Death Magic

Death.png

Necromancy is the magic of the runic element, death. Therefore it has the following properties:

Effects on Magic Damage: Increase damage for magic attacks done against those of the time element by 20%.

Effects on Magic Defense: 20% chance for immunity to death and time magic attacks.

Affinities: Death, Decay

Months: Varassis, Elasys

Death Magic is magic that involves the manipulation of the death element, and all of the aspects that come with or from death. Death Magic is categorized into the following: Necromancy and Seniumancy.

  • Necromancy is the control and manipultion of death, the ending of energy and life. It is offensive magic and a form of summoning magic where the summoning is the raising of the dead. It's affinity is death.
  • Seniumancy is the control of decay and the process of dying and rotting. Seniumancy is mainly about status effects such as poisons and the like. It's affinity is decay.

Minor elemental manipulation usually involves effecting decay and stages of death and rot.

Death Affinities

Those born under the element of death will have a stronger affinity to one of two aspects of death. Those aspects are death and decay.

Death is the most iconic and well known aspect of death magic and as the aspect of necromancy. It is the very aspect of death itself, of ending life and energy and controlling of the dead and undead. Death governs death magic's power of summoning and ending life. Through death, one might inspire fear or extinguish light. These are your necromancers. Those with the death affinity are quiet, mysterious, and great observers of the very process of life and death.

Decay is the aspect of the processes that happen to living things when they die. It is perhaps the darkest aspect in all of magic. It is the essence of rotting and entropy that black nights call upon. Through the aspect of decay one might inflict sickness or weaken things. Those with the decay affinity are themselves depressed and feeling the crushing reality of their own coming death.

Minor Elemental Manipulations

Those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.

Death: You can cause small manipulations like extinguish light sources, increase fear or anxiety in a person, and so forth. The degree of control needed will determine how much runic soul you need to have. The ability to do so is an Arcana check.

Decay: You can cause small manipulations like breaking down obstacles, inflicting others with a feeling of illness, and so forth. The degree of control needed will determine how much runic soul you need to have. The ability to do so is an Arcana check.

The Two Iconic Symbols of Death Magic

In the elemental magic of Life Magic, there are two iconic symbols. They are Serenity and Pain. These symbols are said to be the very source of death magic, even though like all elemental magic in Nor'Ova, necromancy is conducted not by incantations or potions, but by manipulating the element of death to produce magical effects.

These symbols are therefore nothing more than just symbols, representatives of the two opposing forces of magic, the positive force and the negative force. Magic as a whole is neither evil or good. It is simply a neutral force. Society doesn't judge based on what magic is used, only on how it is used and for what reason. Therefore, despite whether or not certain spells may be associated with what is considered the good or the dark side of magic, the use of spells has no effect on your alignment unless it is used for a wholly good purpose, or for a whole evil purpose.

This is especially important to remember when dealing with magic that is traditionally seen as dark such as necromancy. Necromancy and even Seniumancy are both important to the processes of the world and have beneficial properties so it is entirely possible to play as a good necromancer. You could be the one that keeps communities safe from graveyards, or the one that see's off the dying. Just because other forms of literature out there paint death magic as evil doesn't mean that it is. It is all depending on the heart and mindset of its mage and the purpose for why the spell is being cast.

In the elemental magic of Death Magic, Serenity symbolizes the light aspect while Pain represents the dark aspect.

Environmental Effects on Death Magic

Due to the fact that elemental magic is elemental, the environment can play an effect on the magic you are casting. If the environment has a larger amount of your element present, your magic will be stronger. If the environment has a lesser amount of the element you are casting, your element will be weaker. If the element present in your environment is about average, then there would be no change.

In the case of death magic:

  • In places where there is a lot of death element present - such as cemeteries, hospitals, swamps, and ancient crypts - death magic effects are increased by x 1.25
  • In lush fields or in places with a lot of life element present, death magic effects are decreased by x 0.75.

The Soul of Death

All who live upon Nor'Ova have within them what is known as their runic soul. It is the very part of their being that connects them to their runic element. By connecting and using your runic element more and more, your runic soul grows and strengthens.

The runic soul of death is that of the terrible and frightening Lich. The various affinities have their own minor soul that they connect to.

