, DC 25 (+15 * Mage Level) (DC 175 at Level 10).
  • Ghoul Touch - This spell infects a single target with a paralyzing curse, while also making its body appear to be a ghoulish apparition, with rotting flesh and a skeletal visage. Roll against 1 target; if target fails, inflicted with Acute "Pain" status for (Mage Level) rounds. Each additional round afterwards, each target in the same Area as the "infected" must roll Health vs. DC 10 (+10 * Mage Level) (DC 110 at Level 10) to avoid Moderate "Weak" status effect. This can be avoided by moving 1 Area away from the "infected," and if a target fails its Health roll, effects can be negated by moving away or by simply succeeding on the next round's Health roll.
  • Haunting Mists - A stationary illusion of misty vapor inhabited by shadowy shapes arises around the caster. This cloud covers (Mage Level / 2) (round up) (5 Areas at Level 10) areas for (Mage Level) rounds and inflicts Moderate "Blind" status effect on all characters inside of it, including negating Darkvision and Night Vision technology (thermal and other heat- or spirit-related vision is unaffected). This effect is considered automatic. While inside of the mist, any and all characters must roll magic defense vs. DC 50 (+10 * Mage Level) (DC150 at Level 10) each round; if the target fails, it suffers caster's base magic damage and Mild "Stop" effect for the next round due to fright.
  • Hideous Laughter - This spell enchants a target and curses it to bouts of manic, unstoppable laughter, causing it to double over with maniacal cackles. Magic defense only; if the target fails, suffers Moderate "Stop" effect for (Mage Level) rounds.
  • Instrument of Agony - A weapon is imbued with divine power for a short time. For five rounds, a targetted weapon grants a (Item Slots * 2) bonus to Intimidation checks.
  • Knock - This spell allows a user to open locked or sealed doors, both physically and magically. For physically locked doors, this spell allows a user to add +3 per mage level to a Lockpicking roll(+30 at L10), spending requisite MP each time the bonus is used. For magically locked doors, this spell is cast against that of the door's seal to break the magical lock, spending requisite MP with each attempt.
  • Levitate - Allows a target to levitate for (Mage Level) rounds, preventing tripping traps and nullifying Earth-based damage.
  • Mad Hallucination - This spell induces a hallucinogenic reality in the mind of a single target. Surfaces seem to swim, and movement constantly distracts the eye. Magic defense only; inflicts Mild "Slow" for (Mage Level) rounds.
  • Obscure Object - This spell is able to imbue a single inanimate object with spiritual energy to cloak it from scrying attempts. This effect is permanent unless dispelled, but can only be placed on a single object at a time by any one mage.
  • Oppressive Boredom - This spell makes a single target undeniably bored by his/her current task. Magic defense only; if the target fails against this spell once, he/she becomes frustratingly bored with his/her work/task -- excluding combat -- and has the urge to find something else to do. However, the next round/after a short time, the target is given another Magic Defense check, DC 25 (+10 * Mage Level) (DC125 at Level 10) to regain interest in his/her original task. This boredom feels natural to the subject.
  • Pernicious Poison - This spell increases the potency of any poison drawn into the body by 1 Severity level. This effect lasts until a poison is introduced into the body, or until it is dispelled.
  • Protection from Arrows - This spell grants a single target an enhanced defense against projectiles, such as guns, bows, or thrown weapons. This adds (+5 * Mage Level) (+50 at Level 10) to a target's dodge checks vs. projectiles for (Mage Level) rounds.
  • Qualm - This spell makes a target feel uncomfortable with him/herself and his/her ability to perform any task competently. Magic defense only; target suffers from Mild "Weak" status for (Mage Level) rounds, or until he/she spends an action/a short time focusing.
  • Shatter - The caster is able to project concentrated sound in a cone-like shape ahead of him/herself. This is considered "Force" elemental damage (+500), and is highly effective against glass- or crystal-like objects.
  • Silence - The character is able to mute all sound within (Mage Level) Areas. This does not inflict Silence status. The silence lasts for (Mage Level) rounds.
  • Sound Burst - The character is able to project a concentrated blast of sound waves at a single target. Deals +1000 magic damage to a single target and inflicts Mild Off-Guard status.
  • Spiritual Weapon - The character is able to imbue a Melee Weapon with spiritual energy, making it able to deal normal damage to Elemental-, Ghost-, and Heartless-type enemies. This lasts for (Mage Level) hours.
  • Summon Monster II - The character is able to summon 1 Level 2 lesser monster for 1d5 rounds.
