The Necromancy School

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The Necromancy School

Necromancy School

The Necromancy school deals with not just the undead but also poison and matters related to death.

Description

The school of necromancy grants a character protection from, and limited influence over, undead creatures, as well as a limited ability to affect the living with curses and afflictions. Low level necromancy spells are defensive in nature, used to repel undead creatures, disguise the living from the dead, and lay to rest the freshly deceased preventing their return to life as undead. Higher level necromancy spells allow a caster to gain undead abilities, control the undead, and employ them for his or her own purposes. Specialist necromancers will often find that they feel somewhat useless during the day. It is not until the sun goes down that the true power of a necromancer becomes evident.

The use of high-level necromancy is frowned upon because it attracts the attention of wandering undead. The lands surrounding the lairs of habitual users of high-level necromantic magic are often infested with uncontrolled undead. Necromancers are often shunned and forced from settlements in fear that their magical arts will attract undead, and in many places law prohibits the use of high-level necromancy.

Common symbols for necromancy include skulls, bones, and the color purple.

Necromancy is associated with the Stranger and Nox.

Necromancy Spells

Spell Name

School Spell Level Duration Range Target Spell Description Prerequisite

Ghastly Visage

Necromancy 1 Medium (10 Minutes) Touch Character Mindless undead think you are one of them. Enter unhallowed areas. None

Reap Spirit

Necromancy 1 Special Touch Dead or Unconscious Character Take another persons spark or permanently kill most undead. None

Pin Undead

Necromancy 2 Medium (10 Minutes) Tag Bag Character(s) Hit Hold undead in their place effectively removing them from combat. A level 1 Necromancy spell

Creeping Rot

Necromancy 2 Medium (10 Minutes) Touch or Tag Bag Weapon or Character(s) Hit A weapon can deal poison damage or generate four tag bags that inflict 4 poison. A level 1 Necromancy spell

Brackish Boon

Necromancy 3 Medium (10 Minutes) Touch Character Protect a target from harmful poison effects, causing them to become healed instead. A level 2 Necromancy spell

Curse

Necromancy 3 Medium (10 Minutes) Tag Bag Character(s) Hit Set an enemies total body to 1. A level 2 Necromancy spell

Enfeeble

Necromancy 4 Medium (10 Minutes) Tag Bag Character(s) Hit Prevent targets from casting spells. A level 3 Necromancy spell

Grim Sight

Necromancy 4 Medium (10 Minutes) Touch Character Finds the presence of living or undead around the target. A level 3 Necromancy spell

Abomination

Necromancy 5 Medium (10 Minutes) Touch Character The target grows into a huge monster and gains monstrous characteristics. A level 4 Necromancy spell

Dreadlord

Necromancy 5 Medium (10 Minutes) Self Self Take on characteristics of the undead and gain the ability to control them. A level 4 Necromancy spell

References

Casting Magic

The basics of all spell casting follow one set of guidelines. Some items types will add some additional rules specific to those item types.

For a character to cast a spell they must: know the spell, have enough power points available to cast the spell, and have a free hand. If all of these criteria are met they may proceed to casting the spell.

Power Points

Cast a spell costs its level in power points to cast. Power points are a skill characters can learn, and some items can provide extra power points as well.

Characters can never spend more than 20 magic power points in a single game day. Attempting to do so causes the character to gain an unpreventable Torso Wound condition as the magical energies tear the character apart. This will also cause the spell casting to fail. Abilities that grant characters power points that break cap do not count against this limit.

Some abilities and rules allow characters to pay fewer power points to cast a spell. This cannot bring the spell's cost to 0 power points unless the source explicitly says that it does. Abilities that reduce power point costs do not stack unless they explicitly say they do.

Incantation Requirements

If you've met the requirements, you are now ready to cast the spell. To cast a spell you must speak an incantation. Spells have no fixed incantations. Each character is free to come up with their own schema for how they want to represent the magic they can perform. Incants do not need to be spoken word. They can be sung, chanted, or role-played in other ways.

There are still some requirements for a proper incantation. Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast. An incantation also requires a minimum of 8 words, which must include the name of the spell being performed. You may not bluff one spell and then cast a different one (such as by putting multiple spell names into the incantation). The incantation must clearly convey EXACTLY what you are casting. You may not make the incantation gibberish, or attempt to work it into a conversation. It must be both clear that you are casting and what you are casting.

School Master

This title represents seven different titles at once, one for each school of magic. A character becomes a School Master (replacing "school" with the name of school you have mastery in, such as Aegis Master) when they:

Characters can become masters of every school they qualify for.

Upon becoming a Master of a School, the character may choose one level two or higher spell to specialize in. You cannot change this spell after it is selected. Your selected spell costs you one less power point to cast (to a minimum of 1). This discount does not stack with other discounts you can obtain through the game, most notably with the Master's Staff, unless it is specifically stated otherwise.

A Master of a School is the only one who can benefit from a Master's Staff.

Categories: Spells | Necromancy Spells | Schools


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