Legends of Belariath

Magic and Enchantments

Listed below are the available spells to date. This list is being added to as visitors to the roleplay make suggestions about what they want to see here. Spells can either be used in battle, out of battle or both and are marked accordingly.

Suggestions can be made via the Message Board, if there are spells you would like adding to the list or if you would like to join discussions about the use of magic in Belariath.

Battle Spells


Asphyxiate:
Level required: 30
Class required: Necromancer
Spell prerequisites (must have all of): Umbara Key

Casting method: ranmagatk
Defending method: ranmagdef

Description: Necromancer x4
Spell Required: Serpent's Kiss (10)

Description: It is a great power to be able to manipulate the physical form of another being, living, dead, or otherwise. Controlling limbs, bringing disease and poison, and even constricting the very air one can breathe. With a simple gesture, the necromancer can choke the very life from another being, taking great pleasure in the guttural, gagging noises as they slowly suffocate.

Mechanics: Using a ranged magical attack, and constant concentration, the necromancer can create a crushing force of magic about the target's throat, slowly and painfully choking them. So long as the necromancer retains concentration on this spell, and it is successful in its casting, the target is unable to perform any action except defense against the Necromancer's will, losing 5 stamina per round until the caster's concentration is broken, or the target suffers a loss of no more than 30 stamina. Concentration requires a standard combat roll of ranmagatk vs ranmagdef per round, with appropriate modifiers to see if the spell breaks prematurely or not. If used out of battle, the spell cannot be used for longer than 3 rounds of play. This is usable once per combat scene.



Bone Shards:
Level required: 10
Class required: Necromancer

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.



Contagion:
Level required: 30
Class required: Necromancer
Spell prerequisites (must have all of): Umbara Key level 1, Infection level 10

Casting method: clomagatk
Defending method: clomagdef

Description: Necromancer x5

Control of that which brings death is a strong power that isn't to be trifled with, or wielded loosely. To debilitate, and bring illness can bring great advantages over the afflicted. After all, death is not fair to those he chooses.

Mechanics: The hands of the necromancer become a sickly green when the spell is invoked, pustulant.. conjuring the fetid sight of sickness. If the spell is successful, the victim becomes infected with a debilitating disease chosen at random from the following 1d4 roll. These diseases can be cured by a Cure Disease spell, or riding out the illness, which will happen after a night's rest. This is usable once per victim per combat scene.

1- Cackle Pox: -10% Int
2- Shakes Fever: -10% Agi
3- Black Aches: -10% Str
4- Doom Lung: -10% Sta



Dark Armor:
Level required: 10
Class required: Necromancer

Casting method: other
Defending method: none

Description: 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 sending 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.



Death Barrier:
Level required: 30
Class required: Necromancer
Spell prerequisites (must have all of): Unigo Key level 1

Casting method: none
Defending method: none

Description: Necromancer x5
Spell Requirement: Dark Armor (10)

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.



Death Guard:
Level required: 25
Class required: Necromancer
Spell prerequisites (must have all of): Umbara Key level 1

Casting method: none
Defending method: none

Description: Necromancer x4

Description: Just as the most powerful of death mages can use their minion to keep themselves alive in the most dire of circumstances, they are also known to use their minions as shields to protect themselves against the worst of attacks. By means of this spell, the necromancer creates a mystic link between himself and his undead minion in such a manner, that even the most painful of wounds does not seem as bad as some may think.

Mechanics: The casting of this spell takes 1 full round of concentration to establish the link required, and it takes its toll on the necromancer's stamina, costing 20 stamina. The spell lasts for the duration of the battle that the necromancer is involved in, and cannot be used outside of combat. Every damaging physical attack the necromancer suffers at the hand of his opponent transfers half the damage to his minion, until either the minion, or the necromancer falls in battle. This works only for physical attacks, not magical



Death Touch:
Level required: 35

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. Spells Cleanse the Flesh, Waters of Purification and Cure Poison will restore the ability to regain lost stamina through evade but will not restore the stamina lost itself. Due to the nature of this spell, it can only be used up to four successful times against the same opponent. This spell's effects can only stack with spells within its own Sphere.



