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The Necromancy School | |
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The Necromancy school deals with not just the undead but also poison and matters related to death.
Description
The school of necromancy offers its practitioners both a measure of protection from, and limited influence over, undead creatures, as well as the ability to inflict curses and afflictions upon the living. Early necromantic magic is primarily defensive, focused on repelling undead, concealing the living from their unnatural senses, and ensuring the recently deceased find final rest, preventing their animation. More potent necromantic spells grant the caster undead abilities, the power to command undead, and the means to use them for their own ends. Necromancers often find their powers wane during daylight hours, their true strength blossoming only under the cloak of night.
High-level necromancy is widely condemned, as it draws the attention of roaming undead hordes. Areas surrounding the lairs of those who frequently wield such magic are often plagued by uncontrolled undead. Feared for their potential to attract these unholy beings, necromancers are often ostracized and driven from settlements. In many regions, the practice of high-level necromancy is strictly forbidden by law.
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 | Call 'Brains!' and enter Unhallowed fields. | None
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Reap Spirit
| Necromancy | 1 | Special | Touch | Dead or Unconscious Character | Take another person's Spark or permanently kill most undead. | None
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Pin Undead
| Necromancy | 2 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Generate 4 tag bags that call for 'Pin Undead!. | A level 1 Necromancy spell
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Creeping Rot
| Necromancy | 2 | Medium (10 Minutes) | Touch or Tag Bag | Weapon or Character(s) Hit | Lets a weapon call for 'Poison!' or generate 4 tag bags that call for '4 Poison!'. | A level 1 Necromancy spell
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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
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Curse
| Necromancy | 3 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Create 2 tag bags that call for 'Curse!'. | A level 2 Necromancy spell
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Enfeeble
| Necromancy | 4 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Prevent targets from casting spells or rituals. | A level 3 Necromancy spell
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Grim Sight
| Necromancy | 4 | Medium (10 Minutes) | Touch | Character | Finds the presence of living or undead around the target. | A level 3 Necromancy spell
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Abomination
| Necromancy | 5 | Medium (10 Minutes) | Touch | Character | The target grows huge and gains monstrous characteristics. | A level 4 Necromancy spell
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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 |
Necromancy Potions
Creeping Rot has a special rule when it is a potion:
Name | School | Item Level | Duration | Oil Description | Scarce
|
---|---|---|---|---|---|
Creeping Rot |
2 |
Medium (10 Minutes) |
Allows a weapon to deal poison damage. | No |
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
To cast a spell, you must speak an incantation. Spells have no fixed incantations, each character is free to create their own unique way of showing how they cast magic. While most players use spoken words, this isn't required; incants can be sung, chanted, or even dramatically role-played. The important part is that no matter how the player casts spells, their incants must meet the requirements.
Requirements for a proper incantation:
- An incantation must be 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.
- Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast.
- You may not make the incantation gibberish or attempt to work it into a conversation. It must be both clear that you are casting a spell, and what spell 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:
- Have obtained all 20 power points.
- Learned all spells in a school.
- Upon learning all the spells in a school, learned the ritual skill for that school (or gained it via the Maven RP Skill).
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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