Necromancer Abilities and Spells (Adventurer - Levels 6+):

 

The following %Roll chart is useable now (use it for the random determination of scrolls found):

%Roll: Necromancer Abilities and Spells: 28 Return to top

01-04:   Aegis Familiar (spell)

05-08:   Animated Bones: %Roll / Animated Bones spells:

                                            01-65:   Animated Bones 1 (spell)

                                            66-85:   Animated Bones 2 (spell)

                                            86-95:   Animated Bones 3 (spell)

                                            96-00:   Animated Bones 4 (spell)

 

09-12:   Book of the Exhumed (spell)

13-16:   Chain Undead (spell)

17-20:   Dance of Summons (spell)

21-24:   Darguhl's Bat (spell)

25-28:   Dark of Night (spell)

29-32:   Darklace (spell)

33-36:   Darkscript (spell)

37-40:   Darkwrit (spell)

41-44:   Dead Detection (spell)

45-48:   Death Inquire (spell)

49-52:   Dispersal (spell)

53-56:   Envionmental Worm (spell)

57-60:   Exhume (spell)

61-64:   Familiar (spell)

65-68:   Fear (ability)

69-72:   Glittering Bones (spell)

73-76:   Golithic Sting (spell)

77-80:   Leech (spell)

81-84:   Moonshadow (spell)

85-88:   Repel Undead (spell)

89-92:   Shardlith (spell)

93-96:   Suffocation (spell)

97-00:   Warrant's Resistance (ability)

 

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     The Necromancer is one who deals with the dead. They delve deep into the darker arts of magic. Don’t confuse this
with utter diabolical evil . . . for this is not most Necromancers intentions. The art of the dead is aligned with the
darker things in life, but it deals not “evil” as it is stereotypical vomited into every ruling and every book out there.
The path of evil is a sought after path, just as good is. What you do with this darker power will depict your align, not
the using of necromancy itself.
     They say that one who studies the art of death eventually becomes swallowed up therein becoming like unto the
dead they study; there are many possibilities in this.

 

 

Aegis Familiar (Adventurer Spell (levels 6+) Return to top

 

Create one Undead White Skeleton to serve you.

Modification-Point Cost (M.P.C.): 80

Prerequisites --------------------------- : Seeker Abilities: "Magical Prowess"

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Undead raised by the power of the spell, "Book of the Exhumed".

Avoidance-Roll:

None.

Casting Time:

1 hour (720 turns).

Damage:

Once the Aegis Familiar spell is cast upon your undead familiar, you will make a new character (the race will be what your familiar was when alive).

 

This will become a character played by the G.M., and will level just as any other character.

Duration:

Permanent, unless destroyed.

Effect Time:

3 turns (15 seconds).Return to top

Explanation:

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Cast this spell upon an undead raised by the power of the spell, "Book of the Exhumed", and it will transform into more than just an undead skeletal familiar.

 

The following will occur in time:

0-1 year:       Cartilage will form (remaining invisible).
1-2 years:     Tendons will form (remaining invisible).
3-4 years:     Muscles will form (remaining invisible).
4-5 years:     Flesh will form (remaining invisible).
5-6 years:     Organs will form (excluding the heart (remaining

                      invisible).


6-7 years:     Blood vessels will form (remaining invisible).
7-8 years:     Heart will form (yet not beat (remaining invisible).
8-9 years:     Brain will form (yet no independent thinking

                      (remaining invisible).


9-10 years:   Heart will beat (remaining invisible).
10-11 years: Independent thinking will begin (yet under the

                      necromancer's control (remaining invisible).


11-14 years: All part of the body will become visible, as the

                      skeleton has remained invisible for the first 11 years.


15 years:      Aegis Familiar completed. Add 1-D6 +3 random

                     character class abilities or spells which can be used 3

                     times per day (in any combination). Read the second

                     note in "Special".

 

Through the Aegis Familiar, the caster can:

See through its eyes.

Cast spells through through it.

Borrow Ability and Spell-points to use for personal abilities and spells.

Speak through it.

 

Special:

The caster who created the Aegis Familiar will harvest 10% of all experience-points for him or herself (the caster must be within 4 spaces (20'), and in plain view to benefit from this).

 

Hand Movement:

Two hands.Return to top

Healing:

None.

Immunities:

Only an undead familiar you have personally raised by the spell, "Book of the Exhumed", can become an Aegis Familiar.

 

Disloyalty to its creator.

Maximum Adjustment:

None.  More than one Aegis Familiar can be created.

Notes:

The spirit of this familiar will never be reunited again with the body, forming the soul. It can think, act, and even now dream of its own accord, but it is not an actual living soul (even though it may think is). This familiar is very powerful.

Range:

3 spaces (15')

Resting Time:

1 turn (5 seconds)Return to top

Special:

1st. note:

If this familiar was the race, "Mutant", only give it Mutant Powers.

 

2nd note:

G.M.: If Vekkarian Monk Abilities are randomly chosen for the Aegis Familiar, randomize them as best you can.

Spell Preparation:

The undead familiar you have personally raised by the spell, "Book of the Exhumed", must be the target.

Spell-points to cast:

40.  These spell-points will be willignly, permanently, forfeit by the caster in order to create the Aegis Familiar. They will be gone forever.

Susceptibilities:

Any experience-points the necromancer has harvested for this level will be subtracted, lost, if the Aegis Familiar dies (not previous levels; only this level).

Value:

80,000 white-gold

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Animated Bones 1 (Adventurer Spell (levels 6+) Return to top

 

Create one Undead White Skeleton to serve you.

Modification-Point Cost (M.P.C.): 10

Prerequisites --------------------------- : Seeker Abilities: "Magical Prowess"

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Caster must have one FULL set of bones.

Avoidance-Roll:

None.

Casting Time:

3 turns (15 seconds)

Damage:

All damages that the former creature can do will be at 25% of the normal damage in all aspects.


If this is a humanoid skeleton, use White Skeleton in the U section of the Creatures Book.

Duration:

Permanent until destroyed. If the caster dies, all Animated Bones will become independent as they are (i.e., if they have gained power, they will keep it).

Effect Time:

1 turn (5 seconds)

Explanation:

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This spell will animate one set of bones (White-Skeleton only) to serve the caster until destroyed.

 

If this creature is NOT a humanoid, the damage-points of the creature raised will be at 25% of the normally rolled damage-points. In order to do this, go to the creature type being raised and roll its damage-points up as normal, then enter those damage-points into a calculator and times it by .25 (always round up).

