Post by Admin on Aug 6, 2014 1:54:26 GMT
Necromancy spell list to later fill out and expand upon.
Inflict Wounds
Necromancy skill Required: 1
Roll: Magic attack vs. target's magic defense. Damage done is the difference that the attack roll beat the defense roll.
The necromancer's command over life and death allows it to kill off flesh with but a touch.
Finger of Death
Necromancy skill required: 75
Roll: magic attack vs. target's magic defense
The necromancer sends negative energy coursing though a creature that is seen causing it intense pain. A creature that is killed by this spell is raised as a zombie the next round and is under the command of the necromancer.
Effect:
Damage done is equal to however much the attack roll exceeded the defense roll. The zombie created will have stats equal to 1/4 of the necromancer's.
Harm
Necromancy skill required:60
Roll: Magic attack vs. target's magic defense. Should the hit be successful then a will v will throw is made to determine how long the disease lasts for with the target taking 1/4 the original damage for up to 10 rounds. Successive castings of this spell do not stack.
The necromancer unleashes a virulent disease on a creature that is seen. Should the spell hit, then the creature is inflicted with a terrible disease that will slowly kill off flesh.
Resurrection
Necromancy Skill required: 70
Roll needed: None. The spell should be role played out.
The necromancer touches a dead creature that has been dead for no more then a century, that didn't die of old age, and that isn't undead. If it's soul is free and wiling, the target returns to life with all of its hit points.
The spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell they affect the target on it's return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back to life is an ordeal and should be role played as such. Casting this spell on a creature that has been dead for a year or longer is incredibly taxing to the necromancer and no other spells can be cast until they have had a good nights rest.
Speak With Dead
Necromancy skill needed: 30
Roll needed: none
The necromancer grants the semblance of life and intelligence to a corpse of their choice, allowing it to answer the questions posed to it. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell in the last 10 days.
Until the spell ends you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to it's body, only its animating spirit. Thus the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
Inflict Wounds
Necromancy skill Required: 1
Roll: Magic attack vs. target's magic defense. Damage done is the difference that the attack roll beat the defense roll.
The necromancer's command over life and death allows it to kill off flesh with but a touch.
Finger of Death
Necromancy skill required: 75
Roll: magic attack vs. target's magic defense
The necromancer sends negative energy coursing though a creature that is seen causing it intense pain. A creature that is killed by this spell is raised as a zombie the next round and is under the command of the necromancer.
Effect:
Damage done is equal to however much the attack roll exceeded the defense roll. The zombie created will have stats equal to 1/4 of the necromancer's.
Harm
Necromancy skill required:60
Roll: Magic attack vs. target's magic defense. Should the hit be successful then a will v will throw is made to determine how long the disease lasts for with the target taking 1/4 the original damage for up to 10 rounds. Successive castings of this spell do not stack.
The necromancer unleashes a virulent disease on a creature that is seen. Should the spell hit, then the creature is inflicted with a terrible disease that will slowly kill off flesh.
Resurrection
Necromancy Skill required: 70
Roll needed: None. The spell should be role played out.
The necromancer touches a dead creature that has been dead for no more then a century, that didn't die of old age, and that isn't undead. If it's soul is free and wiling, the target returns to life with all of its hit points.
The spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell they affect the target on it's return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back to life is an ordeal and should be role played as such. Casting this spell on a creature that has been dead for a year or longer is incredibly taxing to the necromancer and no other spells can be cast until they have had a good nights rest.
Speak With Dead
Necromancy skill needed: 30
Roll needed: none
The necromancer grants the semblance of life and intelligence to a corpse of their choice, allowing it to answer the questions posed to it. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell in the last 10 days.
Until the spell ends you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to it's body, only its animating spirit. Thus the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.