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School of Necromancy EmptyWed Jan 16, 2019 7:06 pm by SgtSarros
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 School of Necromancy

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SgtSarros
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Posts : 200
Join date : 2017-09-20

School of Necromancy Empty
PostSubject: School of Necromancy   School of Necromancy EmptyThu Nov 16, 2017 11:56 am

GuildMaster: Marthyra Duskwalker

School of Necromancy Marthy10


Assistant GuildMaster: Wandalynn Fallenheart

School of Necromancy Wandal10


Circle 1

Minor Life Curse
Cost: 5MP
Uses: Psyche
Description: Deals typical damage every round. Opponent rolls endurance to resist this spell. Spell lasts 1d2 rounds minimum. Every turn after, the target must roll the same color of the curse ( red needs only a yellow roll ) or takes Typical damage again. There is no resistance to this spell.


Sense Death
Cost: 5MP
Uses: Psyche
Description: Allows caster to sense any deaths that happen. Range is 1 mile, increasing by one more for every circle of necromancy the caster knows at least one spell in.


Sense Undead
Cost: 5MP
Uses: Psyche
Description: Allows the caster to sense undead in the area. Range is 1 mile, increasing by one more for every circle of necromancy the caster knows at least one spell in.


See The Great Beyond
Cost: 5MP
Uses: Psyche
Description: Allows the caster to see nearby spirits and incorporeal beings. Also allows the caster to see through illusions if they beat the illusionist's roll. Once the caster knows at least one spell in the fourth circle, this spell becomes the equivalent to Astral Sight, has it's mana cost removed, and a roll is only required if something is impairing the caster's access to the Astral Plane.




Circle 2
Clay Homunculus
Cost: 10mp + 10hp
Uses: Psyche
Description: Creates a small mindless servant with limited stats. The servant will only obey the person who created it. Has Typical in FASE stats, Feeble RIP stats. On a green roll can improve one stat one level. On a yellow can improve three stats one level. On a red can improve all stats one level. The improved stats must be mentioned immediately after the dice roll. Lasts until destroyed or dispelled. If given no orders in combat it will use it's turns shielding the caster from attack.
Special Conditions:
1. Must be in an area where clay form the ground is easily obtainable ( this spell will not work in a concrete parking lot or on an yacht, for example )
2. Caster may only have 1 pet at a time.


Control Scavengers
Cost: 10MP
Uses: Psyche if something is attempting to block control, otherwise none
Description: Allows the control of nearby scavengers, such as ravens or vultures, to use at your command. Allows the control of 1d3 nearby creatures at circle 2 and can be multiplied for additional control based on circle level. ( up to 2d3 for 20mp at circle 3, up to 50MP for 5d3 at circle 6 )


Spectral Shield
Cost: 10MP
Uses: Psyche
Description: Protects caster from HP and MP draining attacks by ghosts and other incorporeal undead. Excellent protection on yellow, half on green, quarter on white. Crit bonus applies with this spell.


Speak With the Dead
Cost: 10MP
Uses: Reasoning / Psyche ( whichever is higher )
Description: Allows you to speak with one type of undead. Duration is one hour.


Spell Curse
Cost: 10MP
Uses: Psyche
Description: Causes Typical damage every time a spell is cast by target. Target is unable to heal themselves while this spell is active. Spell can only be removed through Purify, Transfer Curse, or Remove Curse.


Transfer Curse
Cost: 10MP
Uses: Psyche
Description: Allows a curse to be transferred from one target to another. The casters roll must be the same color as the original curse ( red needs a yellow ) then target rolls endurance or psyche ( whichever is higher ) to resist.




Circle 3

Drain Life
Cost 15MP
Uses: Psyche
Requires: Minor Life Curse
Description: Drains HP from one living target. Steals Remarkable amount of health, half on green, quarter on white. WARNING: Caster must declare if they are going to prevent someone from being drained to the threshold of death.