 

If this creature is a humanoid, use the White Skeleton in the U section of the Creatures Book. See: “Undead, Skeleton, White” in the Creatures Book for full details on all abilities and stats of this Undead.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Bones which are already animated are not effected by this spell.

Maximum Adjustment:

None.

Notes:

More than one Animated Bones can be raised to serve the caster, but spell-points used to create these Undead will not begin to regenerate until Animated Bones are destroyed, or until 1 moon (30 days) has passed.

Range:

3 spaces (15')

Resting Time:

1 turn (5 seconds)

Special:

None.

Spell Preparation:

Caster must have one FULL set of bones to raise.

Spell-points to cast:

5

Susceptibilities: None.
Value:

8,000 white-gold

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Animated Bones 2 (Adventurer Spell (levels 6+) Return to top

 

Create one Undead Harrowlith Skeleton to serve you.

Modification-Point Cost (M.P.C.): 16

Prerequisites --------------------------- : Animated Bones 1

                                                                         Seeker Abilities: "Magical Prowess"

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Caster must have one FULL set of bones.

Avoidance-Roll:

None.

Casting Time:

4 turns (20 seconds)

Damage:

All damages that the former creature can do will be at 50% of the normal damage in all aspects.


If this is a humanoid skeleton, use White Skeleton in the U section of the Creatures Book.

Duration:

Permanent until destroyed. If the caster dies, all Animated Bones will become independent as they are (i.e., if they have gained power, they will keep it).

Effect Time:

1 turn (5 seconds)

Explanation:

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This spell will animate one set of bones (Harrowlith Skeleton only) to serve the caster until destroyed.

 

If this creature is NOT a humanoid, the damage-points of the creature raised will be at 50% of the normally rolled damage-points. In order to do this, go to the creature type being raised and roll its damage-points up as normal, then enter those damage-points into a calculator and times it by .50 (always round up).

 

If this creature is a humanoid, use the Harrowlith Skeleton in the U section of the Creatures Book. See: “Undead, Skeleton, Harrowlith” in the Creatures Book for full details on all abilities and stats of this Undead.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Bones which are already animated are not effected by this spell.

Maximum Adjustment:

None.

Notes:

More than one Animated Bones can be raised to serve the caster, but spell-points used to create these Undead will not begin to regenerate until Animated Bones are destroyed, or until 1 moon (30 days) has passed.

Range:

3 spaces (15')

Resting Time:

2 turns (10 seconds)

Special:

None.

Spell Preparation:

Caster must have one FULL set of bones to raise.

Spell-points to cast:

8

Susceptibilities: None.
Value:

16,000 white-gold

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Animated Bones 3 (Adventurer Spell (levels 6+) Return to top

 

Create one Undead Red Skeleton to serve you.

Modification-Point Cost (M.P.C.): 22

Prerequisites --------------------------- : Animated Bones 1 and 2

                                                                         Seeker Abilities: "Magical Prowess"

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Caster must have one FULL set of bones.

Avoidance-Roll:

None.

Casting Time:

5 turns (25 seconds)

Damage:

All damages that the former creature can do will be at 75% of the normal damage in all aspects.


If this is a humanoid skeleton, use Red Skeleton in the U section of the Creatures Book.

Duration:

Permanent until destroyed. If the caster dies, all Animated Bones will become independent as they are (i.e., if they have gained power, they will keep it).

Effect Time:

1 turn (5 seconds)

Explanation:

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This spell will animate one set of bones (Red Skeleton only) to serve the caster until destroyed.

 

If this creature is NOT a humanoid, the damage-points of the creature raised will be at 75% of the normally rolled damage-points. In order to do this, go to the creature type being raised and roll its damage-points up as normal, then enter those damage-points into a calculator and times it by .75 (always round up).

 

If this creature is a humanoid, use the Red Skeleton in the U section of the Creatures Book.  See: “Undead, Skeleton, Red” in the Creatures Book for full details on all abilities and stats of this Undead.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Bones which are already animated are not effected by this spell.

Maximum Adjustment:

None.

Notes:

More than one Animated Bones can be raised to serve the caster, but spell-points used to create these Undead will not begin to regenerate until Animated Bones are destroyed, or until 1 moon (30 days) has passed.

Range:

3 spaces (15')

Resting Time:

3 turns (15 seconds)

Special:

None.

Spell Preparation:

Caster must have one FULL set of bones to raise.

Spell-points to cast:

11

Susceptibilities: None.
Value:

24,000 white-gold

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Animated Bones 4 (Adventurer Spell (levels 6+) Return to top

 

Create one Undead Black Skeleton to serve you.

Modification-Point Cost (M.P.C.): 28

Prerequisites --------------------------- : Animated Bones 1, 2 and 3

                                                                         Seeker Abilities: "Magical Prowess"

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Caster must have one FULL set of bones.

Avoidance-Roll:

None.

Casting Time:

6 turns (30 seconds)

Damage:

All damages that the former creature can do will be at 100% of the normal damage in all aspects.

 

If this is a humanoid skeleton, use Black Skeleton in the U section of the Creatures Book.

Duration:

Permanent until destroyed. If the caster dies, all Animated Bones will become independent as they are (i.e., if they have gained power, they will keep it).

Effect Time:

1 turn (5 seconds)

Explanation:

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This spell will animate one set of bones (Black Skeleton only) to serve the caster until destroyed.

 

If this creature is NOT a humanoid, the damage-points of the creature raised will be at 100% of the normally rolled damage-points. In order to do this, go to the creature type being raised and roll its damage-points up as normal.

 

If this creature is a humanoid, use the Black Skeleton in the U section of the Creatures Book. See: “Undead, Skeleton, Black” in the Creatures Book for full details on all abilities and stats of this Undead.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Bones which are already animated are not effected by this spell.

Maximum Adjustment:

None.

Notes:

More than one Animated Bones can be raised to serve the caster, but spell-points used to create these Undead will not begin to regenerate until Animated Bones are destroyed, or until 1 moon (30 days) has passed.

Range:

3 spaces (15')

Resting Time:

4 turns (20 seconds)

Special:

None.

Spell Preparation:

Caster must have one FULL set of bones to raise.

