Necromancy

From Fables and Fantasy Wiki
Jump to navigation Jump to search
Necromancy
VoidalPNG.png
Classification Voidal Magic
Energy Source Lillith - The Black Void
Casting Method Catalyst - Soul Gem
Additional Paths Soul-Destined · Death-Destined

Though many have heard the tales of Necromancy through fables, their parents read them, or the vast majority state that Necromancy is 'evil'. There has been not one soul that has been able to speak the truths of these tales. As old as time, throughout history, there has been a trail of a necromancer present. From graves being empty to bodies found reaped of life across Eden. These beings practice ancient magic to raise and summon the dead, to be able to kill with a flick of their finger. A power that rivals the Gods, and such, they are hunted by the people of Eden. Attacked, imprisoned, and executed; that would be the common occurrence if someone were to see a necromancer, and for a good reason. They are not people of compassion and are not ones to be underestimated.


History

Not much is known about the ancient voidal magic, although many believe it to have come around during the Age of fallen spires. An Ancient Necromancer is said to have sold his soul to a demon that gained him the power to manipulate death. Evidence can be found around Eden, which leaves traces of unholy mages, such as the ancient Khadun ruins. Graves are said to be robbed, and animals are believed to go missing when these mages are in the area. Throughout the ages, many would hunt for knowledge of the ancient voidal magic, yet there is not much to find. Either destroyed or hidden away for those to never find. But, through time, many theories of how Necromancy came to arise, and one stood out from the rest. The story stuck as it spoke of an Ancient Mage that traversed the realm, seeking eternal life to be lifted from the bounds of mortality. And while traversing, he wandered into a strange cave where a demon spoke to him. Offering him what he desired most; the power to raise the dead. And in return, his soul. Of course, the Ancient Mage thought about it before ultimately agreeing; to sell his soul to the demon. Through that Ancient Mage, generations of necromancers came, further selling their possessions to the demon, their soul, their eyesight, and in some cases, their firstborn child. But, no one truly knows the origins of Necromancy, as there is no official documentation on it.


Learning and Teaching

There is no way to learn Necromancy without a teacher. All present-day Necromancers had mentors that guided them through the process. If someone is lucky enough to find a mentor, they still have the grueling lessons. The first few days, the mentor will teach the apprentice the spells of necromancy, how to control voidal magic and how to manipulate souls. Once the mentor feels the apprentice is ready, the mentor shall guide the apprentice through a ritual to summon a Demon of Lillith. If the apprentice is deemed worthy by the Demon, through either selling their soul or selling another possession of theirs, the Demon will grant a small fraction of their power to the apprentice in the form of a gem known as a 'Voidal Fragment'.

Once the ritual is complete, the apprentice must 'nurture' the Voidal Fragment, learning to control it properly and use it as a catalyst. The higher the level, the harder it becomes to control the Voidal Frag ment.

To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to study magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to choose their necromancy destiny, they once more require to nurture their voidal fragment through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more.

Level Increase Required Sessions Req .Session Length
Lvl 0 to Lvl 1 2 Sessions Event
Lvl 1 to Lvl 2 4 Sessions 60 Minutes. Proof in lore ticket.
Lvl 2 to Lvl 3 4 Sessions 60 Minutes. Proof in lore ticket.
Lvl 3 to Lvl 4 Self-study. Show proof of self-study in lore ticket 3 times.
Lvl 4 to Lvl 5 Self-study. Show proof of self-study in lore ticket 4 times.
Lvl 5 to Lvl 6 1 Session Event
Lvl 6 to Lvl 7 Self-study. Show proof of self-study in lore ticket 6 times.
Lvl 7 to Lvl 8 Self-study. Show proof of self-study in lore ticket 8 times.
Lvl 8 to Lvl 9 Self-study. Show proof of self-study in lore ticket 10 times.
Lvl 9 to Lvl 10 1 Session Event

After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year

Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the magic rules page.

Progression - Necromancy

Base Spell Progression

Level Unlocked Spells Abilities/Bonuses
Lvl 1 - Novice 2 lvl 1 spells. No spellcasting bonuses. Up to 2 soul charges.
Lvl 2 - Spellweaver 3 lvl 1 spells. +1 spellcasting bonus. Up to 2 soul charges.
Lvl 3 - Wizard 4 lvl 1 spells, 2 lvl 2 spells +1 spellcasting bonus. Up to 4 soul charges. The spellcaster unlocks the Souls Blessing ability.
Lvl 4 - Master Warlock 4 lvl 1 spells, 3 lvl 2 spells +1 spellcasting bonus. Up to 4 soul charges.
Lvl 5 - Arch Warlock 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells. +2 spellcasting bonus. Up to 6 soul charges. The caster can now choose a path.

