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Necromatic Spell Descriptions
Any race can be a necromancer but not while possessing alchemical bonds or spells (the racial abilities are an exception since they are ingrained). The power for necromancy comes from our personal life force. This life force is known as Mana. It may be used to heal or harm other individuals, but the Necromancer may suffer for misuse of their power. The individual may take a bond or be a true Necromancer.
Necromantic Bonders will spend 10 points at creation to have a necromantic bond. This bond may only be taken at creation. The Necromantic bonder suffers no ill effects when they use up their bonds, nor can they overcast as can a necromancer. Bonders must take a minute to “meditate” and then call their ability aloud. There are no verbals required to cast the necromantic bond. The verbal is strictly an out of game convention to help players understand what has happened. An example would be Accelerate Healing – Bond. There is a flash of black light. Bond abilities reset at sunrise and sundown.
The true Necromancer is willing to use his own life force to cast spells. He must spend 10 points to become a novice without any useable life force (mana) or spend 20 points to be an apprentice and have 5 points of mana and a small selection of spells. This point allotment to become a necromancer may only be done at creation. The necromancer is required to build up more mana to become higher tier. Spell use drains the user and when a character’s manna is completely spent he becomes tired. They may talk or walk but not engage in combat (other than defend) or any strenuous physical activity for 30 minutes. Eating will halve the wait (anything equivalent to a sandwich or an apple will halve the rest but eating more will not decrease the rest further) and Increased Stamina will reduce the rest period by 5 minutes per level, but there is always a minimum of 5 minutes of rest. If a player attempts to cast a spell without enough manna he will gain 1 point for the last of his life force and then die (as if by a Killing Blow). Since the power comes from within the necromancer, there is no need for a focus. Mana will only be restored at sunrise and sunset.
Verbal: There is no true in-game invocation when casting necromancy. The tag line is for identification purposes only and strictly out of play. Tag lines will be the name of the spell followed by the word Necromancy. An example would be Cause Light Wounds – Necromancy. The higher the tier of the spell, the louder the verbal should be said to represent the more visible flash of light. A first tier spell should be loud enough to be heard by all parties nearby. A fifth tier spell should be shouted.
The Manifestation of magic is the glow that appears around the caster or the caster's hand. The glow in the case of necromancy is black. Packets in the hand symbolize the glow of a caster that has readied his manna to cast. A packet must be visible at the beginning of the verbal. A packet cannot be hidden in the hand and cast at the end of the verbal it must be visible during the invocation. Packets can be kept in pockets or bags, but must be visible at the time the invocation begins. Since the power comes from the life force of the caster, a focus is not required.
Necromancy and the world Necromancy is looked upon as evil and is considered illegal throughout the world. While the healing is beneficial, the darker side exists. Its proof is seen in the undead such as the skeletons and zombies that are often created by necromantic magic. More than this evil, Necromancers tend to go mad as their power increases. The destructive nature of Necromancy seems to overwhelm even the most benign healer and turn them into megalomaniac killers, ready to set legions of undead upon the the people they once saved. It is not unknown, especially in rural areas, for people to turn a blind eye to a healer, but those healers are often isolated from people. They may be “the old witch woman in the hills” or “the half mad hermit that lives in the cave.” They are not someone that would be invited to Sunday dinner. But it a world where death, disease and physical hardship is common, some will turn to any aid to save their loved ones. Different races have different views as well. Humans (from whom it is believed Necromancy started) tend to be more tolerant, while Shen are the least tolerant. But it is well known that all necromancers will eventually go mad and are looked upon with suspicion and fear at the very least. One sign of forbidden magic is often enough to have the hunt set upon the necromancer, even among humans. During the Chaos War, many Necromancers allied with the Fay and created armies of undead which ravaged the countryside. The war was then followed by a great purge in which any that showed the slightest sign of necromantic magic were hunted and slain. Even bonders, that do not show the same tendency to go mad, were not safe from the bands of necromantic hunters. Children that manifested any of the powers were often put to death by the hands of their own parents rather than bring this evil into the world. Sometimes even the parents themselves (especially among the Shen) were killed believing that the power, if not taught by the parent must somehow be passed on through the blood. But this did not stop the power from manifesting itself. This is one of the most fearsome things about necromancy. It does not have to be “in the blood”. Even those with no history of Necromancy in their family may succumb to this curse. The bloodshed threatened the very fabric of society itself as neighbor turned on neighbor, even brother against brother. What order was regained after the Chaos War was quickly being destroyed. Finally, a member of the Totekai University by the name of Sister Hope traveled the lands and preposed that those suspected of the necromantic curse should be isolated and studied so that the cause of the curse could be found, and the misfortuned victims