  • Touch of Idiocy - This spell dumbs a single target's mind for a short time, reducing critical thinking, problem solving, and other such faculties. Inflicts a (-20 * Mage Level) (-200 at Level 10) penalty to a target's Spirit statistic for (Mage Level) rounds.
  • Web - This spell creates thick, sticky webbing in a wide area that impairs movement and sticks to any who cross. Creates webs in up to (Mage Level / 2) (round up) (5 at Level 10) Areas; any who cross into these Areas are subject to Acute "Slow" effect. Paths through the webbing can be cut with bladed weapons, DC 50 (+10 * Mage Level) (DC150 at Level 10), including the penalty, but any who follow the path do not suffer the penalty. The webbing is permanent until removed and will not regrow to cover paths unless recast.
  • Zone of Truth - The character is able to use spiritual energy to compel characters within 1 Area to tell the truth to the best of their knowledge. When a character attempts to tell a lie (even a lie by omission) inside of this Area, they must roll their magic defense vs. the original roll made by the caster. This effect lasts for (Mage Level) rounds.
3rd Level Necromancy Spells 90 MP to cast, 20 Spell Points
  • Agonize - A wrathful spell places a temporary curse on a target. The caster places it on a single subject, and issues simple commands. If the target does not obey within his/her next free action, the target suffers the caster's magic damage +600. This effect lasts for (Mage Level) actions/commands.
  • Animate Dead - The caster is able to reanimate a corpse or skeleton. This can be used on standard, mundane human beings and larger, slightly stronger animals and monsters such as dogs, wolves, and other similarly sized creatures. The effect lasts for (Mage Level * 2) rounds.
  • Arcane Sight - This spell allows a single target to perceive magical emanations visually instead of just with extrasensory perception. For (Mage Level) rounds, this character can see and track magical auras and signs within 2 Areas.
  • Archon's Aura - The character focuses divine energy into his/her body, emanating a bright glow that registers across several spectra, including visible and spiritual. Up to (Mage Level) characters within 2 Areas must roll magic defense vs. the character's magic roll to avoid its effects. Those who fail suffer a -2/Mage Level penalty to offensive and defensive rolls for 5 rounds.
  • Ash Storm - This spell conjures a storm of dark, hot ash and soot to cover an area as if it were snow. This stinging cloud of smoke, dust, ash, and tar particles covers (Mage Level / 2) Areas, lasts for (Mage Level) rounds, inflicts Mild "Slow" status, and deals caster's base magic damage +500 to all targets caught in the storm.
  • Bestow Curse - The character is able to temporarily place a curse on a single character. Inflicts Mild "Curse" status for 5 rounds.
  • Blessing of the Mole - The character is able to give a spiritual boon to a group of allies, allowing them to see and move better in the dark. This spell blesses (Mage Level * 2) characters with temporary "dark vision" and enhances Move Slowly/Hide/Sneak Attack rolls by +2/Mage Level for 5 rounds/actions.
  • Blood Biography - The character is able to gain information and knowledge about a single creature or subject by studying its blood with spiritual energy. The information gained with each use may be different, but once the spell is used on a subject once it will return the same answer regardless of how many times the spell is used on it.
  • Chain of Perdition - The character is able to conjure a chain of pure spiritual energy that can be used for a myriad of tasks. This may be substituted for rope, a weapon, or a binding tool. The chain deals the user's base magic damage +400 if used as a weapon (consider it a whip), and has a durability of the user's base magic damage in HP.
  • Cup of Dust - This spell makes a creature extremely dehydrated, reducing its effectiveness until it acquires water. This spell inflicts Moderate "Weak" status on a single target until that target acquires water of some sort.
  • Darkvision, Communal - This spell allows a small group of targets to see in total darkness. This spell negates low-light/no-light penalties and negates +1 Severity/2 Mage Levels (Terminal at Level 10) "Blind" status effects when cast. Lasts for (Mage Level) rounds and affects (Mage Level) characters.
  • Deadly Juggernaut - The character is able to imbue his/her body with spiritual energy and a leeching spell that pulls the lost spirit energy from felled creatures into his/her body. For (Mage Level) rounds, each target a character kills bolsters his/her Physical/Magical Soak by +200. Once the spell duration ends, the effect instantly drops and resets as well.
  • Devolution - This spell reduces the power of a lesser summoned creature (not Grand Summons) for a short time. For (Mage Level) rounds, the level of a summoned creature is lowered by -1 Level / 2 Mage Levels (round down) (-5 levels at Level 10) (level 1 is minimum).
  • Distracting Cacophony - This spell fills a single Area with increasingly loud and disruptive noises that make focusing on complex tasks difficult. For (Mage Level) rounds, any character attempting a Minor Skill, Magic Skill, or Knowledge Skill must pass a Concentration check, DC 25 (+10 * Mage Level) (DC125 at Level 10), before rolling or be unable to perform their action due to distraction, losing their turn in the process.