Progression - Soul-Destined

When a Soul-Destined Necromancer chooses to walk upon this path, they will stay in touch with their human side and focus mainly on perfecting the arts of resurrection and building their army of undead creatures. Soul-Destined Necromancers are weaker in combat but make up for it with their sheer number of helpers. These Necromancers usually work alone though some covens can be found with Soul-Destined Necromancers at the head of the organization.

Level Grimoire Slots Abilities/Bonuses
Lvl 6 - Raiser 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells. +2 spellcasting bonus. Up to 6 soul charges.
Lvl 7 - Awakener 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell +2 spellcasting bonus. Up to 8 soul charges. The Spellcaster unlocks the Resurrection ability.
Lvl 8 - Materialiser 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Fragmentation ability.
Lvl 9 - Summoner 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell +3 spellcasting bonus. Up to 10 soul charges.
Lvl 10 - Enchanter 5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells +4 spellcasting bonus. Up to 10 soul charges.

Progression - Death-Destined

When a Death-Destined Necromancer chooses to walk upon this path, they will slowly lose the last remaining bit of their humanity, casting away what little remained of their original selves. The Necromancers that choose the Death-Destined path choose to enhance themselves with powerful voidal magics that can increase their lifespan, make them powerful foes in battle and incredibly difficult to kill. These casters will be seen scheming around with lesser Necromancers and start powerful covens with the Lich at their head. The more powerful the Necromancer grows, the closer they grow to casting away their body and becoming a Lich themselves.

Level Grimoire Slots Abilities/Bonuses
Lvl 6 - Executioner 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells. +2 spellcasting bonus. Up to 6 soul charges.
Lvl 7 - Assassin 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell +2 spellcasting bonus. Up to 8 soul charges. The Spellcaster unlocks the Resurrection ability.
Lvl 8 - Reaper 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Necromantic Resistance ability.
Lvl 9 - Lesser-Lich 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell +3 spellcasting bonus. Up to 10 soul charges.
Lvl 10 - Lich 5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells +4 spellcasting bonus. Up to 10 soul charges.

Limitations

The mage will carry their Voidal Fragment with them to cast spells. Some spells require using soul charges that are kept within the Voidal Fragment. To increase the charges of your Voidal Fragment, request a Gamemaster.

Necromancers grow increasingly out of touch with their personality as they increase their level. Those who choose to follow the Death-Destined path will eventually lose all of their humanity. Souls are stored and necessary for the casting of certain spells.


Spells

Base Spells

Soul Consumption
The caster channels their fragment and stores the soul of a recently deceased being inside, or siphons a soul from another source.
Level 1
Casting Value 8
Range 3 meters
Damage The caster holds out their Voidal Fragment and begins to suck up the soul of a recently deceased being within range.

This spell can also target another soul gem, or similar means of storing souls. The target in question can resist via a spell defense roll.

Critical Failure The caster wastes their energy and fails to capture the soul successfully, destroying it in the process.
Critical Success The consumption is extra powerful, attracting another lingering soul in the area and filling up 2 slots.
Red Lines The spell can only be witnessed by voidal or elemental mages of level 6 and beyond. To add charges to the fragment, contact a Gamemaster.
Blight
After the caster sacrifices a soul to their tear, a circle of corruption surrounds the spellcaster; any form of plant life dies in this circle. The area around the caster becomes filled with voidal energy. Anyone or anything that enters this aura feels their life force being drained from them.
Level 1
Casting Value 10
Range 5 meters
Damage Anything inside the radius will take D3 damage per turn. The effect lasts D3 turns.

The necromancer may trap one character or creature inside the circle. To escape, they need to roll a D20. On an 11+, they escape the circle.

Critical Failure The Necromancer experiences an energy drain, causing their next casting roll to be modified with -1.
Critical Success The spell's damage becomes 2d2.
Red Lines This spell requires 1 soul to cast.

Lunarmancers can cleanse the blighted area.

Sacrilegious Strengthening
The caster brings forth their hand to manifest a captive soul on top of it, as 2 small boney nails stab into it, the soul being drained and sacrificed to the tear, granting the caster a brief boost in physical and magical prowess.
Level 1
Casting Value 10
Range Selfcast
Damage The user coats themselves in voidal essence and gains +1 to both Strength and Defense rolls for D3+1 rounds

The caster may use a soul charge to strenghten the spell, gaining an additional +1 to all stats on top of the normal spell.

Critical Failure The caster instead stabs into themselves, feeling a slight drain on them briefly, taking 1 dmg and having a -1 on the next turns rolls
Critical Success The spell will last for 2D2+1 Rounds.
Red Lines The caster must sacrifice the soul before casting, if they wish to use the strengthened version of the spell.

The user cannot give the boost to allies and it is limited to themselves. Casting rolls are not affected by the intelligence boost. The effect will not stack and you cannot cast it again if one is already active.

