Unigo Spells - Necromancer

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Unigo Spells - Necromancer

Postby lyllamarie on Sun May 08, 2011 6:52 pm

These spells will include Common and Unigo-only. Please review for the coming change - an announcement will follow when they are available for acquirement. Researchers, time to put yourself to work! As always, feedback should be directed to the forum Spells and Magic.

Common Necromancer Magic

Bone Shards:
Level required: 10

Casting method: ranmagatk
Defending method: ranmagdef

Description: Necromancer X1:

Necromancers are not known for striking at a distance. Their great strengths lie in getting close to their opponents and overwhelming them with their unnatural abilities and spells. This, however, is an exception to that rule. By means of this spell, the Necromancer is able to gather dust within his palm, compressing it through malevolent will into thin razor sharp shards of faux bone. A flick of the wrist sends these barbed shards flying toward their chosen opponent at great speed. Once these deadly shards find flesh, the reanimated bone worms its way in, continuing to cut and lash painfully at their victim until removed.

:MECHANICS: A standard Ranged Magical Attack is rolled to determine the spell's strength. The opponent rolls a standard Ranged Magical Defense with armor taken into consideration as the shards are very real and will impact against armor. If it hits a normal !damage roll takes place and each following round 1 point of damage will be suffered for every 7 slots used in casting until an attack turn is taken to pull them out. One turn can remove all shards, but more than one damage can be taken a round if struck multiple times by this spell.

Dark Shield
Level Required: 10

Casting Method: None
Defense Method: See Below

Description: Necromancer x1

With little to protect the necromancer than the clothing on his back and what other defenses he may have, this particular spell offers a different avenue of protections. A blackened aura of magic surrounds the caster, conveying a rather unique defense, damaging the attacker by reflecting reciprocating damage back to them.

Mechanics: This takes one round for this spell to be cast and is active following the end of that round. After any successful hit is landed by the opponent, 1 point of damage for every 3 slots of the spell is duplicated and sent back to it’s originator. The attacker has the opportunity to avoid this damage by rolling a d2. 1, the damage is avoided, 2, the damage is returned to the attacker. No more than 5 damage can be returned at any one point, and if the damage causes the attacker to fall to 0 or below, the attacker loses per normal combat rules. This shielding cannot be used in conjunction with any other shield spell but can stack with magical and physical armor spells. Duration is 1 round per slot used.

Serpent`s Kiss:
Level required: 10
Class required: Necromancer

Casting method: other
Defending method: other

Description: Necromancer X1

Description: By means of this unique spell, the Necromancer can sap his opponent's strength to near nothing in as much time as it takes to say. Upon completion of this incantation, the caster can fling a bolt of magically potent poison from his fingertips at an enemy. However, should he be facing an enemy up close he can release it through a harshly released breath into the enemy's face. This poisonous attack does no damage to the victim, but steals their strength, rendering them unconscious in most cases.

:MECHANICS: A unique spell in that it can either be used as a Close or Ranged Magical Attack, this spell ignores Armor, needing only to come in contact with the victim's form to activate. Should the opponent fail his roll, they begin to lose 2 points of Stamina for each time the Necromancer class is chosen, every round for 5 rounds. No more than 10 stamina can be drained per round with this spell.

Infection:
Level required: 15

Casting method: clomagatk
Defending method: clomagdef

Description: Necromancer X2:

One of the disadvantages of the Necromancer class has always been their aversion to common Healing spells. They're too closely aligned with Death to ever be easily healed by such positive energies. An enterprising and devious Necromancer in the distant past devised this spell as a tribute to that. By means of this incantation, that aversion to Healing energies is transmitted through a physical attack to an enemy. This renders the victim unable to be healed through magic and that alone is enough to startle and terrify more than a few enemies. Upon casting, the Necromancer's claws(if he owns claws) sharpen a bit more and glow a dull green. Should the caster not have claws, then his nails will grow a bit longer and become hard as rock, also glowing that dull green shade. Anyone thus struck will find those wounds resistant to Healing magic’s entirely.