  • Draconic Reservoir - This spell allows a character to absorb and discharge energy he/she is attacked by. For (Mage Level) rounds, the damage the subject takes to HP (after soaks and defense) is pooled in a spiritual reservoir, and at the end of the spell's duration, is able to discharge all of that energy into a single normal one-hit attack as damage. This spell expires when a character is rendered below 0 HP, and energy can be discharged before the end of the spell's duration.
  • Eldritch Fever - This spell puts a curse on a single target that makes him/her sickened when any attempts to conjure mana are attempted. For (Mage Level) rounds, when any MP is spent, this character must roll Concentration, DC 25 (+10 * Mage Level) (DC 125 at Level 10), to avoid taking the caster's magic damage and forfeiting his/her action automatically.
  • Enter Image - The character is able to imbue a physical likeness of them -- such as a painting, a statue, or a photograph -- with their consciousness. This effect lasts for (Mage Level) rounds, and the natural body is considered "sleeping" while this effect is active.
  • Eruptive Pustules - This spell creates a dense packing of acidic pustules on the outside of a single target, which explode violently when the subject is attacked. For (Mage Level) rounds, if the target suffers a physical attack to HP, the attacker must make a Flat-Foot dodge check, DC 50 (+10 * Mage Level) (DC150 at Level 10), to avoid taking the caster's base magic damage +500 and Mild "Melt" status, which has a cumulative effect.
  • Excruciating Deformation - This spell makes a single target painfully disfigured, warping his/her body in grotesque ways for a short time. Deals base magic damage +1500 and inflicts Acute "Sprain" status for (Mage Level) rounds.
  • Explosive Runes - This spell creates a scrawl of arcane writing across a smooth, flat surface that, when read regardless of comprehension, violently explode. This spell lasts until dispelled or tripped; when activated, deals the caster's base magic damage +750 to all targets in an Area.
  • Glyph of Warding - The character is able to place a "trap spell" inscription on a smooth, flat surface. This glyph covers roughly an Area of space, and when tripped detonates with spiritual energy, dealing +750 magic damage.
  • Healing Thief - This spell places a curse on a single target that drains half of the healing energy put into the target and returns it to the caster instead. For (Mage Level) rounds, when the target has restorative magic or effects -- including items -- the effect is halved, and that half of the restoration is granted to the caster.
  • Hostile Levitation - This spell is able to levitate an unwilling target into the air. This effect lifts a single target off of the ground a short distance, preventing Earth-based effects and tripping traps.
  • Howling Agony - This spell curses a single target with incredible racking pain, to the point of being unable to perform. Inflicts Acute "Pain" effect and inflicts base magic damage +500 on a single target each round for (Mage Level) rounds.
  • Invisibility Purge - The character is able to remove magical invisibility effects within a wide area. This spell negates Mild, Moderate, and Acute "Invisibility" statuses within (Mage Level) Areas for 5 rounds.
  • Ki Leech - This spell allows a target to absorb some of the mana and spiritual energy exuded when he/she is attacked. Grants Mild "Runic" effect for (Mage Level) rounds.
  • Loathsome Veil - This spell creates a transparent veil of shifting, multicolored strands of light that form into endlessly varied and alien patterns, which can nauseate or sicken targets. Magic Defense only; inflicts Moderate "Weak" status on one target for (Mage Level) rounds.
  • Marionette Possession - This spell allows the caster to possess the physical body of a single willing target within a short area. The caster projects his/her consciousness into a single willing target within (Mage Level) Areas, and can possess that body and benefits from all of its effects for (Mage Level) rounds. If the body is slain while within (Mage Level) Areas of the caster's body, the consciousness returns to the original body and the target is slain as normal; however, if the caster's body is outside (Mage Level) Areas of the possessed body, both the body and the possessor are slain.
  • Nondetection - This spell creates an anti-scrying/divination field in short area, preventing magical espionage. For (Mage Level) rounds/actions, (Mage Level) Areas are immune to magical means of detection, scrying, and other types of clairvoyance.
  • Obscure Object - This spell is able to imbue a single inanimate object with spiritual energy to cloak it from scrying attempts. This effect is permanent unless dispelled, but can only be placed on a single object at a time by any one mage.
  • Pain Strike - This spell curses a single target to suffer severe pain for a short time. Deals nonlethal base magic damage +600 per round and inflicts Mild "Weak" status for (Mage Level) rounds.