Bone of Battle
A bone comes forth from the tear that floats around the caster, protecting them and attacking their enemies.
Level 1
Casting Value 12
Range 4 meters
Damage The bone can be used for two actions independent of the caster's action that round. After these actions, the bone disappears.

The bone can be used to protect the caster from an attack. This has to be done before the defense roll of the caster. The caster cannot use the bone if they lose the defense roll before attempting to use it.

The bone can be used to attack anyone within melee range. The bone becomes a sharp sword and does 2 damage. This hit is unblockable.

Critical Failure The bone crumbles as it comes into contact with Eden's atmosphere.
Critical Success The bone is of exceptional quality, allowing it to last for 3 actions instead of 2.
Red Lines Only one bone can be active by the caster at all times.

The same action cannot be used twice in a row. The blocking of this spell is able to block mundane attacks, melee and ranged, as well as level 1 magical attacks.

Lesser Reanimation
The caster sacrifices a soul to their tear and reanimates a small deceased animal. Be it a baby of any kind or a dog.
Level 1
Casting Value 10
Range Touch
Damage The caster can reanimate a small, dead animal with an intact body. It will act akin to a guard dog, staying close to the caster to the point of being considered on the same space. The caster can choose to use any number of these creatures to perform melee attacks against enemies via a neutral d20 roll, each dealing 2 damage. Upon use the undead will die indefinitely.
Critical Failure The small body of the deceased animal crumbles instead, causing it to die indefinitely.
Critical Success The animal heals possible injuries it sustained during its life.
Red Lines This spell requires 1 soul to cast.

A maximum of 3 animals can be active at one time. To get an animal head, contact a Gamemaster.

Skeletal Grasp
The caster shines their Fragment onto the feet of a target as small, sturdy skeletal hands sprout from the ground, binding anyone within 2 meters of the target.
Level 2
Casting Value 14
Range 10 meters
Damage The caster casts a spell on a target enemy. Skeletal hands start sprouting from the ground in a 3x3 radius. Anyone within this radius takes 1 damage and cannot perform movement for D2+1 rounds.

Using an action, the targeted player can attempt to destroy the hands by rolling a D20 strength against the spell's casting roll. A roll of 20+ always breaks free.

Critical Failure The spell is a rebound, and a small pair of skeletal hands causes the caster to stumble. The caster is unable to act until the next round.
Critical Success The claws are sharper, dealing D2 damage to targets in the area.
Red Lines
Wall of Death
A mixture of undead parts are summoned from the tear and flow together into the shape of a wall that has moving arms all over it.
Level 2
Casting Value 12
Range 10 meters
Damage The caster summons a wall of undead arms that stretches in a 1-block thick, 5-block long, and 3-block high line that stays for D3+1 rounds.

Anyone who gets within touching range of this wall is grabbed and unable to move until the spell ends, or they get pulled out by another player. This will take an action turn of the helping player.

Players within touching range when the wall is cast can roll a D20 agility to dodge the wall. The roll has to be greater than the mage's casting roll.

Critical Failure Hands fly out of the tear but hit the caster in the back of the head. The caster loses focus, and the creation of the wall is stopped. The caster takes 1 damage.
Critical Success The wall stays for D4+2 rounds.
Red Lines Only one wall may be active at one time.
Rotting Injection
The caster concentrates their powers into their palm and shoots a bolt of death towards their target. Once hit, the target is plagued by a rotting curse that rots away at their skin.
Level 2
Casting Value 12
Range 15 meters
Damage The caster shoots a rotting bolt of death that deals D3 damage. If this spell afflicts a person, they will take 1 damage every round for 3 rounds and experience an uneasiness and itching pain unlike any other.
Critical Failure The rotting bolt explodes while charging in the hand of the caster, causing the hand to get affected, dealing 2 damage to the caster, and making them unable to use their hand for their next round.
Critical Success The bolt is exceedingly potent and deals D3+1 damage instead.
Red Lines
Spectral Weapon
The caster takes one soul from their Voidal Fragment and uses it to craft a weapon of their choosing. Those hit by the spectral weapon feel empty inside, and a little bit of their soul is chipped with every move.
Level 3
Casting Value 14
Range Self
Damage The caster may create any weapon following an existing profile. The weapon can be wielded until dispelled and as long as the caster is within range of their tear.

This weapon will act as any of those weapons would, but those hit by an attack will get a -2 in their attacking and defending rolls for 1 round. If the target is harmed in this way again, the affliction becomes a -3 and the duration is refreshed if it was about to end. Any further consecutive hits will only repeat the refresh.

Critical Failure The soul use is lost, and the caster summons a fragmenting blade that deals D3 damage to a target within melee range before disappearing after the cast.
Critical Success The weapon always inflicts the -3 affliction.
Red Lines Someone may not dual wield a soul weapon and a real weapon.