Spell-points to cast:

14

Susceptibilities: None.
Value:

32,000 white-gold

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Book of the Exhumed (Adventurer Spell (levels 6+) Return to top

 

Read this book aloud at the resting place of the dead to possibly create an undead servant that may one day live again!

Modification-Point Cost (M.P.C.): 60

Prerequisites --------------------------- : Necromancer.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One targeted grave (there must be a naturally deceased creature within the grave).

Avoidance-Roll:

See: "Explanation".

Casting Time:

1 hour (720 turns).

Damage:

None.

Duration:

See: "Explanation".Return to top

Effect Time:

Instant.

Explanation:

Return to top

The Necromancer will put together a book containing a person or creature’s life, from birth to death, thus creating the “Book of the Exhumed”.

 

Read this book aloud at the resting place of the dead. The more information gathered and read, the better chance you have to create an undead servant that may one day live again (1% per point of fact about the creature's life will be the % chance to succeed with this in-depth spell). Maximum chance: 91%

 

If this spell is failed, a random undead will be created from the body of the deceased. If this is the case, the undead that comes forth from the gravesite will pit its mental-strength against the necromancers (race to 4). If the necromancer wins, the undead will become a familiar. If the necromancer loses, the undead will be set free to act for itself (thus destroying the body of the deceased -- there will also be a 10% chance of destorying the spirit of the deceased). If this happens the only thing left will be the creature's mind.

 

Note:

This is the initial beginning of the Aegis Familiar, for if this spell is successful, Aegis Familiar can then be cast on the Familiar created.

 

See: "Susceptibilities".

Related Spell: "Aegis Familiar".

Hand Movement:

Two hands. The Book of the Exhumed must be held within the hands as it is read aloud.

Healing:

None.

Immunities:

Blessed and Sealed gravesites shield the body from the power of this spell.

Maximum Adjustment:

None.Return to top

Notes:

None.

Range:

2 spaces (10').

Resting Time:

24 hours.

Special:

None.

Spell Preparation:

See: "Explanation".

Spell-points to cast:

30

Susceptibilities:

For every false point of fact about the deceased, there will be a 2% penalty to the % chance to succeed at this spell.

Value:

60,000 white-gold

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Chain Undead (Adventurer Spell (levels 6+) Return to top

 

Subdue and chain an undead to be used as an Unliving Reagent to increase the potency of others abilities and spells.

Modification-Point Cost (M.P.C.): 200

Prerequisites --------------------------- : Necromancer's Mental-Strength must be a minimum of 40.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One targeted undead.

Avoidance-Roll:

Yes: Undead must successfully pit its Mental-Strength vs. the caster's Mental-Strength (race to 4).

Casting Time:

7 turns (35 seconds).

 

Note:

When the Necromancer begins to cast this spell upon an undead, if the undead is sentient, it will instantly know what is about to happen, should it fail the avoidance-roll against the necromancer (it will go to any extreme to either escape, or destroy the caster before the spell is completed).

 

A non-sentient undead will not perceive anything of the sort.

Damage:

None.

Duration:

Permanent. See: "Explanation".

Effect Time:

Instant.

Explanation:

Return to top

This spell will subdue the targeted undead, wrapping it in a ghost-like set of blackened chains of shifting darkness.

 

Once subdued, the targeted undead will be permanently helpless, and will follow the necromancer without a will of its own.

 

While this undead is "chained", if the caster casts a spell, targeting the exact same undead, he or she will be able to add spell-points into the casting of the spell to increase its potency.

 

Special:

This spell can only be applied to an ability or spell that has an "Unliving Reagent" note in the "Special" section of an ability or spell.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Enslaved undead are not effected by the power of this spell.

Maximum Adjustment:

You can only have one undead chained at a time.

Notes:

None.

Range:

1 spaces (5') per 3 points of the caster's Awareness.

Resting Time:

10 turns (50 seconds)

Special:

Merely casting this spell will age the caster 1-D4 years.

Spell Preparation:

Target one undead.

Spell-points to cast:

100

Susceptibilities: None.
Value:

65,000 white-gold

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Dance of Summons (Adventurer Spell (levels 6+) Return to top

 

Preform the Dance of Summons to bring undeads out from their graves to serve you.

Modification-Point Cost (M.P.C.): 80

Prerequisites --------------------------- : Coordination: 40, Dexterity: 40, or also follow the Bard Class (if

                                                                          you are a Bard, you must be at least 6th level to perform the Dance

                                                                          of Summons.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One designated cemetary or graveyard.

Avoidance-Roll:

Yes: The caster must make a successful avoidance-roll vs. "Faith" (as well as the one performing the Dance of Summons, if the caster cannot.

Casting Time:

120 turns (10 minutes).

Damage:

None.

Duration:

Undead raised up to server the caster will do so for 1 full moon (30 days).

 

Special:

The caster can sacrifice one or more of his or her personal damage-points from a random area of the body to increase the servitude to a permanent "Duration" as follows:

 

Black Skeleton:         4 points each.

Ghoul:                         3 points each.

Harrowlith Skeleton: 2 points each.

White Skeleton:         1 point each.

 

Note:

It is up to the caster to choose one, or more, undead to make a permanent slave, but the caster must make this decision when the undead break forth out of the earth.

 

These are NOT familiars, but slaves. Each will do the caster's bidding on it's own to the best of its ability. Not ideal, and not as good as familiars, but they do the job the best they can.

Effect Time:

1-D10 turns (5-50 seconds) for each undead to break free of its grave.

Explanation:

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Caster dances during a full moon in a place where the dead are laid to rest.

 

It is required that the necromancer have a 40+ Dexterity and Coordination to cast and preform this dance, although he or she can cast the spell while another does this, but the "Spell-points to cast" will be 80, and there will be a 1% chance of each undead created turning on the one who is performing the Dance of Summons as you cast the spell. The outcome is as follows:

 

%Roll: Outcome of "Dance of Summons":
01-10:   1 Black Skeleton rises from a grave to serve the caster

              (+1 per 7 levels advanced).

 

11-35:   1 Ghoul rises from a grave to serve the caster

              (+1 per 7 levels advanced).

 

36-55:   1-D6 x2 Harrowlith Skeleton rise from a grave to serve

              the caster (+1-D4 per 7 levels advanced).

 

56-60:   Nothing happens. The reagent will be wasted.

             See: "Spell preparation".

 

61-00:   1-D6 x3 White Skeleton rise from a grave to serve the

              caster (+1-D6 per 7 levels advanced).

