Necromancer Spells 3.0: Difference between revisions
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<table border="1" cellpadding="4"><th>Name</th><th>Abbrev</th><th>Type</th><th>Skills</th><th>Slots</th><th>Min Prep</th><th>Max Prep</th><th>Difficulty</th><th>Availability</th><th>Description<th> |
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<tr><td>Call from Beyond</td><td>cfb</td><td>Non-Battle Single-Target</td><td>Utility</td><td>2</td><td>17</td><td>112</td><td>Basic</td><td>Live</td><td>The most elemental form of creating the undead, Call from Beyond compels a thanatologically prepared corpse to rise in service to its master. A servant created through this spell exists only a short time before the animating magic fails, but the ritual to raise it can be done quickly, requiring none of the laborious preparation that mark the creation of a permanent Risen. Channeling additional power into this spell extends its duration, but care should be taken not to mar the corpse, as each scrape will reduce the length of time the body can be maintained.</td></tr> |
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<tr><td>Necrotic Reconstruction</td><td>nr</td><td>Non-Battle Single-Target</td><td>Utility</td><td>2</td><td>14</td><td>99</td><td>Advanced</td><td>Live</td><td>A staple tool of apprentice and master reanimators alike, Necrotic Reconstruction provides instantaneous mending to a servant that has not yet outgrown its usefulness. The false healing operates by bolstering the Unlife within forms, which in turn flares to defy any mundane wounds present. Curiously, the spell does affect non-undead creations of Animation magic, albeit with less potency.</td></tr> |
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<tr><td>Reverse Putrefaction</td><td>rpu</td><td>Non-Battle Single-Target</td><td>Augmentation</td><td>2</td><td>13</td><td>97</td><td>Advanced</td><td>Live</td><td>Reverse Putrefaction was the necromantic solution to the fact that corpses, even post-zombification, still are fundamentally dead flesh. The pattern only works on the properly raised dead, augmenting the musculature and reflexes to make them further superior to the living in order to change the iconic zombie from fodder into a one-undead army.</td></tr> |
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<tr><td>Quicken the Earth</td><td>qe</td><td>Non-Battle Single-Target</td><td>Utility</td><td>1</td><td>5</td><td>98</td><td>Basic</td><td>Live</td><td>The simplest of Animation magic, this spell draws from the caster's own lifeblood to invest motion in a constructed form. More advanced patterns can manipulate many things, but Quicken the Earth was designed for potency even at low levels of skill and thus is very specific in purpose. It requires a ritual letting of blood and a token amount of dirt, from which the necromantic magic builds a humanoid construct. |
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The creation is not alive, or even undead, but rather an animated body that will blindly lash out at any around it. The ritual of creation protects the caster from its attention, but it otherwise acts as an independent and aggressive force until it is destroyed or the magic binding it loses strength. |
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The construct will also make some effort to hinder those engaging its creator, more potent constructs doing so with greater frequency. Some speculate that this represents the stirring of consciousness, an attempt to protect its creator out of self preservation. Most regard this line of thinking as nonsense and attribute the behavior to clever design on the part of the spell's originators.</td></tr> |
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<tr><td>Blood Burst</td><td>blb</td><td>Targeted Single-Target</td><td>Targeted Magic</td><td>2</td><td>14</td><td>99</td><td>Advanced</td><td>Live</td><td>Blood Burst is the strongest and, to outsiders, the debatably vilest spell in the Necromancer's arsenal. Requiring the caster to be bleeding or sacrifice a portion of their life force in the casting, the end result is a projectile of deadly incarnadine force.</td></tr> |
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<tr><td>Heighten Pain</td><td>hp</td><td>Battle Single-Target</td><td>Debilitation</td><td>1</td><td>4</td><td>103</td><td>Introductory</td><td>Live</td><td>The Heighten Pain spell surrounds your opponent with a wracking curse that amplifies the target's sense of pain, increasing the physical damage and discomfort they suffer for a short time.</td></tr> |