You may dual-wield a soul shield with a real weapon or a soul weapon with a real shield if that is allowed within the weapon profile.

Reanimate Dead
The caster sacrifices a soul to their tear and gains the power to reanimate the dead as their servants. If an intact body is found, it can be re-animated to look as if they were once more alive.
Level 3
Casting Value 11
Range Touch
Damage The caster touches a corpse to re-animate the dead. This undead creature will follow the caster's commands but can only follow one command simultaneously.

The caster can raise multiple undead either through multiple casts or spending more souls in the same cast to raise corpses in physical contact with the target corpse. This serves to put multiple servants in formation as a horde: A slow, frail, yet equally horrifying force. A horde will attack a number of times equal to its current health, each dealing 1 damage.

Str 0 Def - None Agi - None Int - None

HP: 1 per undead in the horde

Movement: 4 meters

Critical Failure A vengeful spirit enters the undead and attacks the caster. After 2 rounds, the body dies indefinitely.
Critical Success The body looks slightly more lifelike and less like an undead.
Red Lines This spell requires 1 soul to cast, or multiple souls if raising multiple corpses at once.

The re-animated corpse must stay near the caster or be influenced by the caster to stop decaying.

Each horde can only have a max of 8 undead.

This can potentially revive permanently killed characters if the caster is able to find and use the corpse / head of the desired character. To retrieve a head and/or revive a character, a Loremaster must be present.

Death Coil
The caster conjures a coiled sphere of ravenous rot, ricocheting off targets in a soul-starved frenzy.
Level 3
Casting Value 15
Range 10 meters
Damage The coiling sphere is fired, dealing D3 damage and blinding the first target for 1 round. It then ricochets up to 5 meters to the closest second target, and then once again to the third, until the spell does no damage anymore. Each ricochet reduces its maximum damage by D1.
Critical Failure The caster conjures the ball of rot but it explodes in their face, causing D2 damage and blindness for their next turn.
Critical Success The first target takes D4 damage instead of D3 with the same damage drop-off of D1 damage per ricochet, increasing the maximum targets to 4.
Red Lines The spell can only ricochet if there is a direct line of sight between targets, it does not go through walls or floors. A target can only be hit once by the ricochet per spell cast.
Voidal Breath of Life
The caster sends a soul into their tear and calls forth a resentful spirit, taking the form of a spectral gargoyle. The gargoyle is less powerful than its normal variant unless it can possess a nearby statue.
Level 4
Casting Value 17
Range 15 meters
Damage The caster calls forth a resentful spirit upon Eden. This spirit takes the form of a gargoyle that haunts the statues of Eden. The gargoyle is a weakened variant as it does not possess its statue form, though if there is a statue close by, it will possess this and use it as its body for 5 rounds.

The gargoyle will fight with its caster and move the turn after its caster. The caster will roll for the Gargoyle with a normal D20 and add the following bonuses:

Strength +1 Defense +2 Agility -2 Intelligence +1 HP 7

The gargoyle does unarmed attacks that deal 1 damage per successful attack.

If the gargoyle possesses a nearby statue, its HP raises to 15.

Critical Failure The gargoyle breaks free of the caster's control, turning against them and attacking the closest enemy. This will be the caster at first.
Critical Success A fully formed gargoyle will come through the void instead, already possessing a stone body.
Red Lines This spell requires 1 soul to cast.

Only one gargoyle spirit can be summoned at one time. The gargoyle will be unsummoned the moment the tear closes at all times.

Reaped Grounds
The caster sacrifices a soul to its tear and channels an abundance of energy within the ground, causing all the plant life to die in a very wide radius around the caster. The area becomes a voidal presence and starts corrupting everything within, sucking out all of the energy from within them.
Level 5
Casting Value 20
Range 20 meters
Damage In a 20-meter radius of the caster, the ground becomes a reaped paradise for voidal beings and a nightmarish place for those not of voidal origin. This area lasts for D5+3 rounds.

Voidal and undead creatures gain 3 HP while they're in this field and gain immunity to purification. If one of the caster's Necromancy summons dies while within this area, they can recollect the soul used for the summon. Otherwise, Necromancy summons that are slain while within this field will be reanimated at the end of the round, even if the spell description says they're indefinitely dead.

Non-voidal creatures lose D2 HP at the start of their turns while in this area and are slowed by -3 meters. Mounts will instantly drop their riders if they're caught within this area.

Critical Failure The caster sacrifices the soul to the tear, and energy fills their arm. The energy fills so fast that the caster cannot endure it, and the arm takes significant damage. The caster takes D2+2 damage and may lose their arm.
Critical Success The reaped grounds stay for the maximum amount of time.
Red Lines This spell requires 3 souls to cast.