  • Rage - This spell inflicts severe anger within a single target, blinding it to all but the need to assert itself. Inflicts Mild "Berserk" status on a single target for (Mage Level) rounds.
  • Ray of Exhaustion - This spell creates a beam of malevolent energy that saps the energy from a single target. Inflicts Moderate "Fatigue" status on a single target for (Mage Level) rounds.
  • Sepia Snake Sigil - This spell creates an embossed pattern of a slithering serpent onto a flat, smooth surface that, when viewed, stops the viewer(s) in his/her/their tracks. This spell lasts until tripped or dispelled; when viewed, subjects roll Magic Defense against the caster's creation roll to avoid Chronic "Stop" status for (Mage Level) rounds.
  • Speak with Dead - The character is able to commune with the spirits of the dead, animated or otherwise. The character can "summon" a lingering spirit from a deceased corpse or skeleton and commune with it for a short time; it will answer questions or speak for (Mage Level) rounds before it is lost again.
  • Stinking Cloud - This spell douses an Area in a toxic cloud of spiritual energy. Creates a tinted fog in one Area that forces any who pass through it to roll Health, DC 25 (+10 * Mage Level) (DC 125 at Level 10), to avoid suffering the caster's base magic damage +500 once and Moderate "Poison" status for (Mage Level) rounds.
  • Strangling Hair - This spell emulates the ancient gorgons by causing a single target's hair to extend and grow automated to help defend the subject. For (Mage Level) rounds, any who attack the subject with melee must dodge an automatic "counter" grapple by the subject's hair, which is rolled with the caster's magic roll. Counter deals caster's base magic damage +600.
  • Summon Monster III - The character is able to summon 1 Level 3 lesser monster for 5 rounds.
  • Toxic Gift - This spell allows the caster to force another target to suffer its ailments. When used, this spell inflicts any and all status effects the caster is under onto the target, with fresh durations.
  • Vampiric Touch - This spell allows a single target to drain the life from targets it attacks. For (Mage Level) rounds, half of any physical melee damage the subject incurs on another target is returned as HP.
  • Vision of Hell - The character is able to mentally project a powerful series of illusory flashes into a group of targets' minds, attempting to paralyze and shake them. This spell forces an image of an illusory wasteland of fire, brimstone, floating fire heads, and other horrifying visions into (Mage Level) targets' minds. Targets roll magic defense to defend, and if they fail they are struck with Moderate "Stop" status for 5 rounds.
  • Wind Wall - The character is able to summon a buffering wall of wind stretching from one point to another. It is 1 Area tall, and any ranged attack, magic spell, or gas or similar substance that tries to pass through it must beat the caster's original roll to establish the wall to do so.
4th Level Necromancy 160 MP to cast, 30 Spell Points
  • Aura of Doom - The character is able to exude a great deal of spiritual energy or pressure, using it to intimidate all creatures within (Mage Level / 2) Areas. The character rolls his/her magic attack vs. all targets in (Mage Level / 2) Areas, and whoever fails succumbs to Acute "Stop" status for 5 rounds.
  • Control Summoned Creature - The character is able to subjugate a lesser summoned monster as if it were his/her own. The character rolls his/her magic roll vs. the original summoner's magic roll for subjugation control of the summoned monster. The effect lasts until the summoned monster is dismissed or the caster is usurped again, but is not usable against Grand Summons or similar.
  • Debilitating Portent - The character is able to imbue a curse on a single target. This spell targets a single creature and reduces all of its physical and magical damage by half for (Mage Level) rounds.
  • Dismissal - The character is able to banish a creature or monster back to the plane it originally came from. This spell is only useful against Level 4 or lower extraplanar or similar summon creatures; roll magic vs. target's magic defense for success.
  • Fleshworm Infestation - The caster is able to fester a single target with flesh-eating worms for a short time. This spell requires a character to grab another, but upon contact -- for however brief a time -- the target begins to fester with painful worms that gradually leech away health and hinder movement. Inflicts Acute "Infested" status for (Mage Level) rounds.
  • Giant Vermin - The character is able to turn generally small vermin -- such as spiders, centipedes, and mantises -- into giant creatures. This effect targets (Mage Level) vermin and blows them up in size, giving them Giant 2 for (Mage Level) rounds.
  • Plague Carrier - The caster is able to imbue a single target with a terrible effect that spreads their misery to others, like one carrying disease to his/her friends. Deals +2000 magic damage and inflicts Moderate "Trouble" status on a single character for 5 rounds.
  • Spit Venom - The character is able to project venom from the mouth as much a spitting snake would. This spell strikes a single target and deals +2000 magical damage, as well as inflicts Moderate "Poison" and Mild "Blind" statuses for 5 rounds.