restored to normal. The great Chiurgeries were created and any suspected of necromantic power, and those necromancers who were caught without being killed, were brought there. It was soon discovered that the actual number of those afflicted with Necromancy was much smaller than suspected. Many that had suffered the purge were indeed innocent and fear had wrought as much, if not more, death than the curse itself. Now in the Chiurgeries, Necromancy could be studied in hope of a cure and the positive healing magic could be used under the caring control of the Totekai. These became places of healing for their regions, and sometimes parties of Necromancers under the watch of one of the Totekai will be sent to areas that are heavily burdened by disease or other afflictions. These Necromancers who are working under the grace of a Chirugery can be identified by the two link chain nose piercing they wear. Yet, sometimes the screams of the mad can still be heard within those walls. Out of Play Note:All necromancers should be considered to have a Hunted(Everyone, 3) disadvantage (without gaining the points thereof), as anyone who finds out they are a Necromancer is likely to seek to either kill them or send them to a Chiurgery.
Spells marked in red are specifically forbidden and will bring the wrath of even the most enlightened of the races. If a player wishes to spend an extra 5 points at creation, they may know the forbidden first Tier spell of their choice. Death is still the official penalty for the use of Necromancy in most of the civilized world.
Learning Spells and Tier Advancement A novice Necromancer knows no spells. An Initiate will know 2 spells of their choice and will have 5 mana with which to cast these spells. These spells manifest themselves, coming as a curse upon the victim. Sometimes a parent or relative may have shown signs or even tried to “teach” necromantic powers to the character, but the power will often come even without this learning. None know why it comes to those it does, we can only take pity on them and try to prevent them from pursueing this dark path. In order for the player to advance to the second tier, at least 2 more spells of the first tier must have manifested themselves (only three spells per tier total are required for advancing after the second Tier). It is also required that the character has reached the required number of mana and paid the CP point requirements to advance. A character normally cannot manifest a new spell unless the character has observed it being cast. A casual observation may require several viewings before Plot will allow the character to proceed. A more formal “showing” may be required to learn more advanced spells, but a character cannot be “taught” a spell and even the most detailed instruction may not result in the spell if it is not in the character’s nature. On the other hand, great need may allow a spell to manifest temporarily even if it is beyond the caster’s tier, but the physical and emotional effects could lead to a quicker onset of madness or even death. This could even result in the permanent loss of spells or mana. It is also known that necromancy breaks down the body of the caster. One cannot subject the body to the rigors of focusing life force into a usable energy form and not pay the price. This is often shown in the rotting of the flesh of the Necromancer (And must be displayed with makeup) and seems to start with pealing of skin and eventually loss of teeth, hair and even some body parts. Madness also seems to increase as the necromancer becomes more powerful. Someone must be mad to let their body rot out from under them while becoming more powerful. While sensory and protective spells seem to do little, it has been learned that some people have died from casting those spells that seek to physically harm others. This is another reason for the Totekai to watch these poor unfortunates that seem driven to use this abomination of magic. It is known that some have reached the third tier of magic on their own because the undead that these individuals seem driven to create and plague society with. But these are mad individuals outside of the care of the Chiurgeries. It is known that in order to cast spells of the 2nd tier or higher, the caster is required to cut themselves so the life force flows freely into the world. As there are no sane Necromancers above the 2nd tier in the chiurgeries, not much more is known. Spells marked in red are specifically forbidden and will bring the wrath of even the most enlightened of the races. Death is still the official penalty for the use of Necromancy in the civilized lands. Notes on out of play requirements to advance or learn spells. Necromancy is a character driven magic. The spells and power are specific to the personality of the character. Do not expect your character to gain healing (especial above 1st tier) if he is a power hungry bastard. On the other hand, a loving healing type should not go looking for damaging spells. In game, a power might be granted on a temporary basis if the player can justify the power is appropriate to the personality of their character, can demonstrate suitable exposure to the spell and an idea of how the spell works. This is obviously going to be different for different players. Obviously, this justification must be demonstrated to plot on at least a verbal level but there is no guarantee this will be allowed. To maintain the spell, justification must be submitted in writing at the end of the game and submitted in the packet with IBGA form and checkout sheet. Learning a spell or advancement will require the use of an IBGA action to represent the necessary practice and meditation to properly develop the spell. Attempts to learn more than one spell at a time will more than likely result in failure. The best method for advancing as a necromancer is to keep Plot informed through either email, PM or post on the forums as to exactly what your character is doing and thinking in his approach to necromancy.