  • Death: The affinity soul of Death is the Poltergeist. They have an Arcana chance to end any ongoing status effect that they might have.
  • Decay: The affinity soul of Decay is the Zombie. Critical Hits decrease the target's Soul and Power by 20% of the damage dealt.

The Death soul of the Lich can be reached when the one born under death has mastered 5 death spells. Once this happens, the person will have access to both the affinity soul and the runic soul. The runic soul awakens when its bearer is near certain death or feels in grave, mortal danger. By making an arcana check, the necromancer might then awaken his or her runic soul, and will automatically take on the characteristics of the undead with physical damages having a 25% chance of healing instead of hurting and magic being only 75% effective against the necromancer. The necromancer furthermore will be immune to any status effects and have any status effects ended and have a 50% chance of being fully healed upon transformation. Due to the immense power of this awakening, the necromancer can only call upon this power once a day.

Death Magic Progression

Necromancy d20.png

Death Magic Spells

Spell Affinity Stat Cost Spell Cast Speed Range & Area Duration Spell Family Requirements Spell Effects Check Difficulty
Army's Decay decay 6 Soul 3 battlefield until battle is over Deconstruction Ghostly Mount This spell can only work if your party is outnumbered. This spell counts the amount of companions with you, including yourself. Then it seals away all but the same amount of enemies within graves with only enough room to fit the target it captures. That way, the magic sees the combat as fair. For every member of the party there is one target. Every time a free target dies, another is released until all targets of the spell are released. If there becomes more allies than enemies, the magic will take a random ally away as well, to make things even. Each round that the target is sealed in a grave it will lose 20% of its current Vitality, Soul, and Power. Normal Arcana
Atrophy decay 8 Soul 4 1 target 1d8 rounds Deconstruction Field of Decay This spell decays the target's strength. The target now will cause less damage with any physical attack. The target's physical attack damage is reduced by 35% (x 0.65). Hard Arcana
Aura of Acceptance death 10 Soul 5 a 3x3 space area around the caster 1d6 rounds Loss of Self Aura of Rage With the casting of this spell you are surrounded by an aura of the acceptance that comes with the passing of someone close to you. The aura affects everyone, friend or foe, who are in the area of effect, but not the caster. The acceptance causes the affected to accept the fate that is before it. The target must make hard mental balance checks to do anything. Each time it is the target's turn the target must make a normal mental balance check against killing itself. Hard Arcana
Aura of Despair death 4 Soul 2 a 3x3 space area around the caster 1d6 rounds Loss of Self Loss of Self With the casting of this spell you are surrounded by an aura of the despair that comes with the passing of someone close to you. The aura affects everyone, friend or foe, who are in the area of effect, but not the caster. The despair causes the affected to not be able to add melee, bow, throw, or arcana to their attacks and to need to make mental balance checks each round to not simply give in to the despair and do nothing for that turn. Normal Arcana
Aura of Fear death 6 Soul 3 a 3x3 space area around the caster 1d8 rounds Loss of Self Aura of Despair With the casting of this spell you are surrounded by an aura of the fear that comes with the passing of someone close to you. The aura affects everyone, friend or foe, who are in the area of effect, but not the caster. The fear causes the affected not be able to attack you and need to make normal mental balance checks each round to not simply give in to the fear and have a panic attack causing itself melee damage and running blindly from you. Normal Arcana
Aura of Rage death 8 Soul 4 a 3x3 space area around the caster 1d8 rounds Loss of Self Aura of Fear With the casting of this spell you are surrounded by an aura of the rage that comes with the passing of someone close to you. The aura affects everyone, friend or foe, who are in the area of effect, but not the caster. The rage causes the affected to be enraged, dealing double total physical damage, but unable to use spells, potions, or any skills except melee attack skills. Hard Arcana
Beast's Prey death 2 Soul 1 1 target 1d4 rounds Beast's Prey N/A This spell creates a defensive aura around the target of your choice. Whenever this target is attacked in melee, 1d12 magic damage is done to the target. Easy Arcana
Bio Instability death 2 Soul 1 1d12 spaces affecting 1 target 1d4 rounds Bio Instability N/A This spell causes the target to feel sick. Inside the target’s body, the organs act strangely and irregularly, causing slight pains, nausea, and other symptoms. It mimics food poisoning. The target's move rate is cut in half. Easy Arcana