Hand Movement:

This is a dance, but does involve a two-hand movement while performing the Dance of Summons.

Healing:

None.

Immunities:

Bless and Sealed graves are not effected by this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

6 spaces (30').

Resting Time:

10 turns (50 seconds)

Special:

Unless the other perfroming the Dance of Summons is a necromancer with this spell, the dance required to cast this spell successfully must be rehersed for a total time of 24 hours before it can be attempted. Even then, when the spell is cast, the one performing the dance must make a successful avoidance-roll vs. "Coordination" and "Dexterity" during the dance in order to get all the movements right. If the dancer fails, the Teardrop special gem will be wasted.

Spell Preparation:

Reagent consumed: 1 Special Gem, "Teardrop" (of any quality).

Spell-points to cast:

40, or 80 (if the caster is not performing the Dance of Summons personally).

Susceptibilities: None.
Value:

40,000 white-gold

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Darguhl's Bat (Adventurer Spell (levels 6+) Return to top

 

Create one Darguhl’s Bat which will protect and serve the caster.

Modification-Point Cost (M.P.C.): 20

Prerequisites --------------------------- : Necromancer.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Not applicable.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds)

Damage:

See: “Darguhl’s Bat” in the Creatures Book.

Duration:

72 hours (+ 24 hours per 7 levels advanced).

Effect Time:

Instant.

Explanation:

Return to top

This spell will conjure one Darguhl (+1 "Darguhl's Bat" per 7 levels the caster), of equal level as the caster, into existence which will protect and serve the caster faithfully. See: “Bat, Darguhl” in the B section of the Creatures Book.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Gaseous and Spirit creatures cannot be effected by this spell-creature.

------------------------------------------------------------------------------------

Effects of an evil Necromancer casting Darguhl’s Bat within in a holy area:

 

1.

50% chance of the spell failing upon casting it (spell-points will be wasted).

 

2.

Darguhl's Bat will be at 1/2 damage-points (rounded down), and will only cause 50% damage (rounded down).

 

3.

50% spell "Duration".

 

Maximum Adjustment:

1 "Darguhl's Bat" can be cast per 7 levels the caster has advanced.

Notes:

None.

Range:

1 space (5'). Darguhl’s Bat will appear one space from the caster.

Resting Time:

1 turn (5 seconds)

Special:

None.

Spell Preparation:

Spell component needed. The caster must have the wing of a bat. This is an expendable spell component.

Spell-points to cast:

10.

 

Note: While Darguhl's Bat is in effect, the caster's spell-points will

          not regenerate.

Susceptibilities: Darguhl’s Bat will inflict x2 damage upon other bat species (excluding Darguhl’s Bat).
Value:

7,500 white-gold

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Dark of Night (Adventurer Spell (levels 6+) Return to top

 

Causes all light to be blotted out.

Modification-Point Cost (M.P.C.): 20

Prerequisites --------------------------- : Necromancer.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

1space (5') + the next two spaces surrounding that space + 1 space (5') per 10 levels advanced.

Avoidance-Roll:

None.

Casting Time:

3 turns (15 seconds)

Damage:

None.

Duration:

1 minute (12 turns) x your current level.

Effect Time:

Instant.

Explanation:

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Causes all light to be blotted out within the “Area of Effect”.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

If there is a spell of light in the same “Area of Effect”, both the light and darkness will be negated.

 

Maximum Adjustment:

None.

Notes:

This darkness will shield vampires from the harmful rays of the sun.

Range:

Dark of Night will emanate from the caster. It does not move with the caster.

Resting Time:

1 turn (5 seconds)

Special:

None.

Spell Preparation:

Must be in possession of a Shadow Stone.

Spell-points to cast:

10

Susceptibilities: None.
Value:

10,000 white-gold

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Dark of Night (Adventurer Spell (levels 6+) Return to top

 

Causes all light to be blotted out.

Modification-Point Cost (M.P.C.): 20

Prerequisites --------------------------- : Necromancer.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

1space (5') + the next two spaces surrounding that space + 1 space (5') per 10 levels advanced.

Avoidance-Roll:

None.

Casting Time:

3 turns (15 seconds)

Damage:

None.

Duration:

1 minute (12 turns) x your current level.

Effect Time:

Instant.

Explanation:

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Causes all light to be blotted out within the “Area of Effect”.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

If there is a spell of light in the same “Area of Effect”, both the light and darkness will be negated.

 

Maximum Adjustment:

None.

Notes:

This darkness will shield vampires from the harmful rays of the sun.

Range:

Dark of Night will emanate from the caster. It does not move with the caster.

Resting Time:

1 turn (5 seconds)

Special:

None.

Spell Preparation:

Must be in possession of a Shadow Stone.

Spell-points to cast:

10

Susceptibilities: None.
Value:

10,000 white-gold

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Darklace (Adventurer Spell (levels 6+) Return to top

 

Possesses an Undead creature by the power of this spell.

Modification-Point Cost (M.P.C.): 60

Prerequisites --------------------------- : Necromancer.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One Undead.

Avoidance-Roll:

Yes: Pit Mental-strength vs. your foe’s Mental-strength and win to succeed. If an undead is immune to Mental-attacks, or immune to mind magic and abilities, then Pit Constitution vs. your foe’s Constitution and win to succeed. See: “Special”

 

Important:

The targeted undead will have an addition +10 added to it's dice-roll for each level it is higher than the caster.

Casting Time:

5 turns (25 seconds)

Damage:

None.

Duration:

1-D6 turns (+ 1-D6 turns per per 7 levels advanced). See: "Immunities"

Effect Time:

Instant.

Explanation:

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By the power of this dark magic, the Necromancer will actually possess one undead creature for the “Duration” of the spell. The Necromancer will have complete control over self and the undead (the player will be able to play his or her character and the undead for the “Duration”).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

An already controlled undead cannot be taken from another, unless the other who controls the undead is willing to give up that control.

Maximum Adjustment:

None.

Notes:

An undead will not have Magic-Resistance against this powerful spell (Magic-immunity will be checked for though, for it is a more powerful form of resistance to magic).

Range:

1 space (5') per 2 points of Awareness.

Resting Time:

1 hour (720 turns) once the “Duration” of the spell expires. The Necromancer will be inflicted with Weakness, which will cut movement down to 1 space (5') per turn and a -60 to defense and offense.