  • Summon Monster IV - The character is able to summon 1 Level 4 Dark lesser creature to fight for him/her for 5 rounds.
  • Unholy Blight - The character is able to place a harsh dark energy on a single character. This spell deals +2000 Dark magic damage and inflicts Acute "Pain" status on Holy targets.
5th Level Necromancy 250 MP to cast, 40 Spell Points
  • Air Walk, Communal - The caster is able to increase the density of air to allow the caster and a group of allies to walk on it as one would ground. This spell allows a caster and (Mage Level) allies to cross empty air as if it were ground; this spell must be recast for every Area to be crossed, but the effect lasts for (Mage Level) rounds.
  • Astral Projection, Lesser - The character is able to project him/herself into the "astral plane" or the Lifestream, to commune with spirits past and present. The character is able to reside in this state of trance for (Mage Level) hours at a time.
  • Curse, Major - The character is able to bestow a powerful curse on a single target that debilitates and weakens it for a short time. Inflicts Moderate "Curse" status on a single target for 5 rounds.
  • Forbid Action, Greater - The character is able to spiritually bar a group of targets from performing one simple action, such as movement or speaking. Breathing or similar functions are not affected. This affects (Mage Level) targets.
  • Insect Plague - The character is able to summon a swarm of bees, locusts, and wasps to attack (Mage Level) characters. Deals +1000 non-elemental magic damage and inflicts Moderate "Pain" and Acute "Poison" status effects on up to (Mage Level) characters.
  • Scrying - Using a smooth, unbroken, reflective surface, the character is able to visually spy on another point through the aether. The character cannot receive audio, but can otherwise control the scry point as if it were a camera.
  • Snake Staff - The character is able to transform a wooden object into an ethereal serpent that has (magic damage) HP and inflicts (magic damage + 1000) HP damage with a bite, as well as Moderate "Poison" status for 5 rounds with each bite.
  • Slay Living - The character is able to deliver a touch-based attack to a single target that will debilitate and harm living creatures. Deals +3500 magic damage and inflicts Acute "Pain" status for 5 rounds.
  • Spell Resistance - The character is able to bolster the spiritual pressure of a single target to provide an additional buffer to incoming status-inflicting spells. When cast on a target, the character has "resistance" to status-based spells. Whenever a status-inflicting spell is cast against that target, he/she rolls dodge/magic defense as usual; if the defense fails, though, the attacker must roll 1d100, with a DC of 75 + (Caster's Mage Level * 2) (75 + 20 at Level 10), for the status to successfully "take". Any straight damage is not buffered.
  • Summon Monster V - The character is able to summon 1 Level 5 Dark-element monster to fight for him/her for 5 rounds.
  • Symbol of Pain - The character places a runic symbol on a smooth, flat surface about an Area wide, and when it is triggered by another person crossing over it, inflicts Moderate "Pain" status on all targets in that Area.
  • Symbol of Scrying - The character is able to create a runic symbol on a smooth, flat surface about an Area wide. When this rune is tripped, it activates a "scrying sensor" for the caster, which causes the image to appear on a given reflective surface nearby.
  • Symbol of Sleep - The character places a runic symbol on a smooth, flat surface about an Area wide, and when it is triggered by another person crossing over it, inflicts Chronic "Sleep" status on all targets in the Area.
  • Symbol of Striking - The character is able to create a runic symbol on a smooth, flat surface about an Area wide. When this rune is tripped by a character, that one character is cursed with dark energy. Inflicts "Countdown" status on one target, which will reduce it to -1 HP in 1d5+5 rounds.
  • Tongues, Communal - The character and a group of allies are able to temporarily speak and understand a great deal of terrestrial languages. Unique, inhuman, dead, or ancient languages are not always applicable. This effect lasts for (Mage Level) verbal exchanges (between each character, not total) and includes (Mage Level) characters per cast.
  • Unhallow - The character is able to declare a single Area of his/her choosing to be consecrated and blasphemed with Dark energy. Within this area, Undead-, Dark-, or Devil/Demon-type characters are granted Moderate "Regenerate" and Mild "Haste" status effects while inside of this Area. If characters or creatures are dropped below their Death Threshold while inside of this Area, they are automatically revived as thralls of the caster.
  • Wall of Stone - The character is able to erect a massive wall of the ground underneath him/her to fortify a place or block passage. The wall can be up to (Mage Level) Areas in dimension, and it has ((Magic Damage + 3000) * 2) HP. It is considered "Earth" elemental in nature.
