Seeker Abilities and Spells (Necromancer Studies):

Modification-Point Cost: 2

Taps into the abilities and spells of this class. Once this has been purchased, a character can then proceed to purchase actual abilities and spells. Return to top

 

Prerequisites for this class:

1. Seeker Abilities: "Magical Prowess"
2. Seeker Abilities: "Metaphysical Studies"

 

%Roll: Spells and Abilities: 4 Return to top

01-25:   Bones                        (Spell) (Modification-Point cost 2)

26-50:   Leech (Minor)          (Spell) (Modification-Point cost 4)

51-75:   Revoke Holy Fear   (Spell) (Modification-Point cost 2)

76-00:   Shadowhand            (Spell) (Modification-Point cost 4)

 

Return to top

     The Necromancer is one who deals with the dead. They delve deep into the darker arts of magic in a constant struggle to create half-life.

     Do not confuse this path with diabolic evil, for this is not the intention of most who begin to feel seduced, lured in by an unseen power, shortly after committing to this path. The art of the dead is aligned with the darker things in life, yes, but is not evil in an of itself. The blame of falling into evil paths, wherein diabolic deeds are concieved and executed, lie solely upon the shoulders of those too weak to resist the borbidden. The path of evil is a sought after path, as is the path of good. What one does with this darker power will depict his or her align, not the the mere learning of molding the dead to their every whim.
     They say that one who studies the art of death eventually becomes swallowed up therein, evolving into the dead they study and work upon. What do they know you will become!
Return to top

 

 

Bones (Seeker Spell (levels 0 - 5) Return to top

 

Will cause a White Skeleton to take your side in a conflict.

 

Modification-Point Cost (M.P.C.) : 2

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

Ability-points to invoke:

None (this is a spell).

Ability Preparations:

None (this is a spell).

Area of Effect:

One Undead White Skeleton.

Avoidance-Roll:

Pit mental-strength against the White Skeleton’s successfully (race to 4).

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

1-D10 turns +1 level.

Effect Time:

Instant.

Explanation:

Return to top

This spell will cause a White Skeleton to take his or her side in a conflict if it fails to pit its mentalstrength against the Necromancer.

 

Remember that only a White Skeleton is susceptible to this power

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Only a Undead White Skeleton can be effected by this spell.

Maximum Adjustment:

Only one White Skeleton can be controlled at one time.

Notes:

Only one White Skeleton can be controlled at one time.

Range:

1space (5') x your awareness.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

2

Susceptibilities:

None.

Value:

1,200 white-gold

Return to top

 

 

Leech (Minor) (Seeker Spell (levels 0 - 5) Return to top

 

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

 

Modification-Point Cost (M.P.C.) : 2

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:

Return to top

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:

None.

Range:

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

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

2

Susceptibilities:

None.

Value:

4,000 white-gold

Return to top

 

 

Revoke Holy Fear (Seeker Spell (levels 0 - 5) Return to top

 

Gives a +5 on the avoidance-roll vs. "Fear" against blessed / holy creature spells and abilities.

 

Modification-Point Cost (M.P.C.) : 2

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

Ability-points to invoke:

None (this is a spell).

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Caster only.

Avoidance-Roll:

Caster must win initiative against his or her attacker in order for this spell to be automatically cast to protect him or her.

Casting Time:

Instant.

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

Return to top

This spell will give the Necromancer a +5 on his or her avoidance-roll vs. "Fear" vs. blessed and holy creature spells and abilities. This spell will automatically be cast to protect the Necromancer if an unwanted blessed or holy effect threatens the caster, but the caster must win an initiative for this spell to be cast.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

+5

Notes:

None.

Range:

Caster only.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

2  Passive Spell. If Necromancer does not have the spell-points to cast this spell, this ability will not work. See: “Explanation”

Susceptibilities:

None.

Value:

1,700 white-gold

Return to top

 

 

Shadowhand (Seeker Spell (levels 0 - 5) Return to top

 

The touch of the Shadowhand blinds.

 

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

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

Ability-points to invoke:

None (this is a spell).

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Touch.

Avoidance-Roll:

Foe must evade the necromancer's touch.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

Shadowhand duration:

1-D4 turn (5 - 20 seconds) (+1 turn per level advanced.

 

Blinding duration:

1-D4 turns.

Effect Time:

Instant.

Explanation:

Return to top

After casting this spell, the hand of the necromancer will blacken. Any creature he or she touches will be partially blinded an will suffer the following penalties:

 

1. -10 Defense.

2. -10 Offense.

3. 10% per turn of mistaking an ally for a foe and attcking.

Hand Movement:

One hand.

Healing:

None.

Immunities:

Creatures that do not see through the normal eyes of flesh and blood.

Maximum Adjustment:

None.

Notes:

None.

Range:

Caster.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

2

Susceptibilities:

None.

Value:

2,000 white-gold

Return to top