Each spell will have reference information listed before the definition.
Delivery type – this defines how the spell may be cast. Touch – means that the caster must actually touch the recipent of the spell with a packet in the caster's hand. Packet – the caster must strike the target with a packet. These spells could be touch cast if the caster has the permission of the target. Packet colors are specific to elemental types as follows:
- Beradai – Air – Light blue
- Human – Fire – Red
- Shen – Metal – Yellow
- Denzorali – Earth/Stone – Brown
- Jenisari – Water – Dark blue
- Illuthian – Wood – Green
- Necromancy – Black
- Fairy/Empathy – White (it is invisible except in battle)
Point – The caster needs only to point at the target once the verbal is spoken (within a 2 count). Most Point spell have a 2 pace range.
Ritual – These spells are very specific in how the spell is to be cast. Casting time, area of effect, cost and delivery will all be specified within the text of the spell.
Duration – This is how long the spell's effects last and varies from spell to spell. Some are listed in times such as minutes or hours. Some are listed as "SS or SR", which means they will last until sunset or sunrise unless used or activated (such as a ward which is gone once used, specifics are in the spell description if it is needed). Some are LOS (line of sight) and the spell will note either target’s LOS or the caster’s LOS. These spells are in effect for as long as the Line of sight is maintained. Some spells have a COUNT listed. This is a one-one thousand, Two-one thousand, etc., count that is to imply seconds going by. The count should be slow (a second is longer than most people think) and the guides will give a demonstration at the beginning of each game, if requested. Some durations may be instant, such as a bolt or arrow attack. The spell lasts the time of the packet toss and strike. These last spells need to be cast with in a 2 count of the verbal.
Area of Effect – This is the area the spell covers. It may be given in PACES, this means a normal pace which is about 3 feet. The pacing starts from where the caster is standing. Those on the edge of a pace are affected by the spell. Target means the area of effect is the target of a point or packet spell. The area of effect may list a range or distance that the spell can go from the caster or object of casting. Packet spells are as far as the packet can be tossed. Point spells usually have a 2 pace range. The Area of Effect may also be listed as "AOE". This is an spell that results in multiple packets being thrown to cover an area. All AOE spells are given a specific number of packets, usually depending on their circle. A third circle AOE spell will typically have 3 packets and so on. Some spells will allow the caster to increase the number of packets thrown by spending additional influence. These spells will specify this in their description. For example Jar the master wood alchemist (4th circle, 30 mana) casts mass entangle. Since it is a 3rd circle spell, it defaults to having 3 packets. For each additional 1 mana Jar pumps into the spell, he gets an additional (1) packet, as specified in the spell description. So if he dumped all of his mana into a single casting he would get 30 packets, total, to throw. When an AOE spell is cast all the packets must be thrown at the same time. The packets may be thrown in any fashion as deterimined by the caster, as long as they leave the hands at the same time. The caster can either throw with one hand or both, as long as all packets are thrown at the same time. Packets from an AOE spell may be physically avoided or Dodged as any other packet, but each packet must be treated seperately. AOE spells may also be Counterspelled. A single Counterspell will nullify any number of packets that strike a single target, but no more than one Counter may be used by a single caster against a given spell. For example, if a Mass Entangle is thrown with a total of 6 packets, and three packets hit Thor the fighter and three packets hit Jar the wood alchemist. Thor must burn three Dodges to avoid the effect of the spell, while Jar can expend a single Counter Spell to prevent the spell from effecting him or Thor, but not both.
Casting Time – Most spells are instant which means they are cast within the 2 count of the verbal. Some spells may have counts or times listed.
Cost – This is the amount of influence points used to cast the spell.