6th Level Necromancy 360 MP to cast, 60 Spell Points
  • Animate Objects - The character is able to give temporary spiritual "life" to otherwise inanimate, mundane objects, such as brooms, boxes, or ladders to move themselves at a caster's whim and follow simple, pointed directions. This spell creates a temporary "Flunkies" effect, giving a character up to (Mage Level) small-to-medium sized minions to perform simple actions with swarm bonus. The effect lasts for (Mage Level) rounds/actions before the life is drained from the objects.
  • Anti-Life Shell - The character is able to form a powerful negating barrier of spiritual energy that bars all living creatures from entering it. This spell creates a buffering spiritual barrier around (Mage Level) Areas, which prevents any organism considered "living" from passing through it. When a living creature attempts to pass inside of it, they must roll their movement roll against the caster's magic roll; if they fail, they are buffered away and receive the caster's spiritual damage. If they succeed, they are able to enter, but suffer the caster's spiritual damage +1000 for each round that they are inside, including after KO to rid the life from them. This spell lasts for (Mage Level) rounds.
  • Banishment - The character is able to dismiss multiple extraplanar or lesser summoned creatures at a time to return them to their original places. This spell banishes up to (Mage Level / 2 (round down)) lesser summoned creatures by besting a Magic vs. Magic Defense roll.
  • Bear's Endurance, Mass - The character grants a bonus of +50 Physical Soak/Mage Level (+500 at Level 10) to up to (Mage Level * 2) (20 at Level 10) characters for up to 5 rounds.
  • Blade Barrier - The character is able to create a wall of non-elemental phantasmal blades between itself and a group of enemies for a short time. Any enemy that attempts to pass through the barrier must make a Reaction check, DC (50 + 20/Mage Level (250 at Level 10)), to pass through without damage. Failure results in the attempting target taking the caster's non-elemental magic damage +1000, and success allows the character inside of the barrier without damage. In addition, a Blade Barrier provides Light Cover to targets on either side of the barrier against the other side.
  • Bull's Strength, Mass - The character grants a bonus of +20 Strength/Mage Level to (Mage Level * 2) (20 at Level 10) characters for lifting and damage purposes (+200 at Level 10) for 5 rounds.
  • Create Undead - The character is able to create more powerful undead creatures out of the remains of other deceased creatures, whether they're animal, monster, or man. Depending on the strength and nature of the creature being cast upon, a variety of different, powerful undead creatures can be created, ranging from Draugr to Wights to Zombies to even Dullahans and Liches.
  • Eagle's Splendor, Mass - The character grants a bonus of +20 Spirit/Mage Level (+200 at Level 10) to (Mage Level * 2) characters for 5 rounds.
  • Epidemic - The character is able to infect a single target with a powerful contagion that ravages the body extremely rapidly, and is difficult to remove. Inflicts Chronic "Disease" and Terminal "Poison" status on a single target.
  • Glyph of Warding, Greater - The character is able to place a "trap spell" inscription on a smooth, flat surface. This glyph covers roughly an Area of space, and when tripped detonates with spiritual energy, dealing magic damage +1500 to all targets in range.
  • Harm - The character is able to strike a single target with Dark-elemental energy. This spell deals Dark-elemental, nonlethal magic damage +1500. When used against Dark-, Undead-, or Demon/Devil-type characters, though, restores caster's magic damage as HP and cures Mild, Moderate, and Acute "Blind," "Confuse," "Disease," "Poison," "Silence," "Sleep," "Slow," "Stop," "Weak," "Heat," "Peril," "Magnetize," "Pain," "Trouble," "Feeble," "Sadness," "Fury," "Soaked," "Clod," "Infested," and "Shock" statuses from the target.
  • Plague Storm - The character is able to infect a group of characters with a lesser disease to hinder and weaken them. Inflicts Acute "Disease" status for 5 rounds on up to (Mage Level) characters.
  • Summon Monster VI - The character is able to summon 1 Level 6 Dark-element lesser creature to fight for them for 5 rounds.
  • Symbol of Fear - The character places a runic symbol on a smooth, flat surface about an Area wide, and when it is triggered by another person crossing over it, inflicts Acute "Stop" effect on all targets in range.
  • Symbol of Sealing - The character is able to place a symbol above or below a door or similar passage/throughway less than 2 Areas wide, which -- when triggered by a character or creature passing within 1 Area of the symbol -- activates a powerful wall of non-elemental, shimmering spiritual energy that bars passage beyond the wall. This wall has ((magic damage + 3500) * 2) HP and is considered non-elemental.
  • Symbol of Strife - The character places a runic symbol on a smooth, flat surface about an Area wide, and when it is triggered by another person crossing over it, inflicts Chronic "Confuse" status on all targets within the Area for (Mage Level) rounds.