:MECHANICS: This spell takes one round to activate, then every round after the caster uses a close magical attack + slots invested, with armor bypassed per normal magic rules. For every successful hit, normal damage is rolled - then for every 3 slots invested, 1 point of that damage inflicted is unrecoverable by magical means. For every 1 point of damage inflicted by infection, it takes 3 hours of healing time while out of battle to fully recover that point back. Stamina for activation is 1 per slot used and 2 stamina each round following.

Splitting Headache
Level Required: 20
Class Requried: Necromancer

Casting Method: ranmagatk
Defense Method: ranmagdef

Description: Necromancer x3

Description: Masters of the macabre and unholy, the necromancer has many tools at his disposal.. even with the most mundane and simple. By means of this spell, the necromancer creates a magical object that resembles the look of a normal looking skull.. but with a sinister twist if one does not perceive the hidden threat.

Mechanics: A standard ranged magical attack is made. If successful standard damage is dealt, but the ensuing headache the victim experiences doubles the base stamina required for any offensive attack or any spell carried out by the victim the following round. This penalty is applied before the victim's focus effect, and not after. This means if the victim casts a spell at 10 slots with 7 focus, their stamina cost for that round or action will be 11 x 2 - 7, for a total of 15 stamina. Has no negative effect on !evade rolls.


Spiritual Strike:
Level required: 25

Casting method: ranmagatk
Defending method: ranmagdef

Description: Necromancer X4:

They say that those who touch death are either in control of it, or at its mercy. The necromancer, in tune with death and the spirits around him, can focus on the inherent rage of the dead, and using it, focus it into an ethereal spear. The spear can only hit one person, and since it is of an intangible origin, physical armor of any sort cannot stop what damage it causes.

:MECHANICS: A normal !ranmagatk vs a !ranmagdef is used and bypasses armored defenses. If hit, they will be struck blind for 1 round per 3 slots of the spell used and suffer 1 point of damage per slot used. As a result of being blind, all physical and magical attack rolls will be halved for each round effected. The blindness and its effect can be lifted by spells Cure the Senses. This spell cannot be recast against the same individual until the previous effects have worn off for a full 2 rounds following.

Death Touch:
Level required: 30

Casting method: clomagatk
Defending method: clomagdef

Description: Necromancer X5:

The Necromancer reaches out with the cold feel of death, skin to skin contact must be had and if the spell is successful a feeling of soul and body touching death falls upon the victim. This spell is very powerful and very dangerous to ones soul. A feeling of lethargy rolls across the victim, the soul felt as if wrenched upon and twisted to the Necromancers malevolent wishes.

:MECHANICS: Skin to Skin contact must be had, a !clomagatk vs !clomagdef + slots is made with armor accounted for - if successful, for every time the Necromancer Class is taken, 5% of the victim's current stamina is lost. This stamina is not recoverable through evasion within the combat scene. The victim will feel the effects vividly for the rest of the day.

Tendrils of Death

Level Required: 30
Prerequisite: Boneshards x10

Casting Method: ranmagatk
Defending Method: ranmagdef

Description: Necromancer x5

The Necromancer is diversified but always does the fascination with death and its touch, flicker through their mind. They can incorporate both and have learned to not only hone this skill, but extend its reach. With a soft whisper upon their lips and a coil of fingers to palm, they call forth the bones within the earth, manipulate them to come together and shoot them outwards like many a herald of arrows to pierce their enemy from all directions.

:Mechanics: Like bone shards, the Necromancer is able to form dagger like shards from the motes of air, but can form up to 2 shards upon the onset of casting. For every 5 slots the Necromancer can summon 1 additional bone shard, up to a maximum of 5 for 15 slots. An opponent may only be targeted with one bone shard per casting, so this spell is best saved for when facing more than one opponent. A standard !ranmagatk vs !ranmagdef is rolled, with armor taken into account for defense. If successful, damage is normal and each following round 1 point of damage is suffered until an attack turn is taken to pull them out. One turn can remove all shards, but more than one damage can be taken a round if struck multiple times by this spell.The starting stamina is 1 plus 1 per slot used in addition to 2 points for each bone-shard used. So full spell with five targets will cost 26 stamina.