Type – Most spells are either Battle or Enchantment. This distiction has bearing on the Create Solutions skill. Some spells are defined as Ritual. This special class of spells must be cast with a Guide present and usually require a Lay Point.
| 1st Tier |
Accelerate Healing Delivery: Touch
Duration: Instant
Area Of Effect: Target
Casting Time: Instant
Cost: 1
Type:Battle
This spell heals a character's Wounds faster than would otherwise be possible. Once cast upon a person the character is immediately stabilized and all of the character's Wounds heal in one hour.
If combined with Rapid Healing or Chirurgery, the remaining healing time is halved. If all three are combined, the healing time is quartered. An character who is unconscious due to his Wounds who is affected by this spell immediately awakens, though he still suffers the full effects of the Wounds until the requisite amount of time has passed.
Cause Flu Delivery: Packet
Duration: Instant
Area Of Effect: Target
Casting Time: Instant
Cost: 1
Type:Battle
This spell causes the target of the spell to become infected with flu like symptoms. A character affected by a disease cannot cast spells, or use any magical ability until the flu is cured. The character however, can still fight, run and defend themselves. In one hour if the flu is not cured it turns into Disease.
Cause Minor Wounds Delivery: Packet
Duration: Instant
Area Of Effect: Target
Casting Time: Instant
Cost: 1
Type:Battle
This spell causes one Wound to the area of the body struck by the packet. Cause Minor Wounds will ignore armor, and if the packet strikes a shield or weapon will deal one wound to that arm. If the spell strikes the target's cloak or other garment the spell affects the region of the body closest to the item of clothing that is struck.
Last Rites Delivery: Ritual
Duration: Permanent
Area Of Effect: Target
Casting Time: 1 minute
Cost: 1
Type:Ritual
This ritual is given to the dead so they can not be turned into zombies or skeletons. It can also be used so that zombies or skeletons can not be revived. The caster must be in contact with the body for the whole ritual. The verbal must be given at the beginning and ending of the casting time and the caster must be focused upon the body the whole time. Any interruption will cause the spell to fail, though the mana is lost.
Life Sense Delivery: LOS
Duration: Concentration
Area Of Effect: Target/2 paces
Casting Time: Instant
Cost: 1
Type:Battle
This spell allows the Necromancer to immediately determine the vitality of the subject. A character casting Life Sense can determine if a character is dead, dying, unconscious Additionally, a character casting Life Sense can tell if the character is poisoned or under the effects of a poison or elixir. The general nature of the elixir can be determined as well; such as whether it is a poison, protective, paralysis, etc..
A character being examined by Life Sense need only answer those questions that are directly asked. Upon casting this spell the character can ask any of the following questions (all of which must be answered immediately and honestly):
· Are you dead?
· Are you injured?
· What are your injuries?
· Are you poisoned?
· Are you under the effects of an elixir?
· If so, what is the effect (poison, protective, paralysis, etc.)?
· Are you diseased?
· Are you paralyzed?
· Are you asleep?
This spell does not detect in anyway the presence of magic, therefore a Feign Death spell would fool this spell.
Necromatic Ward Delivery: Touch
Duration: One Use or SR/SS
Area Of Effect: Target
Casting Time: Instant
Cost: 1
Type:Battle
By the means of this spell, the target is immune to the first packet or point delivered spell of a Necromantic nature that is cast upon him. It will protect him against any Necromantic based spell. It will not negate the effects of a spell that is not cast directly upon him. The target must call WARD to indicate that the spell has not effected him.
Sense Necromantic Ties Delivery: LOS
Duration: Concentration
Area Of Effect: Target/2 paces
Casting Time: Instant
Cost: 1
Type:Battle
This spell allows the caster to detect Necromantic Bonds or the ability to cast Necromantic magic. The caster cannot tell if the subject is a full Necromancer, a Novice or simply has a Necromantic Bond.
After successfully casting the spell, the caster may then ask that target if she has a Necromantic affinity. If the subject of the spell possesses a Necromantic Bond or is even a Novice Necromancer she must answer yes. The subject of this spell is not required to answer any other questions. The subject's ties to Necromancy (or lack thereof) are only known to the caster.
