Post by Shonn Bayerleyn on Aug 8, 2012 11:22:13 GMT -5
Magic - Necromancy
Warlock only.
Name: Shadow Dart
Miminum Skill: 1
Spell Test: 40
Focus Test: 35
Effect: Targetting an opponent that is in direct line of sight and without impairments in the way, inflicts 1 HP to the target. Due to the simplicity of the spellcasting, can be cast also when engaged in melee with a +20 to Spell Test requirement.
Time: 1
Note: Even if different in name, all magic schools of offensive nature have a matching basic spell.
Name: Command Minor Undead
Miminum Skill: 1
Spell Test: 50
Focus Test: 40
Effect: Selecting a weak undead, skeleton, ghoul, etc, a simple command for one or few rounds could be given - variables being of how stronger is the roll compared to the Spell Test, and the power of the original controller of the unliving.[/color]
Time: 1
Name: Touch of Death
Miminum Skill: 2
Spell Test: 50
Focus Test: 50
Effect: For the spell to unleash its effect needs to hit in melee. Once the Necromancer hits once, the spell effect is unleashed and fades off. That Melee Hit will have a Strength of 5 and bypass the armour. The hands of the Necromancer manifestly glow of dark energies for the duration of the spell being active and due to its casting time needs to be cast separately from the melee round.[/color]
Time: 1, lasts 3 rounds.
Name: Weakness
Miminum Skill: 2
Spell Test: -
Focus Test: 60
Effect: A target in line of sight could feel weaker and slower in its doings; the Necromancer Spelltest total is to be the difficulty to an Endurace test by the victim, if the victim Endurance Test fails, the victim suffers from one round of -30 Malus, and -15 for the round after it. Works too on undeads, but not other creatures susceptible to feeling Weak; for the undeads would weaken their energies keeping the up and running.[/color]
Time: 1, lasts up to 2 rounds.
Name: Bone Armour
Miminum Skill: 3
Spell Test: 60
Focus Test: 70
Effect: The robe of the Necromancer turns temporarily reinforced with bones, granting the Necromancer 2 extra Armour points plus an additional one for every extra 20 of difference above the Spell Test (So a modified roll of 83, would provide 3 Armour Points). As long as the Bone Armour is active no Faith spells can affect the Warlock, and if any is active such as Fortitude it will be shattered. Once the Armour Points granted by this spell are stripped due to damage, the spell breaks.[/color]
Time: 1, lasts 3 rounds.
Name: Fear
Miminum Skill: 3
Spell Test: -
Focus Test: 70
Effect: It is similar to Weakness; but the target effects its test on Will instead than Endurance. Consider there are creatures which are immune to Fear. A fear induced target will begin to seek for cover or run for its life. It effects one and one only target.[/color]
Time: 1, lasts 3 rounds.
Name: Minor Insect Swarm
Miminum Skill: 4
Spell Test: 90
Focus Test: 70
Effect: From the environment insects will come, either flying or from under the ground to swarm a small area; creating grand disturbance even if nothing of lethal force to enemies of lethal nature; the reaction depends on the targets, which can vary greatly.[/color]
Time: 2, lasts 3 rounds.
Name: Fetid Cloud
Miminum Skill: 4
Spell Test: 80
Focus Test: 70
Effect: From the Necromancer itself, from his body and through all of his holes, nostrils, mouth, ears, etcetera, a foul smelling greenish smoke begins to come out, and will gradually expand around the Necromancer. Non undead creatures (but even demonic) must take an Endurace Test on difficulty Necromancy+1*10 of the Caster otherwise suffering 1 HP loss (bypassing armour) each round they're inside the cloud.[/color]
Time: 2 to cast, each extra round the Necromancer stand to emit gas the cloud expands a bit more to a total of 3 extra rounds; the cloud persists 2 more rounds after the Necromancer ceased to emit it, unless winds of natural or magical nature pushes it away or flames epurate the air.
Name: Fetid Cloud
Miminum Skill: 4
Spell Test: 80
Focus Test: 70
Effect: From the Necromancer itself, from his body and through all of his holes, nostrils, mouth, ears, etcetera, a foul smelling greenish smoke begins to come out, and will gradually expand around the Necromancer. Non undead creatures (but even demonic) must take an Endurace Test on difficulty Necromancy+1*10 of the Caster otherwise suffering 1 HP loss (bypassing armour) each round they're inside the cloud.[/color]
Time: 2 to cast, each extra round the Necromancer stand to emit gas the cloud expands a bit more to a total of 3 extra rounds; the cloud persists 2 more rounds after the Necromancer ceased to emit it, unless winds of natural or magical nature pushes it away or flames epurate the air.
Name: Baneful Flames
Miminum Skill: 5
Spell Test: 95
Focus Test: 70
Effect: The Necromancer targets one or a group of targets in front of him and in proper line of sight to invest them with evil, azure flames which are cold and chilling instead of warm. The flames would beam from the hands of the Necromancer to their target(s), inflicting a total of damage equal to 3 rolls on the current (Necromancy +1).[/color]
Time: 2.
Name: Drain Life
Miminum Skill: 5
Spell Test: 80
Focus Test: 70
Effect: The Necromancer targets one enemy in proper line of sight, and establish a link to it, inflicting /roll (Necromancy / 2 rounded up) damage, and healing its own HP / Armour by the same amount. This spell reinvigorates Bone Armour if it has a partial loss of Armour.[/color]
Time: 1.