Special:

In the attempt of possessing an undead, if you do not succeed, you will be cursed, and that undead can then control you for 1-D4 turns (if the undead is independent and can think for itself).

Spell Preparation:

Spell component needed. The caster must have one finger-sized fragment of the undead he or she wishes to control. This is an expendable spell-component.

Spell-points to cast:

30

Susceptibilities: None.
Value:

24,000 white-gold

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Darkscript (Adventurer Spell (levels 6+) Return to top

 

A simple spell that enables Necromancer to read another Necromancer's spell, “Darkwrit”.

Modification-Point Cost (M.P.C.): 4

Prerequisites --------------------------- : Necromancer.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One Darkwrit.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds)

Damage:

Not applicable.

Duration:

Darkwrit will appear for 120 turns (10 minutes).

Effect Time:

3 turns (15 seconds), in which time Darkwrit will slowly surface and show itself.

Explanation:

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This spell's magic will call up another's “Darkwrit”, so he or she can read it.

Hand Movement:

One hand.

Healing:

Not applicable.

Immunities:

None.

 

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

1 space (5') per 3 points of Awareness

 

Note:

The surface upon which Darkwrit is must be in dicernable view to the caster, or this spell will not work.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

2

Susceptibilities: None.
Value:

1,400 white-gold

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Darkwrit (Adventurer Spell (levels 6+) Return to top

 

Create in message in the script of shadows and darkness.

Modification-Point Cost (M.P.C.): 6

Prerequisites --------------------------- : Necromancer.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Nearly any surgace of a physical object.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds) per 10 words.  See: "Spell-points to cast".

Damage:

Not applicable.

Duration:

Permanent.

 

Note:

The caster who creates Darkwrit can cast this spell again and erase one of more (or all) of the Darkwrit message.

Effect Time:

3 turns (15 seconds), in which time Darkwrit will slowly surface and show itself, and then vanish into the surface it is placed upon.

Explanation:

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This spell will create in message in the flowing script of shadows and darkness.

 

This type of communication was created by Shinya, an evil and powerful necromancer turned Death`Knell, for secret communications with his minion generals.  It is rumored that Shinya still exists to this day, though this is merely hearsay.

 

The words of the message can only be seen by casting "Darkscript" upon the surface where Darkwrit has been placed. If the caster misses the targeted area, even by an inch, Darkwrit will not be revealed.

Hand Movement:

One hand. The tip of the forefinger is used to scribe the words of a Darkwrit message.

Healing:

Not applicable.

Immunities:

Blessed and Sealed surfaces.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Touch.  See: "Hand Movement".

Resting Time:

None.

Special:

None.

Spell Preparation:

The caster must find a surface to write upon.

Spell-points to cast:

3 (for every 10 words written).

Susceptibilities: None.
Value:

2,800 white-gold

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Dead Detection (Adventurer Spell (levels 6+) Return to top

 

Detect the body of a creature.

Modification-Point Cost (M.P.C.): 10

Prerequisites --------------------------- : Necromancer.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

1space (5') x your awareness.

Avoidance-Roll:

Yes: An avoidance-roll vs. "Awareness" will detect a deceased body within a grave or in the "Area of Effect".

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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This spell will reveal the location of the body of a creature that has been dead for more than 3 days time.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Dead class creatures are not effected by the power of this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

Caster only.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

5

Susceptibilities: None.
Value: 5,000 white-gold

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Death Inquire (Adventurer Spell (levels 6+) Return to top

 

Speak with a dead creature.

Modification-Point Cost (M.P.C.): 14

Prerequisites --------------------------- : Necromancer.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One dead creature.

Avoidance-Roll:

Yes: The caster must make a successful avoidance-roll vs. “Faith”.

 

If successful the Necromancer will be able to communicate with the dead for the "Duration" of the spell.

Casting Time:

10 turns (50 seconds)

Damage:

None.

Duration:

10 turns (50 seconds) x your current level.

Effect Time:

Instant.

Explanation:

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This dark spell will allow the Necromancer to communicate with the dead (but a corpse must be physically present).

 

While communicating, the corpse will animate, speaking in ghastly breaths, as if struggling for air.

 

All present must make a successful avoidance-roll vs. "mental-attack" or shrink from the site, and those with a mental-strength of less than 18 cannot make the avoidance-roll, and will back off in fear (unless they have taken part in a battle with the undead previously, in which case this avoidance-roll can be attempted).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Dead class creatures are not effected by the power of this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5')

Resting Time:

None.

Special:

None.

Spell Preparation:

A corpse must be visually present.

Spell-points to cast:

7

Susceptibilities: None.
Value: 75,000 white-gold

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Dispersal (Adventurer Spell (levels 6+) Return to top

 

Caster shatters into a Black Dove, free to fly and seek out whatever my be.

Modification-Point Cost (M.P.C.): 40

Prerequisites --------------------------- : Necromancer.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Caster only.

Avoidance-Roll:

None.

Casting Time:

12 turns (60 seconds).

Damage:

None.

Duration:

24 hours (+24 hours per level advanced).

Effect Time:

1 turn (5 seconds).

Explanation:

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This spell will enable the caster to transform him or herself into a Black Dove, free to fly and seek out whatever my be.

 

The caster will initially transfrom into a single Black Dove (+1 additional Black Dove per 20 spell-points added into the initial cost of the spell).

 

When the caster becomes more than one Black Dove, he or she can then scour both land and sky, near and far for the duration of the spell. When the "Duration" has expired, the caster must pick a Black Dove to depict the destination where he or she will transform back into him or herself.

 

See: "Susceptibilities".

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

Necromancer can only transform into a maximum of 31 Black Doves.

Notes:

None.

Range:

Caster only.

Resting Time:

None.

Special:

None.

Spell Preparation:

Reagent: The feather of a Black Dove is expended when casting this spell.

Spell-points to cast:

20

Susceptibilities:

If a Black Doves is killed, the caster will have a 50% chance of permanently lose the following (check for each):

 

Ability: 50% chance of losing 1 random ability known (this abilitiy

             can be learned again.

 

Ability-points:

Spell-points: 1-D20

Spell: 50% chance of losing 1 random spell known (this abilitiy can

          be learned again.

 

DANGER:

If you are only one Black Dove, and are slain, you will die, shapeshifting back into your natural self.

 

The caster will become an actual Black Dove (and will be as fragile).

Value: 40,000 white-gold

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Environmental Worm (Adventurer Spell (levels 6+) Return to top

 

Change a region into a Dead Region.