Lunarmancy spells will only be effective if their level is equal to or higher than the caster's. Hallowed Grounds cannot cancel this spell but shrink it to a 10-meter radius from a 20-meter radius.

A Gamemaster must be present for the casting of this spell.

Soul Destined Spells

Arise
The caster summons a singular undead enemy from the ground that fights for its master and obeys any commands the caster gives them.
Level 1
Casting Value 10
Range 2 meter
Damage The caster summons an undead creature, be it a skeleton or zombie, to help them in battle. It can have any mundane weapon profiles the caster chooses, including a shield.

This creature will act after the caster's next turn with the following stats:

Str +1 Def -2 Agi +0 Int - unusable.

HP: 3

Critical Failure The caster loses control over the creature, and it starts attacking the caster.
Critical Success The creature is slightly sturdier and has 5HP.
Red Lines The caster has a maximum of 3 soldiers that may be active at the same which were summoned with this spell.
Soul Chain
The casting creates a chain of energy that is locked to its target, making the target unable to move further away from the target.
Level 2
Casting Value 15
Range 15 meters
Damage The caster creates a chain that translucently sticks to the target's insides. The target can no longer move away from the caster as long as the chain is active. All damage the Caster deals to this target is increased by 1.

The chain stays for D2+1 rounds and can be broken by any magic attack with a casting value of 15 or above.

Critical Failure The chain fails to manifest at all.
Critical Success The chain stays for the maximum of 3 rounds and cannot be broken.
Red Lines Only one target may be chained at the same time.
Spectral Steed
The caster uses a soul to call forth a spectral steed that they can ride to gain more movement speed. If a dead horse is nearby, the spiritual steed may possess this body instead.
Level 2
Casting Value 13
Range Self
Damage The caster sacrifices a soul to their tear and calls forth a spectral steed. The steed is in spiritual form and will last for D3+2 rounds.

If there is a dead horse within 4 meters of the caster, they can send the summoned specter to possess the dead body of the horse. This horse won’t decay if it is near the caster, negating the duration.

Critical Failure The spectral steed starts to form, but as the caster goes to sit on the steed, it returns to the tear causing the caster to fall and take D3 damage.
Critical Success The spectral version of the horse stays for the maximum amount of rounds. The reanimated version of the horse heals the wounds that are visible on it and looks more lifelike.
Red Lines This spell costs 1 soul to cast.

The steed can be targeted as any normal mount could.

Banshee's Calling
The caster summons forth a spectral banshee from their tear. This banshee is translucent and lets out terrifying sounds.
Level 3
Casting Value 16
Range Self
Damage The caster summons a spectral banshee from their tear that stays for D3+2 rounds.

The banshee floats near the caster and is considered to be on the same space. It acts on its own and attacks the closest target the caster considers an enemy.

The banshee has 2 attacks; the caster rolls a D10, and one of the attacks is chosen.

If the roll is a 1-8, the banshee uses its claws to perform a melee attack via a neutral D20 roll, dealing D3 damage; if no one is in melee range, then the banshee doesn't attack.

If the roll is a 9-10, the banshee starts screaming. Anyone within 30 blocks must roll a D20 intelligence and an 11 or above to save their ears. Those who fail the roll will take D3 damage.

The Banshee has 6 HP

Critical Failure The caster attempts to call for the banshee spirit but instead only calls forth its scream, dealing D3 damage to the caster.
Critical Success The banshee stays for the maximum amount of time.
Red Lines Only 1 banshee can be spawned per necromancer at one time.
Soul Expulsion
The caster charges their power into their hand, grabs their target, and pulls them towards them. Curiously, only the target's soul is dragged along, slumping the body into a deep sleep.
Level 3
Casting Value 18
Range Touch
Damage The caster takes out a target's soul for 3 rounds, leaving them unable to do anything.

This soul can be used to cast a spell, returning the target's soul to their body and taking 2 damage in the process.

Critical Failure The soul expulsion fails, and the caster cannot act or defend in the next round.
Critical Success The target's soul is recycled and used twice before returning to the body; this deals 2D2 damage.
Red Lines If the soul is not used within 3 rounds, it returns to its original body taking only 1 damage.
Masked Souls
The Necromant spins a thread of soullike energy, weaving it into a cover of a victim’s face. The cover copies the exact nature of the target in its mindless conscience.
Level 4
Casting Value 16
Range Touch
Damage The Spellcaster lays a layer of voidal energy onto a target’s head, copying the exact features. He forms this energy into a mask, looking exactly as the head it was copied from. The mask remains indefinitely, or until the caster chooses to dissolve it.
Critical Failure The energy rejects the face, dealing D4 damage to the caster in retaliation.
Critical Success Critically succeeding this spell will yield the same results as a normal success.
Red Lines This spell costs a soul charge upon success.

Casting this spell requires consent of the targeted player and character.

