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HEROES FOR HIRE

WE ARE A GROUP OF LIVE ACTION ROLEPLAYERS BASED IN PLYMOUTH WHO SPEND A FEW SUNDAYS RUNNING ROUND THE WOODS AND HAVING A GOOD LAUGH. WE GO TO PLYM WOODS, CANN WOODS, GOODAMEAVY, SHAUGH PRIOR AND BURRATOUR RESERVOIR
 
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PostSubject: NECROMANCY   NECROMANCY Icon_minitimeSat Aug 08, 2009 5:23 am

LEVEL 1

Blood Loss (£3) 10 Paces Ins
The target limb starts to bleed, the bleeding will not stop until fully healed. The target limb will lose 1 hit point every minute.

Detect Undead (£2) Local Area Ins
This spell allows the undead caster to detect any undead in the near vicinity. This does not allow you to pin-point them, only that they are near-by and the rough direction.

Dismiss Undead I (£2) 10 Paces Ins
This spell causes one dismiss to a target undead at a range of ten paces.

Remove Paralysis (£3) Touch Perm
This spell removes the effects of magical paralysis or undead paralysis.

Repel Lesser Undead (£3) 10 Paces Ins
The zombie or skeleton that is the target of this spell is forced to move away from the caster at least five paces.

Touch Life Drain (£3) Caster Only Ins
Upon casting, the touched target loses a life point and the caster recovers one life point, up to his or her maximum.


LEVEL 2

Animate Zombie (£3) Summon / Corpse Perm / 1 Encounter
This spell requires a humanoid body. The caster can control it with simple commands for the period of one encounter. Once the encounter has ended, the zombie will continue to follow the final command given to it until slain, dismissed or controlled. Should the command be fulfilled, the zombie will wait motionless for new commands, defending itself if attacked.
Move and fight at half speed. 2 everywhere. Singles 2 Dispells

Drain Strength (£4) 10 Paces 1 Encounter
The target of this spell loses their strength bonus, if they have the skill.

Power of Life (£3) Caster Only 1 Encounter
The caster may choose to use his or her life points to pay for the casting cost of a spell. If this option is chosen, then the entire cost of the spell must be paid using life points. If the caster casts a spell which would reduce him or her to no life points or less, then the spell is successful, but the caster falls unconscious. The caster must pay for this spell with power points.

Sense Life (£4) 10 Paces 1 Encounter
The caster of this spell is now able to sense life as undead can. You must be concentrating in order to use this ability and if you lose concentration, the spell comes to an end. You may only move at walking speed whilst using this spell. You may only sense in one direction at a time.

Spirit Fortification (£4) All Allies 1 Encounter
Until the end of the encounter, you and your allies may not be raised as undead.

Touch Pain (£4) Touch 1 Encounter / 30 secs
Once cast, the spell caster has to then touch his victim within one encounter. The LIVING victim is filled with an intense pain for thirty seconds. The victim may do nothing other than lie on the floor screaming and defend themselves.

LEVEL 3

Blood Loss II (£6) 10 Paces Ins
The target limb starts to bleed at the rate of two hit points per minute (1 hit point every 30 seconds) Bleeding will not stop until fully healed.

Control Zombie (£6) 10 Paces 1 Encounter
This spell allows the caster to control the weakest of all undead, the zombie. The zombie is only capable of following the simplest of instructions due to the weak nature of this spell. This spell will only work if the zombie has no present controller in the immediate area.

Empower Zombie (£5) Touch Perm
This spell grants the touched zombie the power to regenerate three times, up to a maximum of three times.

Feign Death (£6) Caster Only 1 Encounter
The caster no longer radiates life. Sense life reveals no life at all, so the caster may pass as being undead. Undead will believe that the caster is already dead. This spell is broken if the caster undertakes any aggressive action towards anybody. This includes the casting of any spell.

Fear (£6) 10 Paces 30secs
The target of the spell must run away from the caster for a total of thirty seconds, staying at least 30 paces away. (Mind Affecting).

Dismiss Undead II (£5) 10 Paces Ins
This spell causes two dismiss' against the target undead creature. This spell has no effect upon demons.

Ranged Life Drain (£6) 10 Paces Ins
As Touch Life Drain, but at a range of ten paces.