Bitterwood Pandemic death 8 Soul 4 1 target 1d12 spaces away 1d20 rounds Bio Instability Plague This terrible spell inflicts its target with a temporary version of the terrible Bitterwood Plague. Bitterwood so got its name because its victims would find parts of themselves rotting and falling away as if the target were a decaying tree. Bitterwood causes the host body to think that it is dead by cutting off any signal that the body is alive, so it quickly enters into a state of decay. It starts small with patches of skin, turning black, fingers and toes turning black and falling off, hair falling out. Luckily for the victim of this spell, it does not go beyond that point. However, the pain from each event and the rigor mortise setting in is incredibly painful. With the rigor mortise, the target's movement slows by 2 each round. The target also experiences 9d4 vitality damage. By round 2 the target looses 1 finger, round 3 1 toe, this changing between finger and toe each round. When the target looses more than 2 toes on one foot, the target must make normal balance checks each round. When the target looses more than 3 fingers on the weapon holding hand, the target must make hard grip checks to keep its weapon. Hard Arcana
Cold Blade death 4 Soul 2 1d20 spaces affecting 1 target instant Beast's Prey Beast's Prey Cold Blade creates the feeling of being stabbed with a cold, metal blade in the back. The spell leaves a wound behind causing minor wounds, doing 2d12 damage. Magic deals the damage without anything physical actually being used to make the feeling. Normal Arcana
Constrict death 8 Soul 4 1 target 1d12 spaces away 1d6 rounds Loss of Self Last Cry This spell creates a cloud of death magic that squeezes tightly around the target. The magic restricts the arms and torso of the target, making the target unable to attack during the spell’s duration. The target can move but they are still being crushed by the magic. Each round the target receives 5d8 damage. Hard Arcana
Dead Weight decay 9 Soul 4 1 target 1d8 rounds Deconstruction Mental Decay This spell causes the target to become very overburdened. The target can now only have a move of 1, and any strength related check is a hard check at a minimal. The target will have to make an athletics check to wield any weapon and a normal brace check with each space moved to not fall over under its own weight. Hard Arcana
Deadly Guard decay 8 Soul 4 1 ally until guardian dies Graveyard's Warding Rise of the Doomed This spell summons a warrior of death that is cursed to never be able to fight again. The warrior is only deadly to himself now. Every time anything attacks the ally that you assign the warrior to, the warrior will leap in the way of the attack and take the damage. He will continue to do this until he is sent back to the world of the dead. The warrior has 2d% Vitality. Hard Arcana
Deadman's Shell decay 6 Soul 3 self 1d6 rounds Graveyard's Warding Decay's Warding This spell changes the flesh of the caster to that of an undead zombie. The caster now has a bonus to physical armor of 5 and has a 25% chance of the physical attack healing the caster instead of harming the caster. Normal Arcana
Death death 10 Soul 5 1 target 1d6 spaces away 2 round death count down Beast's Prey Serenity's Verdict This spell is made to kill the target. It begins a two round countdown that is made to be the last moments of the life of the target. Death magic swirls around the target during the countdown, waiting for the target’s time to complete. Finally, when the countdown ends, the magic encloses on the target and destroys the life force of the target. The target is effectively dead. Should the battle end before the countdown ends however, the death magic will stop. Hard Arcana
Death of Magic death 8 Soul 4 battlefield instant Loss of Self Dispel This spell sends a pulse of death magic out into the battlefield. The magic attaches to any other magic and demolishes it. Anything magically involved, such as enchantment, magically caused status effects, independent active magic, or any spell still in action or being cast is suddenly ended and the energies dispelled from the area. Hard Arcana
Decay's Edge decay 12 Soul 6 self or 1 ally 1d12 rounds Deconstruction Dead Weight This spell enchants the target's weapon so that any damage done with that weapon decay's the damaged target. It causes the target to also have 20% of the damage dealt also affect Soul and Power. Impossible Arcana
Decay's Warding decay 3 Soul 2 a 3x3 space area around an area up to 1d20 spaces from caster 1d6 rounds Graveyard's Warding Graveyard's Warding The use of this manipulation produces a faint, pale glow about the area. Those within the area find that their attacks, physical and magical, deal 25% less damage. Their healing spells are also 25% less effective. Normal Arcana