The Rotting Dance
The caster summons forth an array of undead that rise from the ground in a manner alike to that of a dance. This undead will defend their master and attack anyone within melee range of the caster. Also offering up their bodies to shield their master.
Level 4
Casting Value 18
Range Self
Damage The caster calls forth D5+5 rotted dancers that encircle them. The caster gains an HP shield based on the rolled total. While the rotted dancers remain (aka while the HP shield exists) any targets within 4 meters of the caster are slowed by 4 meters, and will be attacked by the rotting dance at the end of the caster's turn. The number of attacks is equal to the current HP shield of the spell, each dealing 1 damage.

The caster can sacrifice any amount of HP worth of shielding to send forth one of the rotted dancers as a spell attack via an Intelligence roll. This will deal D2 damage for every 1 HP worth of shielding sacrificed.

Critical Failure Half of the creatures are summoned instead.
Critical Success The spell summons the max amount.
Red Lines This spell costs 2 souls to cast.
Voidal Presence
The caster charges their Voidal Relic and spreads the power of soul in 10 meters around them, creating a voidal blanket that envelops everything within the area. All the undead and voidal entities in the area will get empowered with the power of the soul.
Level 4
Casting Value 17
Range 20 meters
Damage The casters sacrifices 2 souls and boosts the offensive and defensive stats of their summons, themselves, and other voidal mages or beings for D5+3 rounds.  

All the undead get a +2 on their existing stats. They get a +3 boost in HP and are cured of negative effects.

All the voidal entities will get a +3 in HP while being cured of negative effects. This includes voidal mages. The caster can also sacrifice their undead summons as an action, in order to fire a 3x3x3 corpse bomb spell attack via an intelligence roll. If this corpse bomb hits a target, it deals damage equal to the health the undead summon had. A horde from reanimate dead can be sacrificed all at once.

Critical Failure The souls used for the sacrifice were resentful towards the undead and caused the presence to have an adverse effect, dealing D3 damage to all undead creatures in the area and D4 to all voidal beings in the area.
Critical Success The spell lasts for the maximum amount of time.
Red Lines This spell costs 2 souls to cast.
Aspect of the Undead
Harnessing all of the Necromancer's total energy and linking with Lilith, they call upon the greatest undead within their power. The Undying Behemoth.A creature made from the bones of the dead and resurrected.
Level 5
Casting Value 20
Range Touch
Damage The Behemoth is considered a construct and is destructive. It is a gargantuan amalgamation of bones and rotting flesh that is held together by the power of souls. It stays for D4+4 rounds or until the caster unbinds it. It will stay behind the caster, moving with it in his shadow.

The Behemoth looks like a dragon's top half, made of bones and rotting flesh. The Behemoth has 25 HP and a few actions they can make.

Slash: The Behemoth slashes one of its arms across the field in front of the caster. Anyone in a 5-meter radius in front of the caster will be attacked and need to roll a D20 defense. If they do not roll 13 or higher otherwise, they take 4 damage.

Bite: The Behemoth looms over the caster and bites whoever is within 2 meters in front of the caster. The target will need to roll a D20 defense and a 15 or higher otherwise, they take 3D2 damage and get knocked back 6 meters.

Rot Breath: The Behemoth reels back its head, breathing in deeply. The caster can sacrifice any number of souls or necromancy summons they have to the behemoth. The behemoth then breaths out rotted ichor in a 20 meter radius in front of the caster, dealing 4D2 and +1 additional damage for every soul or necromancy summon sacrificed. This attack can be used once per cast.

Critical Failure The Behemoth peaks its head out of the tear and bites the caster, after which it returns to the tear. The caster takes 2D3 damage and is knocked out.
Critical Success The behemoth stays for the maximum amount of time, and has no limit to the uses of its Rot Breath.
Red Lines This spell costs 3 souls to cast.

A Gamemaster is needed to cast this spell.

This spell may only be cast once every OOC week.

Death Destined Spells

Bone-Chilling
The caster focuses their energy on their eyes and looks a target in the eye. The target begins to shiver and feel cold for reasons they cannot fathom. The caster seems to grow and tower over the target in their vision, paralyzing them with fear.
Level 1
Casting Value 12
Range 15 meters
Damage The caster looks the target in the eye and causes them, great terror by creating an illusion in the target's mind. The target is stunned for D2+1 rounds.
Critical Failure The caster surges too much power to their eyes, causing a minor headache and losing their turn.
Critical Success The target suffers a heart-attack (D2 damage).
Red Lines A paralyzed target cannot be forced to lose limbs or end combat prematurely.
Soul Barrier
The caster holds up their voidal fragment as multiple souls pour out, circling and swarming around the caster. These souls will act as a shield for some time.
Level 1
Casting Value 12
Range Self
Damage The caster creates a 3x3 circle of souls around them which blocks attacks for D2+1 rounds. The barrier negates D2 damage from all sources, up to a maximum of 10 damage.
Critical Failure The caster fails to control the souls as they become vengeful and attack the caster, dealing D2 damage to the caster.
Critical Success The souls are obediently serving the caster and last for D2+2 rounds instead.
Red Lines The spell costs 2 souls to cast. This spell cannot block all damage from attacks. The damage of the attacker cannot go below 1, so if an attack did only 1 damage the barrier will not activate.