Warlock only.
Name: Shadow Dart
Miminum Skill: 1
Spell Test: 40
Focus Test: 35
Effect: Targetting an opponent that is in direct line of sight and without impairments in the way, inflicts 1 HP to the target. Due to the simplicity of the spellcasting, can be cast also when engaged in melee with a +20 to Spell Test requirement.
Time: 1
Note: Even if different in name, all magic schools of offensive nature have a matching basic spell.
Name: Command Minor Undead
Miminum Skill: 1
Spell Test: 50
Focus Test: 40
Effect: Selecting a weak undead, skeleton, ghoul, etc, a simple command for one or few rounds could be given - variables being of how stronger is the roll compared to the Spell Test, and the power of the original controller of the unliving.[/color]
Time: 1
Name: Touch of Death
Miminum Skill: 2
Spell Test: 50
Focus Test: 50
Effect: For the spell to unleash its effect needs to hit in melee. Once the Necromancer hits once, the spell effect is unleashed and fades off. That Melee Hit will have a Strength of 5 and bypass the armour. The hands of the Necromancer manifestly glow of dark energies for the duration of the spell being active and due to its casting time needs to be cast separately from the melee round.[/color]
Time: 1, lasts 3 rounds.
Name: Weakness
Miminum Skill: 2
Spell Test: -
Focus Test: 60
Effect: A target in line of sight could feel weaker and slower in its doings; the Necromancer Spelltest total is to be the difficulty to an Endurace test by the victim, if the victim Endurance Test fails, the victim suffers from one round of -30 Malus, and -15 for the round after it. Works too on undeads, but not other creatures susceptible to feeling Weak; for the undeads would weaken their energies keeping the up and running.[/color]
Time: 1, lasts up to 2 rounds.
Name: Bone Armour
Miminum Skill: 3
Spell Test: 60
Focus Test: 70
Effect: The robe of the Necromancer turns temporarily reinforced with bones, granting the Necromancer 2 extra Armour points plus an additional one for every extra 20 of difference above the Spell Test (So a modified roll of 83, would provide 3 Armour Points). As long as the Bone Armour is active no Faith spells can affect the Warlock, and if any is active such as Fortitude it will be shattered. Once the Armour Points granted by this spell are stripped due to damage, the spell breaks.[/color]
Time: 1, lasts 3 rounds.
Name: Fear
Miminum Skill: 3
Spell Test: -
Focus Test: 70
Effect: It is similar to Weakness; but the target effects its test on Will instead than Endurance. Consider there are creatures which are immune to Fear. A fear induced target will begin to seek for cover or run for its life. It effects one and one only target.[/color]
Time: 1, lasts 3 rounds.
Name: Minor Insect Swarm
Miminum Skill: 4
Spell Test: 90
Focus Test: 70
Effect: From the environment insects will come, either flying or from under the ground to swarm a small area; creating grand disturbance even if nothing of lethal force to enemies of lethal nature; the reaction depends on the targets, which can vary greatly.[/color]
Time: 2, lasts 3 rounds.
Name: Fetid Cloud
Miminum Skill: 4
Spell Test: 80
Focus Test: 70
Effect: From the Necromancer itself, from his body and through all of his holes, nostrils, mouth, ears, etcetera, a foul smelling greenish smoke begins to come out, and will gradually expand around the Necromancer. Non undead creatures (but even demonic) must take an Endurace Test on difficulty Necromancy+1*10 of the Caster otherwise suffering 1 HP loss (bypassing armour) each round they're inside the cloud.[/color]
Time: 2 to cast, each extra round the Necromancer stand to emit gas the cloud expands a bit more to a total of 3 extra rounds; the cloud persists 2 more rounds after the Necromancer ceased to emit it, unless winds of natural or magical nature pushes it away or flames epurate the air.
Name: Fetid Cloud
Miminum Skill: 4
Spell Test: 80
Focus Test: 70
Effect: From the Necromancer itself, from his body and through all of his holes, nostrils, mouth, ears, etcetera, a foul smelling greenish smoke begins to come out, and will gradually expand around the Necromancer. Non undead creatures (but even demonic) must take an Endurace Test on difficulty Necromancy+1*10 of the Caster otherwise suffering 1 HP loss (bypassing armour) each round they're inside the cloud.[/color]
Time: 2 to cast, each extra round the Necromancer stand to emit gas the cloud expands a bit more to a total of 3 extra rounds; the cloud persists 2 more rounds after the Necromancer ceased to emit it, unless winds of natural or magical nature pushes it away or flames epurate the air.
Name: Baneful Flames
Miminum Skill: 5
Spell Test: 95
Focus Test: 70
Effect: The Necromancer targets one or a group of targets in front of him and in proper line of sight to invest them with evil, azure flames which are cold and chilling instead of warm. The flames would beam from the hands of the Necromancer to their target(s), inflicting a total of damage equal to 3 rolls on the current (Necromancy +1).[/color]
Time: 2.
Name: Drain Life
Miminum Skill: 5
Spell Test: 80
Focus Test: 70
Effect: The Necromancer targets one enemy in proper line of sight, and establish a link to it, inflicting /roll (Necromancy / 2 rounded up) damage, and healing its own HP / Armour by the same amount. This spell reinvigorates Bone Armour if it has a partial loss of Armour.[/color]
Time: 1.