Deconstruction decay 2 Soul 1 8 spaces affecting 1 target instant Deconstruction N/A This spell is made to destroy obstacles. A dark mist hovers over the target eating away at their structure. It decreases 20% of the structure's "health" each casting, making it easier and easier to break.  When the spell’s duration runs out, it evaporates into the air. Easy Arcana
Dispel death 6 Soul 3 6 spaces affecting 1 target instant Loss of Self Elemental Death This spell uses the natural death magic of necromancy to burn away at magic like acid. This spell removes enchantments, protections, poisons, and many other active spells. Independently acting spells such as the geomancy spell “Catapult” can be ended prematurely with this spell. This spell can only be cast on a single target. Normal Arcana
Elemental Death death 4 Soul 2 1d12 spaces affecting 1 target 1d4 rounds Loss of Self Loss of Self With this spell death magic penetrates the target and shuts the target off from his or her runic soul. The target is effectively unable to cast any spells until the duration is over. The target can prevent this with a hard arcana check. Any spell effects that are on going still continue for their duration. Normal Arcana
Executioner's Weapon death 6 Soul 3 self or 1 ally 1d4 rounds Fang Serenity's Calm This spell provides a special enchantment the weapon of your chosen ally (or your weapon). Death magic coats it deeply. Whenever your ally attacks, they roll a 1d6. If they roll a 6, the target dies instantly. Any other roll is inconsequential and you do damage as normal. Normal Arcana
Fang death 2 Soul 1 1 target instant Fang N/A This spell sends out two fangs at the target. You create these fangs out of death magic and they, together, do 2d6 magic damage to a single target. Easy Arcana
Field of Decay decay 6 Soul 3 a 3x3 space area around a spot of your choosing 1d8 rounds Deconstruction Ghastly Presence With this spell the area of your choosing becomes corrupted by decay. Anyone, friend or foe, that find themselves in this field loose 2d20 as a percentage of current Vitality and Power. Normal Arcana
Ghastly Presence decay 4 Soul 2 1d20 spaces affecting 1 target instant Deconstruction Deconstruction With the creation of Ghastly Presence, a ghost-like formation appears behind the target. The ghost suddenly starts attacking with spiritual claws at the back of the target doing 5d4 magic damage, and then disappears. Normal Arcana
Ghostly Mount decay 4 Soul 2 next to caster 1 day Deconstruction Deconstruction This spell brings back an undead horse. The appearance of it is nothing but bones that glows with an eerie purple light and its eyes are replaced with purple flame. The horse is completely loyal and it’s stats are double that of a war horse. Normal Arcana
Graveyard's Warding decay 2 Soul 1 a 3x3 space area around an area up to 1d20 spaces from caster 1d6 rounds Graveyard's Warding N/A The use of this manipulation produces a faint, pale glow about the area. Those within the area find that their melee, bow, and throw power is weakened greatly, giving a penalty to the melee, bow, and throw power of all targets, friend or foe, caught within the affected area. The penalty is -1d12. Easy Arcana
Judgment death 12 Soul 6 1 target 1d6 spaces away duration of battle Beast's Prey Death With this spell you condemn your target. Nothing visible can be seen of this spell and to the untrained eye it would seem that no spell was even cast. However the target begins to fill all his energy slip away from him, dropping all of the target’s stats down to 1. The target’s stats do return after battle, should the target live that long. Vitality, Soul, and Power would be dropped to 2 and unable to be restored past 2. This spell can be ended with Death of Magic but not with Dispel. Impossible Arcana
Last Cry death 6 Soul 3 a 3x3 space area around the caster instant Loss of Self Nightmare This spell invokes the power of the voice. You open your mouth, letting out a pained but angry scream. All of those in the radius of the spell are affected with fear for 1d3 rounds, even your allies. Fear causes the affected to flee from the user at all costs. Normal Arcana
Loss of Self death 2 Soul 1 1d12 spaces affecting 1 target 1d6 rounds Loss of Self N/A This spell begins to deteriorate the personality of the target it is used on. Without this personality, they lose conviction in what they are fighting for. Losing conviction makes them deal less damage with every attack. Every time the target attacks, their physical damage is reduced by 25% until the spell wears off. Easy Arcana
Mental Decay decay 8 Soul 4 1 target 1d8 rounds Deconstruction Field of Decay This spell decays the target's magical power. The target now will cause less damage and less healing with any magical spell. The target's magical spell power is reduced by 35% (x 0.65). Hard Arcana