Lunarmancy spells deplete the barrier's HP twice as fast.

Displeasant Dissonance
The caster holds their relic as it spurts out a purple, noxious gas within a small radius around the caster. Anyone, except the caster, in the gas will only be able to see a small distance. The smoke makes people feel uneasy. Some may even feel sick.
Level 2
Casting Value 11
Range 5 meters
Damage This spell causes a smokecloud to erupt from the caster's crystal, ranging 5 meters from the caster in all directions for D3+2 turns. Anyone within the gas becomes nauseous after 2 rounds of combat except the caster. When this happens, the targets will feel sick and get a -2 on any saving rolls, only recovering after leaving the smoke for 2 rounds. Any spell the caster casts in this noxious gas will also increase effectiveness to those inside, adding 1 damage to their final damage numbers. Targets inside the gas will not be able to see outside of it.
Critical Failure The spell fails, causing the caster themself to feel nauseous.
Critical Success The smoke, while inhaled, will deal 1 damage every 2 rounds.
Red Lines This spell uses one soul to cast. This spell can be dispelled by Aeromancy spells.
Soul Defilement
The caster blows forth a concentrated mass of voidal energy that enters the very pores of those hit by the bolt. The energy will seep deep into a target, crippling their mind and soul, weakening them significantly.
Level 2
Casting Value 13
Range 10 meters
Damage The caster casts a bolt of concentrated energy towards an enemy, the bolt explodes into a 2x2 area of voidal mist that enters the pores of those inside the area. Those affected by the mist will get a -2 on strength rolls as they cannot muster much strength, as well as a movement reduction of 4 meters for their next 2 rounds of combat.
Critical Failure As the caster attempts to use his magic to weaken the enemy it backfires, and instead weakens himself giving him -3 on defense rolls for 2 rounds.
Critical Success The bolt is extremely potent, causing the duration to be increased to 3 rounds.
Red Lines The effect of the spell does not stack.
Exo Skeleton
The caster creates a protective layer of bones around their body, following their normal bone structure. This exoskeleton helps the caster in defending and packing a punch.
Level 2
Casting Value 14
Range Self
Damage The caster has a strong exoskeleton surrounding their back, shoulders, arms, and chest. Granting them a +2 in strength rolls and a +3 in defense rolls. The exoskeleton has D5+3 HP and must be broken before any mundane attacks can hit the caster. The exoskeleton's health does not block magic attacks.
Critical Failure The exoskeleton pierces the caster as it grows around him, dealing 2 damage and not manifesting properly.
Critical Success The Exo skeleton has the maximum amount of HP.
Red Lines One cannot cast Exo skeleton while one already has the armor.
Rigor Mortis
The caster shoots out a warbling green paralyzing projectile that bursts and stuns in an area. During this time, the targets are completely paralyzed and can't move, speak, or interact, but can still take damage as normal.
Level 3
Casting Value 15
Range 20 blocks
Damage The bursting projectile affects a 4x4 area. The targets are then immediately paralyzed for D2 rounds.
Critical Failure The projectile explodes within the caster's grasp, paralyzing them for 1 round.
Critical Success The stun lasts for D2+1 rounds.
Red Lines This projectile is completely physical and can't pass through walls or damage blocks.
Death Scythe
The caster grabs their gem and creates a massive scythe that can slash ranged attacks toward enemies. Once the slash has been dealt with, the targets will feel like their body has been cut into pieces.
Level 3
Casting Value 17
Range 15
Damage The caster creates a glowing purple scythe, that lasts for D3+3 rounds. Upon casting the spell, and when used as an action during the duration, the scythe will release a death slash within the spell's range using it's success roll value. The scythe's slash reaps a 5x10 area. This slash deals D3 damage for each enemy targeted in the slash.

For example: If 3 enemies get hit, then the damage to all three is 3D3. This damage can go no higher than 3D3.

Critical Failure Instead, the caster slashes their own body and will take 3 damage.
Critical Success The slash sent out by the caster reverberates, thus targets must roll two saving throws.

Targets failing both rolls receive full damage. Targets failing 1 roll take half damage rounded up. Targets succeeding on both rolls take no damage.