Speak With The Dead (£6) Touch 3 Questions
The body answers the casters next three questions. The answers can only be ‘Yes’, ‘No’ or ‘I Do Not Know’. This spell does not work on a body that has housed a ‘Restless Spirit’ aka ‘Undead’


LEVEL 4

Animate Skeleton (£6) Touch/ Corpse 1 Encounter/Perm
As animate zombie, except all of the flesh falls off and the skeleton raises up to
follow the commands of the spell caster.
Cannot run but fights at normal speed. 3 Everywhere 1 Dispell SinglesI
Immune to bladed weapons

Control Skeleton (£8 ) 10 Paces 1 Encounter
As Control Zombie, but affecting skeletons instead.

Ranged Pain (£8 ) 10 Paces 30 Secs
As Touch Pain, but at a range of ten paces.

Shadow Meld (£8 ) Caster Only 3 Mins
The character disappears from view entirely. He or she can only vanish in an area of pronounced shadow. (An overcast day does not give shadow over the entire land!). Any action other than staying within the pool of shadow will result in the spell being dispelled.

Shadow shift (£6) Caster Only Ins
The caster may shift position to appear in an area of pronounced shadow, up to ten paces away in a straight line of sight. The movement is done during time-in and the caster may not be affected whilst moving like this.

Touch Paralysis (£8 ) Touch 30 secs
The victim of this spell may do nothing other than breathe and stand completely immobile / rigid.


LEVEL 5

Animate Ghoul (£9) Touch/ Corpse 1 Encounter/Perm
As animate zombie but a ghoul...what?...you were expecting something else.
Can Run and fight as normal 3 Everywhere 3 Dispels
Touch Paralysis (thru fur, leather & ring mail only) Single Bite (once evey 10 seconds)

Blood Loss III (£10) 10 Paces Ins
The target limb starts to bleed at the rate of three hit points per minute (1 every 20 seconds). Bleeding will not stop until fully healed.

Ghost blade (£Cool Touch 1 Enc
The touched target bladed weapon is granted the ability to drain life from the targets it strikes. The weapon may only drain a single life point per strike, but this ignores armour, and the life point is transferred to the wielder. The call of "Through Life Drain" is used instead of normal damage calls.

Dismiss Undead III (£Cool 10 Paces Ins
This spell causes three dismiss' against the target undead creature. This spell has no effect upon demons.

Minor Ward of Essence (£10) Touch 1 Encounter
This spell causes a line drawn in the ground of approx 5 paces to be enchanted so that the next creature to pass over it to loses three points of life. The line is visible and must be drawn in the ground. Does not work on rock or stone unless etched with chalk or something else.

Skull Trap (£10) Touch / 2 Paces Perm
This spell enchants a skull with a magical trap. It remains dormant until triggered. The skull being touched by living matter or being struck/ destroyed triggers the trap. When discharged, the skull violently explodes with energy drawn from the negative planes of existence. All living creatures within two paces of the skull take one point of magical damage to each location. Undead are not affected by this spell.
A trapped skull may be moved without triggering the trap, but it must be moved very slowly and without contact with living matter. A living creature may not carry it without setting it off, even if wearing gloves or other protective clothing.
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PostSubject: Re: NECROMANCY   NECROMANCY Icon_minitimeSat Aug 08, 2009 5:23 am

LEVEL 6 UNDEAD HUNTER

Analyse Undead (£10) 10 Paces Ins
You find out everything there is to know about the target undead. You may know its abilities and attributes, along with any specific strengths or weakness'

Dismiss Undead V (£10) 10 Paces Ins
The target of this spell, if undead, suffers five dismisses.

Exhume (£12) 10 Pace Radius Ins
When this spell is cast, all undead in the area will be forced to rise to the surface. They arise randomly, one at a time, until there are no remaining undead buried in the area.

Final Rest (£12) Area 1 Encounter
All undead in the area may no longer regenerate or regain any lost health by any means.

Fortify All (£15) Area 1 Encounter
All living things in the area for this encounter can no longer be raised as undead.

Repel Greater Undead (£12) 10 Paces Ins
The target of this spell is pushed away ten paces. This spell affects all known undead.


LEVEL 7 UNDEAD HUNTER

Circle of Warding: Undead (£15) 10 Pace Radius 3 mins
For the duration of the spell, all minor undead are not allowed into the area around the caster.

Dismiss Undead VI (£15) 10 Paces Ins
The target of this spell, if undead, suffers six dismisses.

Protection from Undead Force (£15) Caster Only 1 Encounter
The caster is immune to all of the effects that undead would have upon a person. This spell only works on undead inherent abilities, not spells originating from an undead source.

Ghostly Fortitude (£20) Touch 1 Encounter
This spell when cast on a touched target, will have all of their armour and hit points pooled to form a pool of hits. Adding up your armour and hit points for each location will give you your total pool of hits, that you can lose before you go unconscious. At the end of the encounter add up the total number of hit that you have taken and divided them equally across your armour and body points, take off all armour first before body points.