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<tr><td>Siphon Vitality</td><td>sv</td><td>Targeted Single-Target</td><td>Targeted Magic</td><td>2</td><td>17</td><td>109</td><td>Basic</td><td>Live</td><td>The Siphon Vitality spell strikes your opponent with a powerful blast of Necromantic energy. Once this energy reaches the flesh and blood of its target, it saps the very life force from it, causing the opponent to wither and possibly die. If this spell is fully targeted, the caster will receive a portion of the siphoned-out energy.</td></tr> |
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<tr><td>Visions of Darkness</td><td>vod</td><td>Battle Single-Target</td><td>Debilitation</td><td>2</td><td>15</td><td>95</td><td>Advanced</td><td>Live</td><td>A simple curse, the Visions of Darkness spell places a psychic malady on the victim that causes their brain to believe their eyes are receiving much less light than they are. It does not affect combat prowess, but makes a target considerably less perceptive.</td></tr> |
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<tr><td>Petrifying Visions</td><td>pv</td><td>Battle Single-Target</td><td>Debilitation</td><td>2</td><td>5</td><td>100</td><td>Basic</td><td>Live</td><td>The Petrifying Visions allows the caster to channel energy into their opponent's mind. If successful, the spell taps into the primal fears and uncertainties about life that reside deep within the mortal mind. The end result causes the victim to be paralyzed until they can reconcile and repress what they saw.</td></tr> |
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<tr><td>Eyes of the Blind</td><td>eotb</td><td>Non-Battle Single-Target</td><td>Utility</td><td>1</td><td>8</td><td>105</td><td>Basic</td><td>Live</td><td>Eyes of the Blind is a specialized form of the Visions of Darkness spell. Instead of imposing a strict psychic malady on any particular target, the Necromancer draws upon quirks of the eyes of sentient creatures by corrupting their own body in a way that causes its location to be a blind spot by all who view it. This corruption is not perfected, and perceptive creatures may notice that they are missing something, or even be able to find the Necromancer him or herself. Should the Necromancer be revealed, the spell will alter the corruptive mutation slightly in order to reapply the effect, but this takes some time.</td></tr> |
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<tr><td>Obfuscation</td><td>obfuscation</td><td>Non-Battle Single-Target</td><td>Augmentation</td><td>1</td><td>2</td><td>101</td><td>Introductory</td><td>Live</td><td>The Obfuscation spell projects a psychic field that blunts the mind with a sense of placid normalcy in all those touched by it. This draws less critical attention to the magician, assisting him in any attempt to stay unperceived.</td></tr> |
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<tr><td>Rite of Contrition</td><td>roc</td><td>Non-Battle Single-Target</td><td>Utility</td><td>1</td><td>4</td><td>19</td><td>Advanced</td><td>Live</td><td>Rite of Contrition builds on the magician's earlier knowledge of creating fields of psychic corruption, taking a turn toward the mystical. Where previous fields focused on affecting the physical senses of those around the Necromancer, Rite of Contrition subverts their supernatural senses. |
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While the spell is held, the magician can hide any necromantic corruption in his body. The more power fed into the spell, the more corruption can be washed away. This affects attempts to perceive the Necromancer's taint, but does nothing to defend against attempts to exploit it: a Moon Mage can be fooled, Harm Evil cannot. |
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Finally, the spell matrix is designed to react poorly to the presence of Transcendental Necromancy spells, to aid in the magician's display of contrition. While in use, the Rite of Contrition will dispel any active transcendental mutation.</td></tr> |
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<tr><td>Acid Splash</td><td>acs</td><td>Targeted Single-Target</td><td>Targeted Magic</td><td>1</td><td>2</td><td>102</td><td>Basic</td><td>Live</td><td>The Acid Splash spell conjures up an imperfect fragment of the fabled Universal Solvent that is targeted at an enemy. While lacking the potency or duration of the often sought alchemical ideal, the Acid Splash spell is powerful in its own right. Each conjuration is a different acidic solution, meaning that it can be effective against any opponent if used several times.</td></tr> |