Infection:
Level required: 15
Class required: Necromancer

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.



Life Anchor:
Level required: 25
Spell prerequisites (must have all of): Umbara Key

Casting method: none
Defending method: none

Description: Necromancer x4

Description: A Necromancer is vile, vicious, malevolent to all life.. even the life he reanimates. Wounded death mages use the care of others as a last resort. After all, why seek help when you already control help? This twisted magic allows the necromancer to use his own minion as a source of healing when things seem desperate.

Mechanics: Using a close magic attack, the necromancer attempts to heal himself by using his own minion's health as a fount of healing. This spell cannot be used if there is no undead minion, and it cannot be used out of battle. The minion, despite being under the wizard's control, is allowed a close magic defense roll, and the difference determines the amount of health regained. If the minion is reduced to 0 health from this spell, the minion is destroyed, and the necromancer receives an extra 50% healing as the minion implodes in a nova of dark magic. This spell can only be used once per battle, and takes 10 stamina total to cast.



Limb Disruption:
Level required: 40
Class required: Necromancer
Spell prerequisites (must have all of): Umbara Key level 1

Casting method: ranmagatk
Defending method: ranmagdef

Description: Necromancer X5:

Death. A necromancer cannot simply decide to deal in death and decay and become a necromancer; he must study the body of humanoids, how they work, where their bones...muscles and flesh are and how they come apart. It is through this that an infamous necro-lord discovered the art of limb disruption.

:MECHANICS: By successfully casting this ranged spell at an opponent, the necromancer attempts to cause one of the opponent's limbs to feel as if they have twisted and cracked painfully, not only causing pain, but causing a slight hindrance in their defensive capabilities. Upon success, the opponent receives a penalty to their physical defensive rolls depending on the number of slots used in the spell. 1-3 slots: -3; 3-6 slots: -5; 7-9 slots: -7; 10-13 slots: -10; 14 slots: -13 15 slots: -15
The effect is not cumulative with itself, meaning, you cannot cast this on an opponent repeatedly to stack penalties.



Poison Touch:
Level required: 12

Casting method: clomagatk
Defending method: clomagdef

Description: Necromancer X1:

When this spell is cast, a low, eerie glow often encompasses the hand of the Necromancer, an unholy energy rich with a potent poison. There is nothing subtle about the effects of this Poison, and the victim will by no means be left unaware of their plight... able, if they're lucky enough to possess the knowledge how, to cleanse it from their systems magically before it does too much damage. Otherwise, a victim will have no other option but to bear the sensation of it eating them away from the inside out.

:MECHANICS: A !clomagatk is made, and skin-to-skin contact is required, meaning physical armor applies to defense. When a target fails to defend against this spell, they are afflicted by a poison that starts eating away at flesh. A standard damage roll is made, the result of which is combined with the total number of slots invested in the spell. This is the total damage the spell has the -potential- to deal, which is dealt in increments of 2 per round for every time Necromancer has been selected. Any spell stated to counteract poison will immediately remove this effect, though the victim must sacrifice an attack round in casting it.(cure poison, cleanse flesh, waters of purification, etc.)



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.



Spiritual Strike:
Level required: 25
Class required: Necromancer

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. This spell does not stack with any other spell induced impairment except those found within the Necromancy sphere. In the case of a naturally blind target, there is no effect other than damage. It stacks with all other natural disabilities.



Splitting Headache:
Level required: 20

Casting method: ranmagatk
Defending method: ranmagdef

Description: Necromancer x3

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.



Tendrils of Death:
Level required: 30
Class required: Necromancer
Spell prerequisites (must have all of): Bone Shards level 10

Casting method: ranmagatk
Defending method: ranmagdef

Description: 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.





Out of Battle Spells


Corpse Locator:
Level required: 30

Casting method: none
Defending 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.