Night Shade death 3 Soul 2 1d12 spaces affecting 1 target 1d20 rounds Bio Instability Bio Instability This spell does not seem to have a visual element at all. The magic is directly infused into the blood stream of the target, causing instant poison. This causes the target to lose 1d6 Vitality per round. The poison effect is not stackable. Normal Arcana
Nightmare death 4 Soul 2 all enemy targets instant Loss of Self Loss of Self The magic of Nightmare is made to recreate the nightmare of someone. Each enemy target sees some creature that attacks them doing 2d8 magic damage. The creature is different to each target. When the spell breaks off they all find that what they saw actually did real damage to them. They must then make a normal mental balance check to not give into fear. Normal Arcana
Nightwalker's Curse death 10 Soul 5 self or 1 ally 1d12 rounds Fang Serenity's Protection This spell transforms you or your ally into a vampire. Your strength and speed doubles. You movement rate, melee power, throw power, and bow power doubles. You gain the spell effect Vampire Strain. You gain 1d12 Arcana. However you receive 2 x damage from life magic, 4 x from light affinity spells and being a vampire out in daylight causes you 1d20 vitality damage per round. Hard Arcana
Pain's Caress decay 8 Soul 4 1 target instant Graveyard's Warding Deadman's Shell With this spell you create large gashes on the surface of the target, causing immense pain to flush over them and causing 5d10 damage. These gashes seem to come from nowhere, but it looks like the skin or other top layer is being peeled off of the target. Hard Arcana
Pain's Desperation death 12 Soul 6 1 target instant Loss of Self Stranglehold This spell causes Pain to rush its work. The magic causes great pain all at once at the single target, doing damage to the inner body, but not the outer appearance. Unfortunately, for rushing the work, the magic is not as effective in doing damage, only doing 6d12, with a 25% chance of the damage being halved. Impossible Arcana
Pain's Persistence death 10 Soul 5 1 target 1d6 rounds Bio Instability Bitterwood Pandemic This spell racks the body of your target with tremendous pain. The pain is so unbearable that the target cannot bring himself to use projectile or melee weapons or attack. The target can only use spells that have a 1 spell cast speed. Hard Arcana
Pain's Pleasure death 12 Soul 6 1 target 1d8 rounds Bio Instability Pain's Persistence With this spell death magic slowly runs over the skin of the target, ripping the skin from the body. But this is done slowly to an almost excruciating length doing 5d12 damage per round, and making the target lose 2 movement per round. Each round the damage dealt is increased by 1d4. It is almost as if the magic enjoys watching the target suffer. Impossible Arcana
Plague death 6 Soul 3 1 target until cured Bio Instability Night Shade This spell summons an ancient disease. A mist moves into the body of the target. The target loses sight, becomes nauseous cutting their movement in half, and starts to lose life, loosing 2d10 Vitality per round. This disease will continue to work its way through the body until it kills the target. Every round the poisoning gets worse, adding 1d6 each round to the poisoning damage. This disease can be cured but to do so all status aliments must be removed at the same time. Normal Arcana
Raise Reverent decay 12 Soul 6 next to caster until reverent is dead Graveyard's Warding Raise Zombie With this spell the necromancer calls forth a long dead and rotting corpse from the very ground. The Reverent has no mind of its own and is under the caster's control. The Reverent has a Vitality of 4d20 and a reach of 1 and a move of 6. The Reverent acts as a second character able to go and attack any target the necromancer desires it to. The Reverent is immune to necromancy spells used against it. Any physical hits done to the Reverent had a 35% chance of healing the Reverent instead of hurting it. The Reverant has a 30% chance of copying the last action it see's. The necromancer can call up as many Reverent as the caster's Runic Casting Speed. Therefore if the caster has a casting speed of 5 the caster can call up 5 Reverent to exist at the same time. Once the Reverent is out of Vitality the Reverent dies. The Reverents die also when the necromancer command them to or battle's end. Impossible Arcana