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<tr><td>Vivisection</td><td>vivisection</td><td>Targeted Single-Target</td><td>Targeted Magic</td><td>3</td><td>28</td><td>109</td><td>Esoteric</td><td>Live</td><td>The Vivisection spell is one of the most deadly in the Necromancer's arsenal. The ability to flay a target with none the wiser of who cast the spell, and even to remain in hiding after a cast, is something no other magicians have ever been able to master.</td></tr> |
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<tr><td>Viscous Solution</td><td>vs</td><td>Battle Area</td><td>Debilitation</td><td>2</td><td>14</td><td>100</td><td>Advanced</td><td>Live</td><td>The Viscous Solution spell creates an enormous mass of viscous goo like a floating pond, then lets it fall upon the area. The goo seems to stick to living and sentient creatures for some reason, quickly hardening so that it is difficult to move without spending time dealing with it. Whether hindered or not, a thin coating of the goo remains on all victims, an odd property of the substance causing further applications to have no effect for a short period.</td></tr> |
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<tr><td>Researcher's Insight</td><td>rei</td><td>Non-Battle Single-Target</td><td>Augmentation</td><td>3</td><td>17</td><td>100</td><td>Basic</td><td>Live</td><td>The Researcher's Insight spell creates a thin, rising mist from the caster's hands. Originally thought to be useless, it was found that inhaling the result of this pattern brings forth improved mental fortitude for a time. An additional pleasing side-effect is an instinctual understanding of basic research principles that aid in many avenues of study. The substance created is attuned to the caster, rendering it impotent at best if ingested by another.</td></tr> |
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<tr><td>Universal Solvent</td><td>usol</td><td>Targeted Area</td><td>Targeted Magic</td><td>2</td><td>15</td><td>55</td><td>Esoteric</td><td>Scroll</td><td>Universal Solvent is the goal and culmination of the Synthetic Creation book. Its magical formula is treasured and jealously guarded, seldom taught willingly. It conjures the most corrosive acid known to the Philosophers of the Knife, starting a widespread and persistent alchemic reaction. |
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Similar to the rudimentary Acid Splash spell, this synthetic substance alters its makeup from one conjuration to another, thus making itself nigh-impossible to resist. As the catalyst, the caster is spared from the forces they have unleashed, but nothing else is.</td></tr> |
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<tr><td>Butcher's Eye</td><td>bue</td><td>Non-Battle Single-Target</td><td>Augmentation</td><td>2</td><td>5</td><td>95</td><td>Basic</td><td>Live</td><td>The Butcher's Eye spell augments one of the magician's eyes, improving his sight beyond the limited capacity of the Immortals' own design. Under its influence, the Necromancer gains an almost intuitive understanding of anatomy, greatly improving his ability to butcher dead game and conduct thanatological rituals.</td></tr> |
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<tr><td>Calcified Hide</td><td>ch</td><td>Non-Battle Single-Target</td><td>Warding</td><td>3</td><td>14</td><td>97</td><td>Basic</td><td>Live</td><td>The Calcified Hide spell uses mutative energy to form a network of slightly flexible, toughened ridges upon the caster's body. These ridges help absorb the shock of all damaging attacks, and may even nullify minor physical damage completely.</td></tr> |
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<tr><td>Philosopher's Preservation</td><td>php</td><td>Non-Battle Single-Target</td><td>Augmentation</td><td>2</td><td>5</td><td>98</td><td>Basic</td><td>Live</td><td>Philosopher's Preservation overlays the Necromancer's nervous system with one designed after a far greater being. This temporary mutation considerably increases his reaction time, granting the magician quick reflexes and almost supernatural grace when evading attacks. Being a particularly deep-carved mutation, however, its reversal may prove unpleasant.</td></tr> |