Soul Trap (£20) Area 1 Encounter
When this spell is cast the first soul that is released in this area will be trap for three minutes, if the body is not fully healed within three minutes then the soul will be lost and a full rez is required.


LEVEL 8 UNDEAD HUNTER

Commune with the Dead (£22) Touch 1 Encounter
The spell will let you have a full conversation with the body but does not work if a undead sprit has been present.

Cleanse the Plane (£22) All Ins
This spell affects all in the immediate area during this one encounter. If undead, you suffer five dismisses.

Mind of the Dead (£30) Caster Only End Adv
Until the end of the adventure, the caster has the mindset of the undead. He or she is immune to all mind affecting and charm spells.

Pure Light (£25) Radius of 10 Paces 3 Minutes
All undead in this area must leave it immediately or be destroyed. Once outside of this area, all undead may not re-enter this zone. Anything that is not undead is unaffected by this spell.

Power to Life (£30) Touch Ins
Upon casting this spell your touched target receives a bonus of ten life points, this pool will be used before your own life points are taken.


LEVEL 9 UNDEAD HUNTER

Dismiss Undead X (£25) 10 Paces Ins
The target of this spell, if undead, suffers ten dismisses.

Morden's Aid (£35) Caster Only 1 Encounter
Upon casting this spell your touched target receives ten hit points to each location, these hit point will be used up before you have lost your armour. This armour only works, when you are attacked by undead forces.

Return to the Earth (£35) 10 Paces Ins
The target unnatural creature and all undead within five paces of it are susceptible to this spell. It does not work on natural creatures. The target, undead, is instantly slain. Undead affected by the radius of this spell have various results depending upon the type of undead. Zombies, Skeletons, Ghouls, Ghasts, Shadows and Wights are all instantly destroyed as the creatures return to their natural dead state. Everything else receives two points per location.

Spectral Shield (£30) Caster Only Ins
The caster seems to have gone translucent. He or she is there, but not there. This spell makes you immune to all damage, including magical, and you cannot be the target of spells or effects. But there is a drawback to this spell. To feed your spectral shield you have to use life points at the rate of one every thirty seconds. If you ever run out of life points then the shield will drop and so will you. The caster is encased in this shield and cannot physically interact with the rest of the world, because the shield prevents your form and other forms touching. You may only cast spells upon yourself and cannot target any others.



LEVEL 10 UNDEAD HUNTER

Consume Undead (£50) 1 Target Touched Encounter
All undead touched immediately return to a state of final rest. For each dismiss they would have suffered in order for this to occur, the caster receives a life point, heals damage or recovers magic points. This occurs in the order that they are written above. The caster suffers no ill effect from touching the undead whilst under the influence of this spell.

Undead Seal (£45) Area 1 Encounter
No more undead forces can be raised or summoned to this area, if a negative plane beacon is cast all undead that answer this call will be held just out side of this area, until the spell wear’s off.

Seventh Sight (£40) Caster Only Perm
This spell grants the caster the ability to sense undead at great ranges. The Hunter is aware of all unliving beings and relative strengths even if it is beyond sight. He or she is also capable of detecting Necromantic magic’s being cast and can sense when great build-ups of undead are occurring. All results are at Ref's discretion.
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PostSubject: Re: NECROMANCY   NECROMANCY Icon_minitimeSat Aug 08, 2009 5:24 am

LEVEL 6 DEFILER

Control Ghoul (£10) 10 Paces 1 Encounter
As Control Zombie, but affecting one Ghoul instead.

Enhance Skeleton. (£10) Touch. Perm.
Target, touched Skeleton becomes a Skeletal Champion.
Fight as normal, move at walking pace 6 Everywhere Doubles
5 Dispells Bone Dart 1 (1-4) Ignores first Dispell

Enhance Ghoul (£10) 1 Pace Perm
This turns the target Ghoul into a Ghast.
Can Run and fight as normal 5 Everywhere 5 Dispels
Single Paralysis (thru fur, leather & ring mail only) Single Bite (once evey 10 seconds)

Preservation (£15) Touch Perm
This spell causes the organic tissue touched to be preserved against natural ageing. Does not grant immortality…

Ranged Paralysis (£12) 10 Paces 30 Secs
As Touch Paralysis, but at a range of ten paces.