Raise Zombie decay 10 Soul 5 next to caster until zombie is dead Graveyard's Warding Deadly Guard With this spell the necromancer calls forth a long dead and rotting corpse from the very ground. The Zombie has no mind of its own and is under the caster's control. The Zombie has a Vitality of 3d20 and a reach of 1 and a move of 3. The Zombie acts as a second character able to go and attack any target the necromancer desires it to. The Zombie is immune to necromancy spells used against it. Any physical hits done to the Zombie had a 25% chance of healing the zombie instead of hurting it. The necromancer can call up as many Zombies as the caster's Runic Casting Speed. Therefore if the caster has a casting speed of 5 the caster can call up 5 Zombies to exist at the same time. Once the Zombie is out of Vitality the Zombie dies. The Zombies die also when the necromancer command them to or battle's end. Hard Arcana
Reanimation decay 8 Soul, 3 Soul per round 4 battlefield, 1 target per initial cast until stopped or out of Soul, each target loses reanimation when "killed" Graveyard's Warding Deadman's Shell With this manipulation you send out powerful death magic which reanimates the dead. This magic raises up any target that was recently killed and places that target under your control. The reanimated target has its full stats and skills. While reanimated, no resurrection spell can be used on the target, nor can the target communicate. Hard Arcana
Reign of Acid decay 8 Soul 4 battlefield 1d6 rounds Deconstruction Army's Decay This spell creates a glowing nexus point of death magic above the battlefield. Each round the energy would discharge acid at everyone, doing 4d9 damage and decreasing Physical and Magical armor by 1d4 to everyone, friend or foe even self, each round. Hard Arcana
Release of the Doomed decay 4 Soul 2 all enemy targets until targets free themselves Graveyard's Warding Graveyard's Warding With the casting of this spell skeletal hands reach up from the ground and grab the legs of any enemy targets. Effected targets must make an athletics check to be freed. Normal Arcana
Resurrection decay 12 Soul 6 1 target 1d6 spaces away instant Graveyard's Warding Revival This spell is difficult for a necromancer to cast. With this spell you reverse all that you strive to focus on. The goal is to draw out all of the death energy from the target’s dead body. The lack of it will allow life energy from the area to come take its place and the target can awaken with half of their life returned. Impossible Arcana
Returned One decay 10 Soul 5 1 dead target 1d10 rounds Graveyard's Warding Reanimation You create a special revival on a corpse. The corpse floats in the air for a second. The skin, muscles, and organs all bulge and then explode outward in a flash of flesh and blood. What remains is a skeletal version of the being that was recently slain. The magic sustains the target as the undead being follows your orders. The undead being cannot be destroyed but will shatter and become nothing more than bones at the end of the spell. It has an attack power of 7d12. Hard Arcana
Revival decay 10 Soul 5 1 target 1d6 spaces away instant Graveyard's Warding Reanimation This spell brings about a revival and rejuvenation. First it revives destroyed or damaged items, armor, and weapons. Second it rejuvenates targets by removing any negative status effects with equal ease. Hard Arcana
Rise of the Doomed decay 6 Soul 3 all enemy targets until targets free themselves Graveyard's Warding Release of the Doomed With the casting of this spell skeletal hands reach up from the ground and grab the legs of any enemy targets. Effected targets must make a normal athletics check to be freed. However once the targets free themselves the skeletal hands emerge from the ground as full on skeletons and pin the targets back to the ground. The targets must make a normal athletics check again to be freed once and for all. When the targets get pined by the skeletons the targets receive the caster's Arcana worth of magic damage, which they will receive each round until freed. Normal Arcana
Ritual of the Mirrentori death 12 Soul 6 self 1d10 rounds Fang Nightwalker's Curse This spell calls for a ritual suicide. You let your life expire by your death magic. The magic of the spell, instead of letting you be lost forever, separates your bones from your body and transforming you into a lich. While in this form you cannot be killed. You can be dismembered and thus unable to act, but cannot be killed. Your spell’s Soul costs are cut in half, rounding up to the nearest whole number and you gain double your runic speed. Your spells are 50% more effective and powerful as well. When the spell ends, your flesh reappears and you return to life loosing all the benefits of being a lich. Impossible Arcana
Serenity's Arrival death 10 Soul 5 1 target instant Fang Serenity's Forceful Ways This manipulation creates the conditions for Serenity to arrive to the target. Death magic flows across the body of the target, burning their life away causing 9d6 + 2d4 damage. Meanwhile the spell pours into the mouth of the target and causes sickness, causing their movement rates and damage power to be halved for 4 rounds. Hard Arcana