Shackle Undead Delivery: Point
Duration: Special
Area Of Effect: Target
Casting Time: Instant
Cost: 1
Type:Battle
This spell can only be cast on Zombies and Skeletons. The caster points at a valid target, says the verbal, and closes his fist. As long as the caster's fist remains closed, LOS is maintained, and the caster is conscious the target is locked in place. The target may still move his upper body to attack as normal, but his feet may not move. The caster may not maintain more than two Shackle Undead spells at a time.
Spasm Delivery: Packet
Duration: 3 count
Area Of Effect: Target
Casting Time: Instant
Cost: 1
Type:Battle
Target struck by a packet must experience a massive body spasm for 3 counts, dropping anything in their hand. Once the spasm has past they may pick it up again. The target can do nothing but shake violently during the spasm. This does not prevent the target from warding off Killing Blows. Any spells/ protectives in place can be used but nothing new can be activated for the duration of this spell.
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| 2nd Tier |
Cause Grievous Wounds Delivery: Packet
Duration: Instant
Area Of Effect: Target
Casting Time: Instant
Cost: 2
Type:Battle
This spell bypasses armor, skins, and toughness to deal a Wound to whatever location the packet hit.
Corrupt Blood Delivery: Packet
Duration: Instant
Area Of Effect: Target
Casting Time: Instant
Cost: 2
Type:Battle
This spell corrupts the blood of the target. A character struck by this spell will die in one hour and cannot run, fight, cast spells, use Bonds, Racial Abilities or any in-game skills during that time. Bonds or Racial Abilities that have already been activated are still in effect. The effects of this corruption can only be removed by a Purify Blood spell or a Greater Death Poison Antidote.
Cure Disease Delivery: Touch
Duration: Instant
Area Of Effect: Target
Casting Time: Instant
Cost: 2
Type:Battle
The subject of this spell is completely cured of any one disease. If the person is affected by multiple diseases, multiple castings may be needed to cure them all. Some magical diseases and even some rare normal diseases are not affected by this spell, however, the caster is immediately aware of whether or not the spell was effective in removing the disease.
Cure Minor Wounds Delivery: Touch
Duration: Instant
Area Of Effect: Target
Casting Time: Instant
Cost: 2
Type:Battle
This spell allows the healer to fully heal limbs that have been wounded to full usefulness and to stabilize a person who has suffered a Torso Wound. Only one limb may be healed at a time in this manner, but all other wounds are Accelerated as the target wound is healed. Limbs healed are restored to full usefulness almost immediately. A character suffering a Torso Wound is stabilized and Accelerated (and will not bleed to death), but will be immobilized until the Wound has been fully healed either naturally or by more powerful magics. A character suffering from a Torso Wound who receives this spell immediately awakens, however.
Feign Death Delivery: Touch
Duration: 10 minutes (600 count)
Area Of Effect: Target
Casting Time: Instant
Cost: 2
Type:Enchantment
This spell makes the target of the spell appear dead to all normal means as well as a life sense. A magic sense would detect a necromantic enchantment on the person but not what the name of the spell. The target must be willing and lay with eyes closed. He can hear the world around them but opening the eyes or any intentional movement will break the spell. After 10 minutes the person can lay motionless but any life sense or even healing ways will reveal the target is alive.
Hold Undead Delivery: Packet
Duration: LOS
Area Of Effect: Target
Casting Time: Instant
Cost: 2
Type:Battle
A skeleton or zombie struck by a packet will be completely immobilized and may take no action as long as the caster is in LOS of the target. The caster does not have to concentrate on the target and is free to take any other action. A target may be freely killing blowed without dispelling the spell.
Shackle Person Delivery: Point
Duration: Special
Area Of Effect: Target/5 paces
Casting Time: Instant
Cost: 2
Type:Battle
This spell maybe cast at any intelligent humanoid. The target must be within 5 paces of the caster and will have its feet locked in place when the caster points, calls the verbal and closes fist. The target may attack, use natural abilities or even spells, but can not move its feet as long as the caster remains with in 5 paces and keeps his hand closed. The Necromancer can cast 2 spells, one for each hand. He cannot transfer the spell from one creature to another. Each requires a new spell. The target can be released by opening the hand or the caster going unconscious. This spell can also be countered by the spell Remove Paralysis.