7th Level Necromancy 490 MP to cast, 75 Spell Points
  • Blasphemy - A character is able to shout an unholy verse that shakes the very foundation that most Holy-aligned hold dear in their hearts. This spell inflicts +2000 magic damage and Moderate "Off Guard" status on all Holy-element targets in an Area.
  • Control Weather - The character is able to manipulate local weather patterns; unless otherwise specified, this spell only works outside in actual weather-affected environment. Can turn rain to shine, shine to rain, shine to snow, et cetera. This effect lasts for (Mage Level) hours.
  • Destruction - The character is able to, if the spell renders a target below its Death Threshold, completely ash the remains so that it cannot be resurrected by normal or most magical means.
  • Ethereal Jaunt - The caster is able to surround itself or a single target in ethereal spiritual energy to render them partially out of phase with the current plane. Inflicts Acute (Alt) "Invisible" status on a single target for (Mage Level) rounds.
  • Jolting Portent - The character is able to imbue a single target with a punitive curse that activates every time they attempt to take an action. This spell places a curse that lasts for (Mage Level) rounds on a single target; if that target tries to take an offensive action (spellcasting, attacking), it suffers the caster's magic damage +2000 as Wind (Lightning) elemental damage.
  • Repulsion - The character is able to create a powerful field of spiritual pressure around him/herself to ward off other creatures in the area. Erects a powerful non-elemental spiritual energy barrier within 1 Area of the caster, and moves with the caster throughout the duration of the spell. This field, when a character/creature outside of the field when it is erected attempts to breach it, will deal magic damage +1500 and (+1 Severity "Knockback" status / (Mage Level / 2)) (Damage + Terminal "Knockback" at Level 10) to any creatures who fail a Movement check (of any type) vs. the caster's original roll to establish the field. This field lasts for (Mage Level) rounds per cast.
  • Scrying, Greater - Using a smooth, unbroken, reflective surface, the character is able to visually spy on another point through the aether. The character receives audio through the aether as well, and can otherwise control the scry point as if it were a camera.
  • Summon Monster VII - The character is able to summon 1 Level 7 Dark-element lesser monster to fight for him/her for 5 rounds.
  • Symbol of Stunning - The character places a runic symbol on a smooth, flat surface about an Area wide, and when it is triggered by another person crossing over it, inflicts Acute "Off Guard" status on all targets in the Area.
  • Symbol of Weakness - The character places a runic symbol on a smooth, flat surface about an Area wide, and when it is triggered by another person crossing over it, inflicts Acute "Weak" status on all targets in the Area for 5 rounds.
  • Word of Chaos - The character is able to shake the foundations of ordered religion, government, or society with a single, otherworldly shout. This spell inflicts +2000 magic damage and inflicts Acute "Confuse" status on all targets in an Area for 5 rounds.
8th Level Necromancy 640 MP to cast, 100 Spell Points
  • Antimagic Field - The caster creates a powerful anti-magic field around itself to prevent nearly all magic, magic-like, psionic, or similar effect from functioning within the field. Magic-imbued creations have their magical effects suppressed (not removed) while within the field, and all magic that attempts to enter it is automatically suppressed. Magical creatures that cannot sustain themselves without magic are weakened appropriately. This field extends to 1 Area around the caster, and lasts for (Mage Level) rounds.
  • Create Greater Undead - The character is able to change higher-powered monsters, creatures, or characters into powerful undead creatures, increasing their power with colossal amounts of dark energy to do so. This usually warps the creature's original form.
  • Earthquake - The character is able to use spiritual energy to cause an emulation of seismic movement that stretches out a great distance from the epicenter.. This spell has the capacity to deal great damage to an environment if cast by a strong enough character. This spell deals Earth-based magic damage +2500 and Chronic "Off Guard" status against every character/creature within (Mage Level) Areas.
  • Firestorm - The character is able to conjure a powerful pyroclastic cloud of fire and smoke to wash over a wide area. Deals Fire-element magic damage +2500 to each target within (Mage Level) Areas, and each affected target must roll 1d100: 1-5: Chronic "Heat", Acute "Burning", Moderate "Melt" statuses; 6-25: Moderate "Heat", Moderate "Burning," Mild "Melt" statuses; 26-50: Moderate "Heat" status, Mild "Burning" status; 51-75: Mild "Heat," Mild "Burning" statuses; 76-95: Mild "Burning" status; 96-100: None
  • Frightful Aspect - The character is able to transform him/herself into a terrifying, Giant-sized visage of him/herself imbued with dark, otherworldly power. This transformation can have any manner of different effects depending on the character's power, and lasts for as long as the character can sustain it, up to a maximum of (Mage Level * 2) rounds.