Common OOB Spells

Fear Aura
Level required: 10

Description: After casting this spell, the caster needs to have visual contact with any victim at all times. While the spell is in effect, and the victim is affected, they are afraid of the caster and want nothing more then to get away from them as fast as they can. The spell lasts for one action per slot used and requires OOC Consent to work.

Dead Speak:
Level required: 10

Casting method: other
Defending method: none

Description: Necromancer X1:

This is another large reason for the Necromancer's evil reputation. It is nothing less than conjuring up the spirits of the dead, interrogating those that should rest in peace. By means of this spell, the caster can cajole, coax and demand answers from those dead nearby. Knowing the name of the dead one increases the likelihood of success, as well as offering the dead something of value to it. Whatever that may be depends heavily on just who the dead was in life. The more powerful the Necromancer is, the more likely it is that he can make the Older Dead answer his questions.

:MECHANICS: For every time that the caster has selected Necromancer, the likelihood of success increases. The recently dead can be spoken to with ease, but most of these are frantic, confused and near-insane with fear at their new state of being. NecromancerX2 can speak to any dead that have died in the last year. NecromancerX3 can speak to any dead that have died in the last 5 years. NecromancerX4 can speak to any dead that have died in the last 10 years. NecromancersX5 can speak to any dead that have died in the last 100 years. No matter who they speak to, none of them can be forced to speak truth. Magical spells can be utilized to determine the truth of the deads words, however. Being dead, they cannot resist the use of these Truth spells. Cajoling, bargaining with the dead spirits can often be of better benefit, but each case is unique. For each slot expended in the original Close Magical Attack roll, another question can be asked, or another minute of conversation can be had.

Incorporeal Presence
Level Required: 15

Casting Method: none
Defending Method: none

Description: Necromancer x2

In any shape or form, a Necromancer is one of the most untrusted of folk anywhere they roam. Studies of the dead in every assumed form is but one facet of their art, even the ethereal. Through rigorous training and manipulation of the dark magic, the secrets of the ethereal have been obtained.

:Mechanics:
By means of this spell, the Necromancer becomes near incorporeal, or ghost-like. For each time the Necromancer class is taken, the caster can pass through 1 solid surface in any direction. This spell cannot be used in any combat situation and the user is restricted from lifting, holding or touching any object it so happens to be in contact with. Any heavy armor or weapons are not effected or covered by this spell; in addition, those within arm's length will feel a chill from the Necromancer's vicinity, remnants of their aura. OOC consent required when moving through privately owned buildings or when used for spying purposes. This spell lasts 2 actions for every time Necromancer class is taken. Detect Magic will show a faint outline if used in the area the Necromancer is, but will not distinguish who.

Impending Doom:
Level required: 20

Casting method: ranmagatk
Defending method: ranmagdef

Description: Necromancer X3:

The Necromancer is well known for the fear and unease that his very presence can bring to most creatures. This spell takes that presence to a new level. By means of this spell, the Necromancer taints a victim's mind, nearly infecting his mind and dreams with vile thoughts. All of these thoughts focus on the Necromancer as some unnatural thing bent on his or her destruction or domination. A lengthy spell, often cast as a ritual, this spell requires several items personal to the victim. This incantation is often used as revenge upon those that have thwarted the Necromancer.

:MECHANICS: A Ranged Magical Attack is required, and the standard Ranged Magical Defense is required, but with a -3 modifier for every piece of property that Necromancer possesses. This can be anything from a favored trinket, to a lock of hair, a bit of blood, whatever...So long as it's personal to the victim. For every time that the caster has chosen Necromancer, the spell lasts for another night. Each night, the victim is tormented with dark dreams featuring the Necromancer. Within that dream, the Necromancer haunts and tortures the victim with terrible visions and actions. Upon waking, the victim is exhausted and haunted by the nightmares. It is highly recommended that the victim and caster actually Rp out these nights for extra kudos

Corpse Lantern
Level Requried: 25

Casting Method: Clomagatk
Defense Method: Clomagdef

Description: Necromancer x4

Description: The necromancer is accustomed to the darkness that is associated with his area of influence. At times however, when there is no light source, the necromancer has devised a way to employ his minion as a walking lantern when light is needed. Sometimes, that light can get so bright, it may even blind.