Modification-Point Cost (M.P.C.): 300

Prerequisites --------------------------- : Necromancer.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One full region.

Avoidance-Roll:

Yes: Directly after casting this spell, the necromancer must make a successful avoidance-roll vs. "Faith".

 

If this avoidance-roll is failed, the spell cannot be cast in this region for 100 years.

Casting Time:

12 hours.

Damage:

See: "Explanation".

Duration:

Permanent, unless reversed.

 

See: "Explanation".

Effect Time:

See: "Explanation".

Explanation:

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Once the spell is cast, dark arm-length, slender, worms will begin digesting the natural vegetation and infesting and contaminating all water sources they creep into.

 

After 1 moon (30 days) all encounters will have a 1% chance of being undead. With each passing moon, there will be a +1% chance that all sure encounter checks will be undead.

 

Note:

After 10 years, the region will actually perish, becoming a Dead Region. Before a region becomes a Dead Region, this effect can be reversed, but only the death of the necromancer who cast this spell can reverse the curse.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Enchanted and Living Forests can attempt an avoidance-roll vs. "Faith" (each type of forest is considered as having a 30 intelligence, 30 widsom.

 

Note:

No luck can be used to succeed at the avoidance-roll vs. "Faith".

Maximum Adjustment:

40% chance for each encounter to be undead.

 

See: "Explanation".

Notes:

None.

Range:

4 spaces (20').

Resting Time:

1 moon (30 days).

Special:

None.

Spell Preparation:

Reagent: The scythe of a destroyed Dithinoth. When this spell is cast, whether successful, or not, this scythe will vanish.

Spell-points to cast:

150

Susceptibilities:

Not applicable.

Value: 300,000 white-gold

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Exhume (Adventurer Spell (levels 6+) Return to top

 

Cause a corpse to exhume itself.

Modification-Point Cost (M.P.C.): 12

Prerequisites --------------------------- : Necromancer.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One buried corpse.

Avoidance-Roll:

None.

Casting Time:

3 turns (15 seconds).

Damage:

See: "Explanation".

Duration:

Permanent, unless the necromancer dismisses it back to its grave.

Effect Time:

3 turns (15 seconds), in which time the corpse will dig itself free from the confines of its resting place.

Explanation:

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Cause the corpse within a grave to pull itself free, thus the necromancer will not have to dig it up. The corpse will be lifeless once exhumed, but will follow the necromancer to a desired location.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Blessed and Sealed graves.

Maximum Adjustment:

Not applicable.

Notes:

The exhumed corpse will follow the caster 1 league per 3 levels the caster has advanced, but will do no more than simply follow.

Range:

6 spaces (30').

Resting Time:

1 turn (5 seconds).

Special:

None.

Spell Preparation:

Consumable Reagent: A fragment of bone the size of a sunflower seed.

Spell-points to cast:

6

Susceptibilities:

Not applicable.

Value: 12,000 white-gold

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Familiar (Adventurer Spell (levels 6+) Return to top

 

Necromancer can summon a Black Raven, Blood Wolf, Guardian Shadow, Skeletal Horror, Vahkrin Imp
(necromancer), or Vampire to be a companion to him or her.

Modification-Point Cost (M.P.C.): 14

Prerequisites --------------------------- : Necromancer.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One full dense or dark forested region.

Avoidance-Roll:

None.

Casting Time:

72 hours (3 days), in which time, the caster cannot be physically touched, or distracted mentally (or this spell will fail, and cannot be cast again for 1 moon (30 days).

Damage:

None.

Duration:

Permanent. The familiar will become a lifelong companion and trusted ally of the caster.

Effect Time:

Instant. Return to top

Explanation:

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When this spell is cast the necromancer will send out a magical call to a Black Raven, Blood Wolf, Guardian Shadow, Skeletal Horror, Vahkrin Imp (necromancer), or Vampire. This creature will come to the Necromancer, serving faithfully as a permanent companion for the remainder of its existence, or the remainder of the Necromancer’s life.

 

There will be a 99% chance that this spell will be successful. If unsuccessful, the 7 spell-points to cast this spell will be forfeit willingly by the Necromancer forever.

 

See: “Special” (Note: 1) you need to read this note).

See: “Notes”

 

When this spell is cast roll on the following chart to see what Familiar will be summoned:

 

%Roll: Familiar called to the Necromancer:
01-20:   Black Raven
21-25:   Blood Wolf
26-30:   Guardian Shadow
   31:     Random Dead (See: "Special" Note: 2).
32-33:   Random Undead (See: "Special" Note: 3).
34-53:   Skeleton (Black)
54-97:   Vahkrin (Drungle Imp)
98-00:   Vampire (gender will be the Necromancer's choosing).

 

If a Familiar is killed the caster will permanently lose one of his or her characteristics. It will be up to the player the characteristic that will be forfeit.

 

An Undead Familiar will have one random ability. This random ability is strictly up to the discretion of the G.M.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

Not applicable.

Notes:

A familiar will be able to communicate verbally with the caster. The caster can also see through the eyes of
the familiar at will.

Range:

As “Area of Effect”

Resting Time:

None. Return to top

Special:

Note: 1:

Spell-points used to cast this spell are willingly forfeited forever in trade for the familiar.

 

Note: 2:

This will not be a controlled familiar that can be commanded, but an ally Undead class creature.

 

Also:

Due to this result being rolled, the Necromancer will have an affinity to being a Deth`Knell (advanced necromancer). This is the only way a Necromancer can attain the Deth`Knell path without having to go through the trials to be worthy of this class. This will be explained within the Deth`Knell class itself when it has been implemented (and this explanation will be taken out from here).

 

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Note: 3:

This will randomize the undead familiar you will gain. If the undead familiar gained is higher level than you, it will not be a controlled familiar that heeds your every command, but rather an ally that will consider you a trusted friend (either instinctively, or by perception, depending on if it has independent thought).

 

Spell Preparation:

Necromancer must meditate undisturbed for the “Casting time” of the spell.

Spell-points to cast:

7

Susceptibilities: None.
Value: 5,000 white-gold + the value of each spell.

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Fear (Adventurer Ability (levels 6+) Return to top

 

Radiate fear upon all who come within a certain distance while in your wrath.

Modification-Point Cost (M.P.C.): 30

Prerequisites --------------------------- : Necromancer.