  • Orb of the Void - The character is able to summon a powerful sphere of Dark energy that weakens and disrupts all caught within it. This spell conjures a void of Dark energy amidst (Mage Level) targets, and inflicts Chronic "Weak" status on all targets for 5 rounds.
  • Stormbolts - The character is able to conjure a powerful spiritual thunderstorm that covers a wide area and strikes foes with bolts of supernatural lightning. The storm covers (Mage Level) Areas, and all enemies within those Areas are struck by bolts of lightning that deal the caster's magic damage +2500 (Wind-Lightning element), as well as inflicts Chronic "Shock" status for 5 rounds.
  • Summon Monster VIII - The character is able to summon 1 Level 8 Dark-element monster to fight for him/her for 5 rounds.
  • Symbol of Death - The character places a runic symbol on a smooth, flat surface about an Area wide, and when it is triggered by another person crossing over it, inflicts "Countdown" status on ALL characters within the Area, which will reduce them to -1 HP in 1d5+5 rounds.
  • Unholy Aura - A character is able to bathe him/herself or a single target in evil power and destruction. This character acts as a flaring beacon for evil and darkness, and as such receives great boons to power. A single target is granted Terminal "Offense" and Chronic "Defense" statuses, and Moderate En-Elemental(Dark), for (Mage Level) rounds.
9th Level Necromancy 810 MP to cast, 125 Spell Points
  • Astral Projection - The character is able to travel to "the astral plane," or the Lifestream, for a period of time, about (Mage Level * 2) rounds in the material world (though time passes differently in the astral plane). The character is also able to connect with and bring (Mage Level * 2) allies with him/her.
  • Cursed Earth - The character is able to desecrate and curse a wide splotch of earth in an effort to merge it with darkness and foul it with disease and undeath. This spell warps (Mage Level) Areas around the caster; any living creature that passes into this area must pass a Magic Defense check each round spent inside of it to resist Chronic "Disease" and Chronic "Poison" status vs. the caster's original spell cast, and any dead creature inside of those Areas are raised as various types of Undead-, Dark-, Demon/Devil-, or Ghost/Spirit-type enemies. This effect lasts until the caster's concentration is broken.
  • Energy Drain - The character is able to use powerful spiritual energy to siphon off and remove power from a single target. Inflicts Terminal "Curse" status on a single target for (Mage Level) rounds.
  • Etherealness - The character is able to cause him/herself and a group of allies to become ethereal and out of sync with the current plane. This spell inflicts Acute (Alternate) "Invisibility" effect on the caster and up to (Mage Level * 2) allies.
  • Implosion - The character is able to mutate a target's center of gravity, turning it into a singularity that deals innumerable pain and damage to a character over time. This spell is cast on a single target per cast, but can be cast on different characters and each spell will continue functioning until the caster's concentration is broken with a strong enough attack or other similar disruption. Deals +3000 magic damage per round to each target afflicted until the caster is disrupted.
  • Overwhelming Presence - The character exudes a powerful, intimidating spiritual pressure, causing all targets within (Mage Level) Areas to either pass a Magic Defense check or be magically forced to bow and submit themselves to the caster as if he/she were divine or had similar power over the characters. This effect lasts until the caster's concentration is broken.
  • Polar Midnight - The character is able to shroud an Area in deep, bone-chilling Darkness. This spell descends an area rapidly towards Absolute Zero with Dark energy, dealing +3000 Dark-element magical damage and inflicting Chronic "Freeze" status to all targets in that Area.
  • Storm of Vengeance - The character is able to conjure a powerful supernatural storm of acid rain, lightning, and icy hail. This spell creates a powerful storm over (Mage Level) Areas and deals +3000 non-elemental magic damage with a barrage of acidic rain, lightning, and hail; however, this spell also inflicts Acute "Shock", Acute "Melt", and Acute "Freeze" status on all targets within the affected Areas.
  • Summon Monster IX - The character is able to summon a Level 9 Dark-element monster to fight for him/her for 5 rounds.
  • Symbol of Persuasion - The character places a runic symbol on a smooth, flat surface about an Area wide, and when it is triggered by another person crossing over it, inflicts Chronic "Confuse" status on all targets in range.
  • Symbol of Vulnerability - The character places a runic symbol on a smooth, flat surface about an Area wide, and when it is triggered by another person crossing over it, inflicts Chronic "Feeble" status on all targets within the Area for 5 rounds.
Last edited by Daedalus on August 1st, 2023, 3:17 am, edited 9 times in total.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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