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<tr><td>Consume Flesh</td><td>cf</td><td>Non-Battle Single-Target</td><td>Utility</td><td>2</td><td>12</td><td>99</td><td>Basic</td><td>Live</td><td>The Consume Flesh spell draws from the power of a ritual of consumption that has been placed upon a corpse, utilizing it to destroy part of the corpse in order to repair the caster. It should go without saying that it is impossible to consume something that does not exist, so casters should take care to leave the part of the prey they wish to utilize undamaged.</td></tr> |
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<tr><td>Worm's Mist</td><td>worm</td><td>Battle Single-Target</td><td>Warding</td><td>3</td><td>26</td><td>103</td><td>Esoteric</td><td>Live</td><td>Worm's Mist is a powerful yet potentially crippling defense. The spell mutates the Necromancer's sweat glands and pores, allowing his body to produce a clinging, supernatural miasma. Any spell that passes through the miasma risks coming apart at the seams, including the Necromancer's own. |
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The spell is traditionally deployed near the skin, granting the caster protection against other magicians without any chinks or flaws. While the Necromancer's own spells are likewise hindered, that is what Risen are for. Alternately, he may weave Worm's Mist into a shell approximately ten feet in diameter. This allows the Necromancer to freely cast upon himself and anyone within a melee, but grants the same courtesy to his enemies.</td></tr> |
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<tr><td>Kura-Silma</td><td>ks</td><td>Non-Battle Single-Target</td><td>Augmentation</td><td>2</td><td>15</td><td>96</td><td>Advanced</td><td>Live</td><td>Kura-Silma builds upon what the Necromancer has learned from the Butcher's Eye spell. Through transfusing a kind of gaseous growth in the eyeball, the spell effectively hones one's sight to greater keenness. Roots of the resulting cysts are known to travel inward to the skull, improving insight into the multiplicity of Arcane mana with a lighter touch on the brain." |
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"This magic once required the caster to cut open her eye in order to bring out the enhancive cysts, a method obsoleted by advances in transcendental patterns.</td></tr> |
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<tr><td>Spiteful Rebirth</td><td>sre</td><td>Metaspell</td><td>Shield Usage</td><td>2</td><td>0</td><td>0</td><td>Introductory</td><td>Live</td><td>Among the most esoteric forms of transcendental magic are the dead patterns, which only those who have thrown off life may cast. Spiteful Rebirth is regarded as the most useful of this strange magic, which has the humble goal of defeating death itself. |
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Through Spiteful Rebirth, a Necromancer can replicate the iconic ability of liches to rise bodily from death with nothing but his own magic. Properly used, it knits together the corpse, then forces its heart to beat, nerves to flare and countless other somatic actions which resuscitate the dead from physical principles. The soul is said to "snap back" upon the restoration of life -- though this process is far from pleasant and leaves the Necromancer crippled for some time. Liches are said to gain some special benefit from this magic, but we do not know what, precisely, that is. |
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The seeming miraculous nature of this spell makes it the most... philosophically contentious of those we agree to teach. Some Philosophers regard it as spiritual necromancy for its treatment of the soul and steadfastly avoid its demonic taint. Others regard mastery of physical resuscitation as a vital preliminary to understanding the greater Alchemy of Flesh. If nothing else, Spiteful Rebirth is the worst possible thing to bring up in polite conversation.</td></tr> |
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<tr><td>Ivory Mask</td><td>ivm</td><td>Non-Battle Single-Target</td><td>Augmentation</td><td>1</td><td>8</td><td>103</td><td>Basic</td><td>Live</td><td>The Ivory Mask pattern confers a beneficial mutation to the caster that augments their ability to perceive the aetheric, making it easier to form and direct targeted patterns. It has a side effect of temporary removing the pigment along the user's face, leading to its moniker.</td></tr> |
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</table> |
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Latest revision as of 23:02, 24 December 2014
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