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| 3rd Tier |
Animate Dead Delivery: Ritual
Duration: Permanent
Area Of Effect: Special
Casting Time: Special
Cost: 3
Type:Ritual
This spell allows the Necromancer to create undead such as skeletons or Zombies. The exact type of undead created depends on materials and power. Dead must be available for the casting of this spell and they can not have had Last Rites cast upon them. They also must be dead of the major races. It takes 5 minutes for a caster to create an undead, but once the ritual is started, they may continue without spending more mana for up to an hour. The undead will follow the command of its creator and will last until destroyed. The Necromancer must chant “animate dead” over each body uninterrupted for the full 5 minutes to get an undead. Any interruption means the spell has failed and no further undead may be created, although the successful creations will remain. A guide must be present to cast this spell as NPC’s or players must be available for this spell to function. There are certain metaphysical conditions that must be in effect for this spell to be cast. If the time is not right (not any NPC’s) the caster will be informed before the spell is cast so they will not lose mana.
Cause Mortal Wounds Delivery: Packet
Duration: Instant
Area Of Effect: Target
Casting Time: Instant
Cost: 3
Type:Battle
This spell causes a Wound to every area of the character's body (both legs, both arms and the torso). The spell bypasses all armor, shields, skins, and toughness. A weapon struck by this spell transfers the full effects of the spell to the character holding the weapon.
Cure Grievous Wounds Delivery: Touch
Duration: Instant
Area Of Effect: Target
Casting Time: Instant
Cost: 3
Type:Battle
This spell heals up to three wounds on a single target. These wounds may include both Limb Wounds and a Torso Wound. It may also restore a limb. Heal Grievous Wounds will also restore a limb that has been Withered and re-attach a limb as long as the severed limb is present.
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| 4th Tier |
Rend Spirit Delivery: Packet
Duration: Permanent
Area Of Effect: Target
Casting Time: Instant
Cost: 4
Type:Battle
This spell instantly kills any character struck by the packet. This spell bypasses all armor, skins and toughness. If a weapon is struck by the packet the character is still affected. A character affected by this spell can be brought back to life only by Restore Life (if it is within 15 minutes) or Raise Dead or Return of the Phoenix (if not within 15 minutes).
Restore Life Delivery: Ritual
Duration: Instant
Area Of Effect: Target
Casting Time: Instant
Cost: 4
Type:Ritual
This spell restores a dead character to life as long as they have not been dead longer than 15 minutes. A character who returns to the living by use of this spell is fully healed, though any poisons or diseases in his system are still present. The casting of this spell calls a character's spirit back to her body, so for the spell to be effective the body must be relatively whole and intact (the head, torso and at least two limbs must be present for the spell to be effective). The spell takes at least 15 minutes to cast and may be performed anywhere.
A Guide must be present at the casting of any Restore Spirit casting so that the character can draw from the Tiles of Fate and so that his death can be recorded. It is suggested that the person who died seek out a Guide while the living players roleplay the casting of the spell. The spell cannot be completed without the presence of a Guide! If you are unable to find a Guide within the 15 minute casting time, the spell simply takes longer to cast. A dead character can refuse the call of a Restore Spirit if he chooses. If two or more Restore Spirit spells are cast the dead character can choose which call to answer.
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| 5th Tier |
Raise Dead Delivery: Ritual
Duration: Permanent
Area Of Effect: Target
Casting Time: 15 Minutes
Cost: 5
Type:Ritual
This spell will restore to life a character who has been dead as long as their spirit has not passed beyond. Unlike with Restore Life, the body can be almost wholly reconstituted by this spell, meaning that only a single finger or significant pile of ash is required for this spell to be effective. This spell also removes all poison from the blood (including the effects of Corrupt Blood) and cures all diseases that are affecting the character. This spell has no effect if cast upon the living.
This spell takes 15 minutes to cast, though the dead character's spirit is in stasis as soon as the spell is begun. The caster must be in contact with the person during the entire ritual and must chant “Raise Dead” every few seconds. Any interruption indicates the spell has failed and mana lost.
The casting of this spell takes at least 15 minutes. At the end of the casting the character must draw from the Tiles of Fate. As with Restore Life, a Guide must be present at the casting of this spell.
A character cannot resist the call of an Raise Dead. If multiple spells are cast the first casting is the one that character is drawn to. A character brought back from the dead in this manner cannot remember anything that happened for 30 minutes prior to his death.
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