Necromancy
Necromancy is one of the darker areas of magic, relating to death and the control of the spirit. It is not, despite many feeling otherwise, automatically evil, but many do consider it deeply unethical to raise humanoids for these purposes. Some Necromancers choose to resist, and instead use animal bodies or bone constructs and nature spirits.
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Many do not recognize this difference.
Undead Minions
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Create some undead minions.
Attribute: Willpower
Type: Support
Requirements: None
Duration: Until Destroyed
Action Points: 5 AP
Cool Down: 4 rounds
Range: Touch
Rank 1
Undead Minions - Raise an undead creature. You can create and maintain 1 minion per 4 levels. See the Undead section for how these creatures work.
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Rank 2
Reduced Cooldown - Reduce the Cooldown period by 1.
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Rank 3
Improved Range - Increase the range by 10m.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Support
Requirements: None
Duration: Until Destroyed
Action Points: 5 AP
Cool Down: 4 rounds
Range: Touch
Rank 1
Undead Minions - Raise an undead creature. You can create and maintain 1 minion per 4 levels. See the Undead section for how these creatures work.
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Rank 2
Reduced Cooldown - Reduce the Cooldown period by 1.
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Rank 3
Improved Range - Increase the range by 10m.
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Rank 4
(Level 5 and higher)
More Minions - Gain a new minion every three levels.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
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-- Or --
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More Lifelike - Your undead Minions, despite how they function, resemble the beings they once were better, and smell better. They are less likely to cause...problems...with the locals. They are still unintelligent creatures, however, and will respond as such.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Half-Life - Impart a spark of life into your creations. Once per turn they can take independent action and can take one additional action without needing an order.
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-- Or --
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Spirit Swarm
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Call upon the spirits of the dead or nature to protect you and attack your foes.
Attribute: Willpower
Type: Support
Requirements: None
Duration: Instant
Action Points: 5AP
Cool Down: Duration
Range: Self
Rank 1
Spirit Swarm - A pack of spirits swirls around you, attacking anything that attempts to harm you at close range. Inflict 1d10 damage upon being attacked.
This take 2AP per round to maintain.
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Rank 2
Easier Casting - Reduce the AP cost by 1.
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Rank 3
Greater Range - Any attacks within 5m against you, even if not in melee, is met with retaliation and the same damage is inflicted.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Support
Requirements: None
Duration: Instant
Action Points: 5AP
Cool Down: Duration
Range: Self
Rank 1
Spirit Swarm - A pack of spirits swirls around you, attacking anything that attempts to harm you at close range. Inflict 1d10 damage upon being attacked.
This take 2AP per round to maintain.
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Rank 2
Easier Casting - Reduce the AP cost by 1.
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Rank 3
Greater Range - Any attacks within 5m against you, even if not in melee, is met with retaliation and the same damage is inflicted.
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Rank 4
(Level 5 and higher)
Ranged Recompense - When attacked by a ranged attack spend 2 AP to retaliate against them, inflicting damage as you would if they were within this abilities range.
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-- Or --
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Easy Maintenance - Reduce the cost to maintain the spell by 1.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Harsher Response - Increase +4 damage to the response.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Protective Swarm - As well as attacking those that harm you the spirits protect you, granting +2 Armour
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-- Or --
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Life Bond
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Force another creature to assume the harm you take.
Attribute: Willpower
Type: Overwhelm
Requirements: None
Duration: 3 rounds
Action Points: 5 AP
Cool Down: 2 round
Range: Touch
Rank 1
Life Bond - The target must make a Simple (+10%) Willpower Test. If they fail the bond is established. Whenever the caster is attacked and suffers damage, roll 1d10 - this amount of damage is transferred to the target, and the damage to the caster reduced by half the amount.
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Rank 2
Longer Lasting - Increase the number of rounds the Bond lasts by 1.
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Rank 3
Harder to Resist - The Willpower Test to avoid this spell is no longer Simple
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Overwhelm
Requirements: None
Duration: 3 rounds
Action Points: 5 AP
Cool Down: 2 round
Range: Touch
Rank 1
Life Bond - The target must make a Simple (+10%) Willpower Test. If they fail the bond is established. Whenever the caster is attacked and suffers damage, roll 1d10 - this amount of damage is transferred to the target, and the damage to the caster reduced by half the amount.
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Rank 2
Longer Lasting - Increase the number of rounds the Bond lasts by 1.
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Rank 3
Harder to Resist - The Willpower Test to avoid this spell is no longer Simple
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Rank 4
(Level 5 and higher)
Stronger Bond - Inflict an additional +2 to the target.
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-- Or --
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Better Bond - Reduce the damage inflicted on the cast by the full 1d10.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Easier Casting - Reduce the AP cost by 1.
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-- Or --
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Longer Range - Cast the spell up to a range of 10m.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Broken Bond - Inflict 1d10+2 points of damage for every round the Spell has left on its duration but instantly ending it, for 2 AP.
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-- Or --
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