Mechanics: If cast out of combat, this spell illuminates the necromancer's minion enough to navigate dark areas, or night time wilderness wandering. The degree of light can be controlled by the necromancer. If used in combat, the minion starts becoming so bright, that it may blind the opponent for a single round.

Corpse Locator
Level Required: 30

Casting Method: None
Defense Method: None

Description: Necromancer x5

Description: As masters of the macabre, both great and small, the necromancer prides himself on his ability to find a suitable body to put to good use. Sometimes, even his powers of location are even called upon to locate a fallen ally that may have not left clues to their whereabouts.

Mechanics: When this spell is employed, the necromancer is able to seek out the body of a fallen friend within a 2 mile radius. When in this radius, the necromancer can locate the intended target. If the necromancer is outside of this radius, then there is a percentage chance to locate the target. Every mile outside of the radius reduces the chance by 10% If the caster holds an object from the target, personal, or physical, then there is a 10% bonus added on, regardless of distance.

Flesh Graft
Level Required: 40

Casting Method: None
Defense Method: None

Description: Necromancer x5

Description: The most advanced of Necromancers are masters of anatomy, physiology, and in certain cases, they can be puzzle solvers.. if the puzzle pieces happen to be living beings. This spell may serve as a fortification of the undead minion after the summoning process has been completed, providing the necromancer with a tougher than normal minion as more and more flesh is magically grafted upon it.

Mechanics: This spell can only be used after the necromancer completes his ritual of summoning the undead minion, and only once. When used, the spell will instantly drain the necromancer of half of his stamina, and it takes two full rounds of casting to complete. When finished, the minion will receive a bonus to his health by 1 point per level of the Necromancer, to a maximum of 50. This boost must be reflected in the caster's character sheet notes


Unigo Necromancer Magic

Empathy
Level Required: 15

Casting Method: clomagatk
Defense Method: clomagdef

Description: Necromancer x2

Description: Necromancers are seperated by only one distinct barrier between one another, and that is the level of compassion one may have for another being. While those within Umbara's dark walls resort to the darker side, those within Unigo have devised a strange way to heal others, by means of their minion. While not the most effective, it certainly helps when times are tough, but it may lead to some dislike amongst the healing community. Death returning Life.

Mechanics: While not the best, and certainly not meant as a primary means of care, the necromancer can employ this spell to return health to the recipient, using the necromancer's minion as the focus. The necromancer rolls a close magic attack against his minion, and the minion receives the close magic defense. If the caster's result passes the minion, the one being healed receives 5 health for each time the Necromancer class has been taken, up to 25 health. The minion suffers the healed amount in life damage. If the minion's health drops below 0 as a result, the recipient receives an extra 50% bonus to the healing.

Embalming
Level Required: 20

Casting Method: None
Defense Method: None

Description: Necromancer x3

Description: Embalming was an ancient practice to protect the dead from the throes of time and natural decay. as well as the elements of nature and weather. A well protected corpse is always much better than one that is on the verge of decomposing entirely. By means of this magic, the necromancer can instill their minion with a protective, yet pungent barrier that will protect his servant from the elements.

Mechanics: The main purpose of this spell is to act as a shield against the elements, and the wear and tear of weather. When the necromancer casts this spell upon his minion, the minion gains magical protection equal to that of the spell Magical Armor. For every slot cast upon it, the minion gains +1 protection against magical attacks only. The spell lasts for 1 round per slot of spell cast.

Engorge
Level Required: 20

Casting Method: !clomagatk
Defense Method: !clomagdef

Description: Necromancer x3
A Necromancer's minion is often more valued as assistant than protector; the dead inevitably frail creatures, no matter how well preserved against decay they may be. When a Necromancer is inclined or obliged to spend their servant on the field of battle, this insidious incantation will assure they do so dearly. Infusing their puppet with a dose of raw power, the minion will grow stronger, faster, more resilient... and also a bit larger. The dark magic empowering it literally engorges the minion, causing cadaverous skin to bulge and stretch, or exposed skulls to crack, swell and ooze. The Necromancer can spend his precious breath to Engorge their minion multiple times, but it is a risky affair. The dead are fragile after all... try to inflate them with too much power, and they're liable to pop!