Life Curse
Cost: 10MP
Uses: Psyche
Requires: Minor Life Curse
Description: Deals Good damage every round. Opponent rolls endurance to resist this spell. Spell lasts 1d3 rounds minimum. Every turn after, the target must roll the same color of the curse ( red needs only a yellow roll ) or takes Good damage again. There is no resistance to this spell.


Necromitude
Cost: 10HP
Uses: Psyche
Description: Siphons life from caster to heal an undead creature or pet. Heals Excellent damage, half on green, quarter on white.


Drain Magic
Cost: 5MP
Uses: Psyche
Description: Steals MP from one living target. Steals Excellent MP, half on green, quarter on white.


Rebreathe
Cost: 20MP
Uses: Psyche
Description: When there is no one around to bring someone back to life, and too far to take the corpse, A necromancer can re-seal the spirit into the body. The target is at 1hp and cannot fight, cannot be healed, and cannot regenerate MP, but can move and act with at all other actions at -1CS. This spell lasts for one hour, two hours on a yellow, 1d3 additional hours on a red. Once this spell expires it cannot be cast again without the person being resurrected first.




Circle 4

Necromantic Shield
Cost: 15MP
Uses: Psyche
Description: Creates a shield of lost souls to protect one person. Protects target from up to Incredible damage before it dissipates. This spell will have increased effect if used in a graveyard or site of a recent battlefield, GM discretion in those cases.


Remove Curse
Cost: 20MP
Uses: Psyche
Description: Will remove one curse from the target that has the same color as the spell roll. It can also be used to remove two curses of a lower color then the roll. ( Example: A green can remove two whites, A yellow will remove two whites / greens ). A red will remove all curses.


Stone Homunculus
Cost: 20mp + 20hp
Uses: Psyche
Requires: Clay Homunculus
Description: Creates a small mindless servant with limited stats. The servant will only obey the person who created it. Has Good in FASE stats, Feeble RIP stats. On a green roll can improve one stat one level. On a yellow can improve three stats one level. On a red can improve all stats one level. The improved stats must be mentioned immediately after the dice roll. Lasts until destroyed or dispelled. If given no orders in combat it will use it's turns shielding the caster from attack.
Special Conditions:
1. Must be in an area where stone form the ground is easily obtainable ( this spell will not work in a concrete parking lot or on an yacht, for example )
2. Caster may only have 1 pet at a time.





Circle 5

Animate Armor
Cost: 10MP for leather, +5mp for every level armor higher, 20HP
Uses: Psyche
Requires: Stone Homunculus
Description: Infuses a soul into a suit of armor in order to assist the caster. The servant will only obey the person who created it. Has Good in FASE stats, Feeble RIP stats. On a green roll can improve one stat one level. On a yellow can improve three stats one level. On a red can improve all stats one level. The improved stats must be mentioned immediately after the dice roll. Lasts until destroyed or dispelled. If given no orders in combat it will use it's turns shielding the caster from attack.
Special Conditions:
1. The armor used determines the damage reduction it takes from attacks. If the creature falls to below -20HP from an attack, the armor is destroyed.
2. The 'heat metal' spell does +1CS damage to this pet.
3. The caster can only have 1 pet at a time.


Resurrection
Cost: 35MP
Uses: Psyche
Requires: Rebreathe
Description: A necromancer can call on benevolent souls to infuse a corpse with some of their energy to help heal a body sufficiently to bring the person back to life. On a white the person is alive but at 0hp, though can be healed back to consciousness. On a green they are at 1/4hp, on a yellow they are at 1/2hp. On a red, they have full HP and regain 50% of max mana ( up to full ).


Zone of Decay
Cost: 30MP
Uses: Psyche
Requires: Life Curse
Description: Deals Good damage every round to up to four ( 4 ) targets. Opponent rolls endurance to resist this spell. Spell lasts 1d3 rounds minimum. Every turn after, the target must roll the same color of the curse ( red needs only a yellow roll ) or takes Good damage again. There is no resistance to this spell.
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