Red Lines This spell costs one soul to cast.
Petrifying Soul
The caster shines the purple gem onto a target and makes them transform. The target will turn to stone for a short period. The target will, after the transformation, fall apart onto the ground. After a little while, all pieces reassemble automatically, and the person will reappear, instantly feeling everything their body had just experienced.
Level 4
Casting Value 18
Range 5 blocks
Damage The caster lets a target fall apart for 3 rounds, in which the target cannot take any damage but can also not do anything. After the 3 rounds, the target reappears and takes D6 damage. During this time, the target can be moved.
Critical Failure Instead of making the target petrify, the mage petrifies their arm holding the gem for 3 rounds. This makes them unable to use that arm for the entire time.
Critical Success After the spell ends, the target will feel extra pain, gaining an extra 2 damage.
Red Lines This spell costs two souls to cast.

This spell cannot be used on 1 target more than 1 time a day.

Death's Embrace
The mage grabs a target by the face and starts draining their soul from their facial orifices. The amount of soul taken from the target causes slight nourishment of the caster.
Level 4
Casting Value 18
Range Touch
Damage The mage grabs the target by the face and starts draining their soul. The target cannot move or roll saving throws during this time. Once the draining starts, the caster gets a +4 to saving rolls but cannot use other spells, actions, or abilities. They can only defend.

The draining does not end until the target or their ally manages to make a successful blow against the caster. Or the caster stops the draining.

Each round that the caster is holding the face of the target deals 2 damage to the target. The caster heals via the damage inflicted at the end of its spell.

Critical Failure The target's soul is too strong for the caster to influence, firing back at the caster and dealing D2+2 damage to the caster.
Critical Success The caster gets a +6 in their defense as long as the spell is active.
Red Lines The caster can only roll saving rolls while they're draining.
Death Manifestation
The caster ascends to become Elder Lich and grants Death to those who stand in their way. The Elder Lich is fully in tune with the voidal energy that envelops them.
Level 5
Casting Value 20
Range Self
Damage The caster becomes an Elder Lich for D5+5 rounds. Wherever the caster walks, the effects of the Blight spell follow.

Soul consumption for spells is stopped, and those spells can be cast without using souls while the spell is active. However, the mage can choose to consume a soul upon a successful cast of any spell in order to do one of the following:

Increase the damage done to all targets by 2,

Add 2 rounds to the duration of a resulting effect,

Double the strength of a non-damaging effect, (ex: 4 knockback becomes 8 knockback)

The caster cannot die while this spell is active, always activating their Necromantic Resistance ability if they dip bellow 1 HP.

Critical Failure The caster attempts to ascend to elder lichhood but is punished by the realms. The caster feels his body imploding from the inside and takes 5 damage. The caster is knocked unconscious.
Critical Success The spell stays for the maximum amount of time, and the caster can choose a boost for their spells without having to spend a soul.
Red Lines This spell costs 3 souls to cast.

This spell can only be cast once every OOC week.

A Gamemaster has to be present for the casting of this spell.

Additional Abilities

Souls Blessing (Necromancy)
The caster takes a soul from their Relic and uses it to increase the life force of their target. The soul will be depleted but the target will feel vigorous again.
Range Touch
Effect The caster touches their target with their relic and transfers a soul into their body. The soul heals the target for D3 HP and stops any status effects affecting them. This spell can also be used on oneself.
Red Lines This ability costs a soul use to activate.

This ability has a cooldown of 2 rounds.


Fragmentation (Soul-Destined)
The mage can use a soul charge in their fragment to instill a soul into one of their summoned or reanimated creatures. Allowing it to speak, think and converse. It may even recall its past life.
Range 10 meters
Effect The mage uses a soul charge to fill an undead body. The body suddenly can speak, converse and think for itself. It also no longer needs to remain near the Necromancer to sustain itself. The mage may use environmental emotes to talk for their summon.
Red Lines This ability costs a soul charge to use.

Undead far away from the caster are represented by stationary build-figures / NPCs. Request a Gamemaster to approve and place down these stand-ins. Such undead can be gathered into an army for events.

Undead summons that have a duration can be targeted in this way, however their duration begins / is rolled once they enter CRP. If such a summon is still mid-duration by the end of the CRP, it will remain outside of CRP and restart its duration during the next CRP.


Necromantic Resistance (Death-Destined)
The caster begins to change their bodily constitution to that of an undead, voidal being. Becoming extremely persistent and hard to deal with.
Range Self
Effect The caster knows a considerable amount about death and can use this knowledge to prevent their own in times of hardship. When the caster drops to 0 HP, they use this ability to go back up to 5 HP. The caster will then gain +2 intelligence for D2+1 rounds. They can only use this ability once per 3 OOC days.
Red Lines A soul charge is used to perform this ability. If no soul charges are left, the ability fails.




Magic
Elemental Magic Pyromancy · Aquamancy · Aeromancy · Geomancy
Chaotic Magic Hemomancy · Necromancy
Other Magic Currently None