Ability-points to invoke:

15

Area of Effect:

1space (5') + the next 10 spaces (50') surrounding that space.

Avoidance-Roll:

Yes: Pit your Mental-Strength vs. foes Mental-Strength (single roll check)

Casting Time:

None (this is an ability, not a spell).

Damage:

None.

Duration:

See: "Explanation"

Effect Time:

Instant.

Explanation:

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This ability causes the Necromancer to radiate fear upon all who come within 10 spaces while in his or her wrath.

 

This ability intensifies with each level attained as follows:

-1 to Defense and Offense inflicted upon enemies for every 2 levels the Necromancer has advanced.

 

Foes movement will be slowed by -1 space (5') per 7 levels the Necromancer has advanced.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Fearless creatures are not effected.

Invoke time: 1 turn (5 seconds)
Maximum Adjustment:

50% to defense / offense and -10 movement (minimum 1 movement per turn).

Notes:

None.

Range:

Fear will radiate from the Necromancer. See: “Area of Effect”

Resting Time:

None.

Special:

None.

Spell Preparation:

None (this is an ability, not a spell).

Spell-points to cast:

None (this is an ability). See: "Ability-points to invoke"

Susceptibilities: None.
Value: 15,000 white-gold

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Glittering Bones (Adventurer Spell (levels 6+) Return to top

 

Enchant a message into a set of bones.

Modification-Point Cost (M.P.C.): 4

Prerequisites --------------------------- : Necromancer.

Ability-points to invoke:

None (this is a spell, not an ability).

Area of Effect:

1 full set of bones.

Avoidance-Roll:

None.

Casting Time:

2 turns (10 seconds) + the time it takes to speak the words you wish the skeleton to say, should it be physically touched).

Damage:

None.

Duration:

1 week x the level of the caster.

Effect Time:

Instant.

Explanation:

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Enchant a message into a set of bones.

 

After casting the spell, and delivering the message you wish the skeleton to repeat, the skeleton will drop into a pile of bones.

 

Each time it is touched, it will rise, taking 1 full turn to do so, deliver it's message, then lower back down, becoming still (as it was before being touched).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Until this spell is no linger effecting the skeleton, it cannot be used to create a familiar, an undead, a servant, etc.

Invoke time: None (this is a spell, not an ability).
Maximum Adjustment:

Not applicable.

Notes:

If 20 points are used in the casting of this spell, the necromancer can choose when the bones will rise to deliver the message (someone walks near it, a specific person, or creature, touches the bones, give a one-time message, etc.).

 

Important:

Spell-points will not begin to regenerate for the caster until the "Duration" has expired.

Range:

Touch.

Resting Time:

None.

Special:

None.

Spell Preparation:

A complete set of bones must be used.

Spell-points to cast:

2

Susceptibilities: None.
Value: 8,000 white-gold

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Golithic Sting (Adventurer Spell (levels 6+) Return to top

 

Casts a finger-sized shard of what appears to be greenish’-darkness from the caster’s forefinger.

Modification-Point Cost (M.P.C.): 8

Prerequisites --------------------------- : Necromancer.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One target.

Avoidance-Roll:

None. Golithic Sting is considered as a hurled weapon (-30 to evade).

Casting Time:

1 turn (5 seconds)

Damage:

1-D6 +1 per 2 levels of the caster vs. living creatures. See: “Susceptibilities”

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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When Golithic Sting is cast the caster must point at the intended target. This spell will release a thin, finger-sized shard of what appears to be greenish’-darkness from the caster’s forefinger.

Hand Movement:

One hand. Point at intended target.

Healing:

None.

Immunities:

Gaseous and Spirit creatures.

Maximum Adjustment:

None.

Notes:

None.

Range:

1space (5') x the awareness of the caster.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

4

Susceptibilities: x2 damage vs. Undead and Holy creatures.
Value: 4,000 white-gold

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Leech (Adventurer Spell (levels 6+) Return to top

 

Leech the life from a creature, lowering their damage-points.

 

Modification-Point Cost (M.P.C.) : 20

Prerequisites --------------------------- : Necromancer

Ability-points to invoke:

None (this is a spell).

Ability Preparations:

None (this is a spell).

Area of Effect:

One creature.

Avoidance-Roll:

Pit your Mental-Strength vs. the Mental-Strength of your target (single roll check).

 

Note:

The necromancer will gain a +1 per level added to his or her roll.

Casting Time:

1 turn (5 seconds).

Damage:

1-D6 (+1-D6 per 2 levels advanced).

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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After casting this spell, the necromancer will focus on a living creature, thrusting out a hand as if choking it. If the necromancer wins the "Avoidance-Roll" against that creature, he or she will successfully drain the very life (damage-points) from the target, ripping away its life.

 

Half of the damage-points drained (rounded up) will flow back into the necromancer's hand, flowing into his or her body in the form of healing (the necromancer will decide where this healing goes).

Hand Movement:

The necromancer will hold out a single hand, as if choking his or her targeted victim.

Healing:

See: "Explanation:".

Immunities:

Only a living, breathing creature can be effected by this spell.

Maximum Adjustment:

3-D6 (this spell stacks with all other life-draining spell and abilities).

Notes:

This spell stack with the Seeker spell, "Leech (Minor)".

Range:

1 space (5') per 2 points of awareness.

Resting Time:

1 turn (5 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

10

Susceptibilities:

None.

Value:

20,000 white-gold

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Moonshadow (Adventurer Spell (levels 6+) Return to top

 

Cloaks you from the attention of Undead.

Modification-Point Cost (M.P.C.): 8

Prerequisites --------------------------- : Necromancer.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Caster and others. See: “Explanation”

Avoidance-Roll:

Caster must make a successful avoidance-roll vs. “Faith” in order to be concealed from all undead that come within 6 spaces (30').

Casting Time:

3 turns (15 seconds)

Damage:

None.

Duration:

10 turns (50 seconds) x your current level.

Effect Time:

Instant.

Explanation:

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This ability will cloak the Necromancer from the attention of Undead. 1 additional creature can be cloaked in Moonshadow, per 5 levels advanced, if they will stand quietly and unmoving beside the Necromancer.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Undead which are 10, or higher, levels than the caster can pit their awareness vs. the casters coordination (single roll). If an undead succeeds at this, it will detect the caster, and others that might be with him or her.

 

See: "Special".

Maximum Adjustment:

None.

Notes:

None.