MECHANICS: A roll of 1d4 is made to initiate this spell, at standard stamina cost. With a result of 2-4, the casters minion receives a bonus +1 to str, agi, res, and stam for every slot invested, lasting 2 rounds after casting. If a 1 results, the casters minion explodes, and a standard !clomagatk is rolled which must be defended against by any enemies who attempted a close attack against the minion, or defended against a close attack made by the minion in the previous round. If an enemy defender had also attempted a close attack against the caster in the previous round, the caster must defend as well. The buff effect stacks up to three times, and the duration refreshes with each new casting. Attempting Engorge a fourth time will automatically result in the minion exploding. Damage dealt by the explosion is equal to the Minions life-points prior to 'detonation'.


Bind Dead
Level Required: 25

Casting Method: ranmagatk
Defense Method: ranmagdef

Description: Necromancer x4

Description: Necromancers are the masters of the dead, whether animated or not. While the students of Umbara may use them for their own sinister purposes, Unigo's students have been taught ways and means of binding the minion into place, rendering it immobile, and unable to perform any actions. This may prove useful in many situations.

Mechanics: The necromancer rolls a standard ranged magic attack when casting this at any target undead, whether it be his own minion, another necromancer's minion, or otherwise. A successful casting will immobilize the target in place for 2 rounds per time the class has been chosen, to a maximum of 10 rounds. Bound necromancer minions will also suffer a further penalty in that beneficial magic already upon them, or cast upon them during the duration of this spell will be rendered ineffective.

Death Barrier
Level Required: 35
Spell Required: Dark Armor(10)

Casting Method: See Below
Defense Method: See Below

Description: Necromancer x5

Description: The darkness that surrounds the necromancer is one of mystery. As well as they wield such a gift, if any other could call it such, they are able to do many things. The younger wizards can manipulate such power into a shield of darkness, but the more powerful can twist it into a stronger shield that protects them from even their own power, or even bestow such protection upon an ally in a time of crisis.

Mechanics: A more advanced aura of protection, the Death Barrier conveys strong protection against magical attacks to the caster, or an ally of the caster's choosing. For every slot employed, +1 Mag DEF is given. Once a spell has been successfully defended, the shield loses a point of protection. If the spell in question happens to be a spell from the Necromantic sphere, the spell is returned back to the caster at half its strength. Defense of the rebound is then rolled as a ranged magic defense. Example - Bob, using Bone Shards, attacks Tony who has Death Barrier up and rolls a 100 on his attack, Tony successfully defends Bob's attack with a roll of 150; Tony loses 1 point of magical defense from Death Barrier. He also rebounds the Bone Shards at 50% its original roll, or 50, forcing Bob to defend his own spell within the same round. The spell lasts for 1 round per slot cast, or until the shield's protection has been reduced to zero, whichever occurs first.

The Divided Mind
Level Required: 30

Casting Method: other
Defense Method: other

Description: Necromancer x5
The more attuned to their calling a Necromancer becomes, the more controlling one's minion seems second nature, piloting their little puppet no longer requiring their active awareness or direct instruction; becoming instead a matter of unconscious thought, as though the Master and the Minion shared the same mind. Through this meditative and deeply introspective incantation, the Necromancer makes this so; sundering their own mind right down the middle, thrusting half of their divided consciousness into the empty vessel of that unwittingly ever-faithful servant.

MECHANICS: An attack round must be sacrificed in order to cast this spell, its duration in rounds equal to slots invested. Once activated, the casters Int is reduced by 50%, with the resulting Int score applying to both the caster and their minion while the effect persists. While active, the minion can even cast basic spells on the Necromancer's spell list, such as bone shards, serpents kiss, as well as any basic out-of-class damage spell the Necromancer might possess, such as fire bolt, shocking grasp, spirit bolt, ect. The effect can be deactivated early if a round is sacrificed to do so. If the minion is killed, the Necromancers int score is restored.

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