Dead Speak:
Level required: 10

Casting method: other
Defending method: none

Description: 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 the caster has chosen Necromancer, their ability increases to allow them to call up longer dead spirits. X1 - Anything within the last week, X2 - Anything within the last year, X3 - Anything within the last five years, X4 - Anything within the last 10, X5 - Anything within the last 100. Regardless of who or what they call up, none of these spirits can be forced to speak the truth. Magical spells can be utilized to determine the truth of the dead's 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. In order to call a spirit, the Necromancer in question has to be within line of sight of the body, or the body's resting place, and the spirit is confined to that area of their body. Should the spirit leave the area, then they will be unable to rejoin their body and be lost for ever. For each time Necromancer has been chosen, the Caster of this spell may ask 2 questions of the spirit. This is not conversation, it is simple question and answer.



Fear Aura:
Level required: 10

Casting method: ranmagatk
Defending method: ranmagdef

Description: 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.

Mechanics: A !ranmagatk versus !ranmagdef determines success. This spell can only be used on one person per cast. The fear effect lasts for one round for each time Necromancer has been taken. The spell effect ends if combat of any kind is initiated on the victim.



Flesh Graft:
Level required: 40

Casting method: none
Defending method: none

Description: Necromancer x5

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 Necromancer can sacrifice 1 max stamina to increase their minions base life points by 2. The Necromancer may sacrifice up to 25 stamina, to a max of 50 extra LP. Both of these changes must be clearly marked on the Necromancers character sheet, at the start of their notes. If the minion dies, the casters max stamina is not restored until the current combat scenario is ended. The decrease to max stamina will not come into effect in combat if the minion is not participating throughout. These extra life points cannot increase the max amount of damage dealt by a minion's detonation through Engorge.



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.



Incorporeal Presence:
Level required: 15

Casting method: other
Defending method: other

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.





Anywhere Spells


Bind Dead:
Level required: 25
Spell prerequisites (must have all of): Unigo Key

Casting method: ranmagatk
Defending method: ranmagdef

Description: Necromancer x4

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.



Corpse Lantern:
Level required: 25

Casting method: clomagatk
Defending method: clomagdef

Description: 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 focus the light onto a single opponent and blind them for a single round. This will successfully lower the victim's attack and defensive rolls by 30% for the duration of that single round.



Embalming:
Level required: 20
Spell prerequisites (must have all of): Unigo Key

Casting method: none
Defending 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.



Empathy:
Level required: 15
Class required: Necromancer
Spell prerequisites (must have all of): Unigo Key level 1

Casting method: clomagatk
Defending method: clomagdef

Description: Necromancer x2

Description: Necromancers are separated 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.



Engorge:
Level required: 20
Class required: Necromancer
Spell prerequisites (must have all of): Unigo Key level 1

Casting method: clomagatk
Defending 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 Minion's life-points prior to 'detonation', but cannot exceed the Minion's original maximum Life.



Steel Bones:
Level required: 15
Spell prerequisites (must have all of): Umbara Key

Casting method: none
Defending method: none

Description: Necromancer x2

Description: Necromancers have dominion over the dead in ways that make others abhor their nature. It's one thing to have a simple minded minion do your bidding, but it's another to have a simple minded minion that is equally as dangerous as its master. By means of this spell, the necromancer can infuse his own minion's bones with magic that makes its bones as strong as steel.

Mechanics: By means of this spell, the necromancer can strengthen the bones of their minion, granting them a +1 DEF for every slot of spell cast, to a maximum of 15. The spell does not work on any other object, nor will it work on inanimate bones to create steel-like weapons. This spell will only function if the caster has an undead minion. This spell will last for 1 round for every time the Necromancer class has been taken, up to the maximum of 5.



The Divided Mind:
Level required: 30
Class required: Necromancer
Spell prerequisites (must have all of): Unigo Key level 1

Casting method: other
Defending 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, etc. 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.