Serenity's Beckoning death 6 Soul 3 1 target 1d6 rounds Beast's Prey Cold Blade With this spell the promised calm of Serenity beckons the target. The target looses all desire, wanting instead to seek out the serenity of death. The target must make hard Survival checks when attacked or the target will allow itself to be hit with no armor protection and no evade. The only armor protection that can come into play is any magical protection effects already in place or any racial protection. Armor itself will be treated as if it doesn't exist. Normal Arcana
Serenity's Calm death 4 Soul 2 1d20 spaces affecting 1 target instant Fang Fang When this spell is created the single target is surrounded in serenity. But, suddenly among the calm, the target can feel horrible injuries ripping into the target’s body doing 4d4 magic damage. Serenity releases the target and the damage is done. Normal Arcana
Serenity's Embrace death 8 Soul 4 1 target 1d12 spaces away until cured or dead Fang Executioner's Weapon With this manipulation the target is enveloped in this sudden sense of calm and safety as they fall into a deep slumber known as a coma. The magic completely drains the target’s Power. Hard Arcana
Serenity's Forceful Ways decay 8 Soul 4 1 target instant Fang Executioner's Weapon This special spell calls upon the positive source of death, the Serenity. The mage uses his or her connection to the Serenity to call for assistance. The Serenity sends its power through the mage to cast the spell. When this spell is cast, the single target is surrounded in serenity. But, suddenly, amidst the calm, the target can feel horrible injuries ripping into the target’s body. Serenity releases the target and the damage of 4d10 + 2 is done. Hard Arcana
Serenity's Protection death 8 Soul 4 self or 1 ally 1d4 rounds Fang Well of the Dead When this spell is created the magic imitates the dying, but with a gift of protection. You, or your chosen ally, do not take any damage from outside forces. However, the protected target takes 2d6 Vitality damage from the death magic much like you would from poison. The magic stops all attacks, physical, magical, and energy, from hitting the protected target while slowly damaging the target. Status effects can still effect the target however, such as poison, plague, sickness, and so on. Hard Arcana
Serenity's Verdict death 8 Soul 4 1 target 1d12 spaces away instant Beast's Prey Serenity's Beckoning The Serenity grabs hold of the target and passes its verdict on the target before releasing it. A 1d6 is rolled. If a 6 is rolled, the target is lulled to a sleep from which it will not awaken, the sleep of death. Hard Arcana
Stop decay 8 Soul 4 1 target 1d6 spaces away 1d4 rounds Deconstruction Field of Decay When you create this spell, death magic surrounds the target in a faint cloud. The target suddenly freezes in place, unable to move or act. The target may make a hard arcana check each time it's the target's turn or when the target is attacked to try to break the effects of the spell. Hard Arcana
Stranglehold death 10 Soul 5 1 target 1d12 spaces away 2d6 rounds  each rolled separately as separate durationss Loss of Self Constrict This spell starts off a casting of the spell Constrict. Once the first duration is over however the second duration begins with a much stronger version of the spell. During this time the target receives 7d8 + 2 damage. Hard Arcana
Vampire Strain death 4 Soul 2 self 1d4 rounds Fang Fang This manipulation temporarily curses you with a vampiric ability. You grow fangs and your skin becomes pale. Each round you can get into melee range and can bite the person and drain them of life. You are able to do 1d12 damage to the target and the damage taken is used to replenish your Vitality. Normal Arcana
Vengeance of the Cursed death 12 Soul 6 all enemy targets instant Fang Serenity's Arrival This manipulation releases the lost ghosts of the dead to let their anger out on your enemies. Ghosts of all kinds rip out of the earth, clawing, biting, and attacking from every direction doing 8d10 damage. The ghosts leave you and your allies alone. They disappear after attacking. Impossible Arcana
Voiceless decay 9 Soul 4 1 target 1d8 rounds Deconstruction Stop This spell robs the ability of the target to produce any sound from its mouth. This prevents any skill that requires a voice, including prayer. The sudden loss of voice causes the target to need to make a hard mental balance check against fear. Hard Arcana
Well of the Dead death 6 Soul 3 self or 1 ally 1d4 rounds Fang Vampire Strain With this spell you draw upon the dead for strength for yourself or an ally. Calling forth the death energy around you, you either gather it into yourself or disperse it to a selected ally, temporarily gaining a x 1.25 to melee, throw, and bow power, and + 1 to Runic Speed. Once the spell is over however the energy quickly drains out of target, leaving the target half of their Power. Normal Arcana

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