Summon Shadow (£15) Summon 1 Encounter / Perm
This summons doesnt require a corpse.This evil spirit will obey its summoner for one encounter. After this, the free will of the creature will return and it will wreak its havoc amongst the innocent until some hapless adventuring party stumbles upon it. Casting this spell will give the caster 1 Permanant Evil Aura Effect.
3 Everywhere Magic Singles 4 Dispells Dark Missile 2 x 3
Sprit Shift x 3 Immune to Non-Magical Damage.

Steal Life Essence (£10) 10 Paces Ins
The target of the spell is drained of three points of life, which is transferred to the caster. The caster can go above his or her maximum until the end of the encounter, after which point the excess points are drained away.


LEVEL 7 DEFILER

Burn the Soul (£20) 10 Paces Ins
This causes damage based upon the ‘humanity’ of the living target. Everybody within the area of effect takes an amount of life damage depending upon the good or evil nature of the individual. Characters who are more 'goodly' will suffer more than those of 'evil' disposition. The exact amount of damage is entirely up the ref. Caster gains 2 Permanant Evil Aura Effects by casting this spell.

Mass Fear (£15) All / 10 Paces Ins / 30 Secs
This affects everybody within ten paces of the caster, even your own side. Everyone must act as they have been feared.

Proxy Possession (£20) Touch End Adv
The touched target undead now holds the mind of the Necromancer. The spell caster can do everything that he or she could normally do with his or her mental attributes. The physical statistics are those of the undead creature under control. The exception to all this is that the spell caster can still cast spell from the undead body, even if it does not have the means of casting spells (for example, skeletons are incapable of speech and spell vocals). If the body dies, the possessing mind returns to the casters body unharmed.

Sever Tongue (£18) 10 Paces Perm
The targets tongue withers and falls off. The unfortunate victim can do nothing other than groan and grunt for making sounds. Obviously, spell casting is impossible. Caster gains 2 Permanant Evil Aura Effects by casting this spell

Summon Wight (£18) Summon / Corpse 1 Encounter / Perm
This spell summons requires a corpse for the Wight spirit to inhabit. This evil spirit will obey its summoner for one encounter. After this, the free will of the creature will return and it will wreak its havoc amongst the innocent until some hapless adventuring party stumbles upon it. Casting this spell will give the caster 2 Permanant Evil Aura Effect.
4 Everywhere Magic Singles 6 Dispels Ranged Life Drain x2
Spirit Shift x1 Touch Life Drain at will Unholy Armour x 1 (Immune to normal weapons for 2 minutes) Life Drains heal damage (1 for 1 ratio)

Vampiric Bite (£18) Caster Only 1 Encounter
This spell causes the caster to grow elongated teeth. With these, the caster can bite immobilized targets and drain life points at a rate of one every three seconds. You cannot see the teeth unless you are deliberately looking for them.

Well of Souls (£18) Touch End Adv
Until the end of the adventure, this spell increases the capacity of the touched, target LIVING creature to hold life points. The recipient of this spell has no maximum life point pool. This spell must be cast with the recipient’s informed consent.


LEVEL 8 DEFILER

Boil Blood (£25) 10 Paces 30 sec
Your blood is boiled beyond imagination, your skin blisters, and you scream in agony. The victim of this spell suffers three life drains and takes one point of damage to each location. This intense pain will last for thirty seconds and they cannot do anything whilst this spell takes effect.

Major Ward of Essence (£30) Touch / 10 Paces 1 Encounter
A ten pace long line, glyph, sigil, sign, mark or drawing on the ground is magically enchanted to cause five points of life drain to the first person to cross over it. The line is visible and must be drawn in the ground. Does not work on rock or stone unless etched with chalk or something else.

Negative Plane Beacon (£22) Necro Level x10 Miles Until Dispelled
With this spell up, the Necromancer becomes a beacon for negative planar energies. This also includes creatures from this plane. All uncontrolled undead in the radius of effect immediately are drawn to the caster. Any and all that come within a set distance (Encounter Distance) draw upon the negative energies that are emanating from the caster. They all gain three additional floating hits and require an additional two dismiss' to remove. The spell can be defied by fee-willed undead upon first entering the area, who are then immune to the effect for the duration. Any undead who enter the area of effect are immediately susceptible to the effects of the spell. This spell does not influence the undead with regards to reaction to the caster or control. This must be dealt with separately. Please note that casting this spell makes the caster appear completely evil to those with the detection ability. Casting this spell will give the caster 3 Permanant Evil Aura Effect.

Reaper (£25) Caster Only End Adv
From now until the end of the adventure, the caster has the ability to touch life drain. These points are added to the casters life point total. If the caster desires, these life points can be used to heal points of damage instead. The first point drained in this way is not felt by the victim, as opposed to normal Touch Life Drain.