Range:

Caster. See: “Area of Effect”

Resting Time:

1 turn (5 seconds)

Special:

Note: The following can be accomplished by the Necromancer IF he or she has a fragment of the undead he or she is attempting to be concealed from:

 

If the caster uses double the amount of spell-points (in all aspects), undead which are 20, or higher, levels than the caster can pit their awareness vs. the casters coordination (single roll). If an undead succeeds at this, will detect the caster, and others that might be with him or her.

 

Unliving Reagent:

If in possession of an "Unliving Reagent", you will gain a bonus of +1, x your current level, when undead pit their awareness vs. your coordination. See: "Chain Undead".

 

See: "Immunities".

 

Spell Preparation:

Other creatures the Necromancer wishes to cloak in Moonshadow must be in connecting spaces by the caster (as close as they can without actually invading another’s space).

Spell-points to cast:

10 +2 spell-points per creature in addition to the caster being cloaked in Moonshadow.

Susceptibilities: None.
Value: 30,000 white-gold

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Repel Undead (Adventurer Spell (levels 6+) Return to top

 

Cause damage to any undead that near you.

 

 

Modification-Point Cost (M.P.C.): 30

Prerequisites --------------------------- : Necromancer.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

1space (5') + the next 10 spaces (50') surrounding that space. This “Area of Effect” does NOT move with the caster.

Avoidance-Roll:

See: "Explanation".

Casting Time:

6 turns (30 seconds)

Damage:

1-D6 +1 per 5 levels of the advanced.

Duration:

1 hour (720 turns).

Effect Time:

Instant.

Explanation:

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Repel Undead will damage any Undead that steps within the “Area of effect” of this spell.

 

Upon entering the "Area of effect", each Undead must make a successful avoidance-roll vs. "Paralysis", or be driven out of the "Area of effect" for the "Duration" of the spell. If the paralysis check is rolled successfully, an
Undead may stay within the "Area of effect", but will be inflicted with damage as long as it stays within the "Area of effect".

 

Once an Undead leaves the "Area of effect" it must, again, successfully avoid vs."Paralysis" to enter into the "Area of effect".

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Undead that are higher level than the caster are entitled to an Avoidance-roll vs. “Paralysis”. Undead that are higher level than the caster must make this avoidance-roll every turn or be inflicted with the “Damage” as listed above.

Maximum Adjustment:

None.

Notes:

None.

Range:

Caster only.

Resting Time:

6 turns (30 seconds)

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

15

Susceptibilities: None.
Value: 50,000 white-gold

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Shardlith (Adventurer Spell (levels 6+) Return to top

 

Create a humanoid from splinterd bone-shards.

Modification-Point Cost (M.P.C.): 26

Prerequisites --------------------------- : Necromancer.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

1 mass of splintered bone fragments.

Avoidance-Roll:

None.

Casting Time:

3 turns (15 seconds)

Damage:

For purposes of damage, this undead will be considered as the undead, "Harrowlith Skeleton".

Duration:

1 hour (720 turns) (+ 1 hour per 7 levels advanced).

Effect Time:

1 turn (5 seconds).

Explanation:

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Creates a humanoid from a mass of splintered, fragmented shards of dried bone.

 

Also:

This frangment skeletal undead can, at the caster's command, wrap itself about the caster, creating a protective bone-shard armoring (this armor is considered as Troll-hide Leather).

Hand Movement:

Two hands.

Healing:

The Shardlith has the ability to heal one broken bone of another one time per 24 hours.

Immunities:

The bones from Blessed and Sealed graves cannot be used to create thsi undead.

 

This undead will be 100% immune to needle attacks.

 

Note:

If the Necromancer is wearing Shardlith as armoring, needle attacks will have a 50% of being turned.

Maximum Adjustment:

None.

Notes:

None.

Range:

2 spaces (10').

Resting Time:

1 turn (5 seconds).

Special:

None.

Spell Preparation:

Dried bone must be crushed to a splintered state.

Spell-points to cast:

13

Susceptibilities:

While this spell is in effect, the caster will not begin to regenerate the spell-points used to create it.

Value: 26,000 white-gold

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Suffocation (Adventurer Spell (levels 6+) Return to top

 

Strangle your target without making physical contact.

Modification-Point Cost (M.P.C.): 28

Prerequisites --------------------------- : Necromancer.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One target.

Avoidance-Roll:

Pit Mental-strength vs. your foe’s Mental-strength and win to succeed.

Casting Time:

1 turn (5 seconds)

Damage:

2-D4 oxygen-point loss per turn for the “Duration” of the spell.

Duration:

3-D4 turns (15 - 60 seconds).

Effect Time:

Instant.

Explanation:

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This spell will cause oxygen-points to be reduced for the “Duration” of the spell.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Only creatures that need oxygen to live are effected by the power of this spell.

Maximum Adjustment:

None.

Notes:

During the “Duration” of this spell, the natural oxygen-points recovery rate will not begin.

Range:

1space (5') x your awareness.

Resting Time:

1 turn (5 seconds)

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

14

Susceptibilities: None.
Value: 28,000 white-gold

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Warrant's Resistance (Adventurer Ability (levels 6+) Return to top

 

Resist the fear of the Undead.

Modification-Point Cost (M.P.C.): 30

Prerequisites --------------------------- : Necromancer.

Ability-points to invoke:

Passive ability that is always in effect. This ability will exact 15 ability-points if the fear of the undead attempts to overtake the Necromancer. If the Necromancer does not have sufficient ability-points, this ability will not work.

Area of Effect:

Caster only.

Avoidance-Roll:

Avoidance-roll vs. “Faith” to withstand the fear of the undead.

Casting Time:

None (this is an ability, not a spell).

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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The Necromancer will have a natural resistance vs. the fear which the Undead bring upon those who behold them.

Hand Movement:

None.

Healing:

None.

Immunities:

None. See: “Maximum adjustment”

Invoke time: Instant.
Maximum Adjustment:

Vs. Ancient (Jahtha) Undead: 50%; Vs. Greater (Jahthein) Undead: 70%; Vs. Lesser (or common) Undead: 90%

Notes:

None.

Range:

Caster only.

Resting Time:

None.

Special:

None.

Spell Preparation:

None (this is an ability, not a spell).

Spell-points to cast:

None (this is an ability). See: "Ability-points to invoke"

Susceptibilities: Not applicable.
Value: 45,000 white-gold

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