Touch of Death (£30) Touch One Minute
The target, when touched, loses a life point every five seconds for one minute. There is no known cure to this affliction...you will just have try and oulast the spell. Casting this spell will give the caster 1 Permanant Evil Aura Effect.

LEVEL 9 DEFILER

Protection from Holy (£25) 10 Paces 1 Encounter
The target of this spell is granted complete immunity to all holy effects and dismisses. The call for this is 'no effect.'

Mass Paralysis (£35) 10 Pace Radius 30 Secs
As Touch Paralysis, but affecting everybody within a ten pace radius.

Soul Transfer (£35) Touch Perm
The caster may permanently swap his or her body with that of another. The souls are swapped without the consent of the touched target. All mental skills are transferred, as are all spell casting abilities. The physical training skills are not transferred. Both retain their original personalities and memories, and are aware exactly of what happened. Casting this spell will give the caster 2 Permanant Evil Aura Effect is the target is unwilling.

Summon Wraith (£25) Summon / Corpse 1 Encounter / Perm
This spell summons requires a corpse for the Wraith spirit to inhabit. This evil spirit will obey its summoner for one encounter. After this, the free will of the creature will return and it will wreak its havoc amongst the innocent until some hapless adventuring party stumbles upon it. Casting this spell will give the caster 3 Permanant Evil Aura Effect.
Pool of 20 Hits Magic Doubles 8 Dispels Fear x 2
Ranged Pain x 4 Touch Life Drain at will Ranged Life Drain x 6
Immune to Non-Magical Damage Life Drains heal damage (1 for 1 ratio)

Unification (£30) 1 Paces Perm
With this spell, the caster can combine together various parts of undead bodies and their inherent abilities in a single form. Only undead body parts can be combined with undead body parts. No living being can be involved in this spell. For example, a ghouls hands, and the subsequent touch paralysis can be swapped with those of a lich. The forms involved have got to be tangible. No additional appendages may be added, only replaced. The referee has final say in the results of any combinations.Casting this spell will give the caster 4 Permanant Evil Aura Effect.


LEVEL 10 DEFILER

Create Missericord (£45) Touch Perm
This ritual creates a magical dagger that can be used to drain life points from its victims permanently. The dagger must be stabbed through the heart of a living creature with at least 4 or more permanent life points and left there for 3 minutes. If it is removed before the 3 minutes are up it will crumble into nothing. After 3 minutes the dagger devours the victims life force and stores it in the dagger until it is drained by the weilder. By saying the command word (decided at the time of casting this spell) and cutting himself, the wielder then receives an additional life point permanently. The dagger may only store a single point at a time, and if the dagger has already has a point stored, it has no further draining effects. There are a number of ritual components required in order to cast this spell. Strangely the caster gains no side effects from casting this spell but the dagger does radiate powerfull necromancy as well as a strong evil presence. Counts as a Magical + 0 dagger.

Greater Ward of Essence (£40) Touch / 10 Paces Perm
A ten pace long line, glyph, sigel, sign, mark or drawing on the ground is magically enchanted to cause three points of life drain any person to cross over it. The line is visible and must be drawn in the ground. Does not work on rock or stone unless etched with chalk or something else. After the ward has been activated, the ward still remains active. The caster is not affect by this spell.

Summon Ghost (£40) Summon / Corpse 1 Encounter / Perm
This spell summons, from the negative planes of existence, a Ghost. This spirit will obey its summoner for one encounter. After this, the free will of the creature will return and it will roam the earth until such a time as it is destroyed. Casting this spell will give the caster 4 Permanant Evil Aura Effect.
Pool of 30 Hits Magic Double 12 Dispels Wound Limb x 5 Ranged Life Drain x 10 Fear x 10 Immune to Non-Magical Damage
Life Drains restore Wound Limb abilitys, up to maximum of 5.

To Life Immortal (£60) Caster Only 1 Adventure/ Perm
With this spell, the Necromancer can create a potion which when imbibed, kills the drinker. If drunk with the eponymous toast, the drinker dies still, but with some added effects. He or she lose half of all spell levels (the caster retains the knowledge of the spells, but does not have the power to cast them.), rounded in the casters favor. The character becomes a Lich, along with all of the associated powers and weaknesses. This spell has a number of key components that must also be collected and used in the creation of the potion. Casting this spell and using the material components is going to give you an evil rating that should scare the crap out of anyone detecting evil on you!
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