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Necromancy magic



Low tier spells

Corrupt flesh    Cooldown: 4 minutes    Cast time: 10 seconds
The target's flesh corrupts and they become amazingly strong, 100% stronger per level of the spell. They are so strong that they can smash apart their own bodies, especially at higher levels. After the spell ends they will be so weak they cannot even walk for six hours, chosen often recover faster. If casting on an opponent the spell has a range of 50m. The spell lasts for 1 hour and requires no concentration.

Flesh To Stone    Cooldown: 4 minutes    Cast time: 10 seconds
The target is turned to stone or if already affected by this spell, turned back into living form. Each level increases the toughness of the stone, at level one it will shatter from a strong hammer blow, at level 10 it is laced with metal and nearly shatterproof. The spell requires touch to work and takes 10 seconds to work during which the full concentration of the caster is required. If cast upon oneself then the spell will reverse after 60 seconds, taking 10 seconds to do so.

Freeze    Cooldown: 2 minutes    Cast time: 2 seconds
The tip of the caster's finger becomes very very cold (100 kelvin, -173 C or -279 F). The spell prevents the caster from being affected but anything that they touch will be chilled. The spell lasts for 1 minute per level and requires the concentration of the caster.

Heal    Cooldown: 5 minutes    Cast time: 4 seconds
The lifeforce of the target is completely restored. Any illness, tiredness, loss of blood or broken bone is mended. Wounds that would have taken months or even years to heal are healed by the spell. The spell requires the caster to be touching the target and takes 10 seconds to work and taking the full concentration of the caster during this time. Each level reduces the spells cooldown by 30 seconds, at level 10 the cooldown is 30 seconds.

Regeneration    Cooldown: 6 minutes    Cast time: 10 seconds
One target per level regrows lost limbs and recovers from all natural ailments over the course of this spell. The spell lasts for 3 hours and by the end of it all lost limbs and disfigurements will have been recovered. If cast on a healthy person then it will still last 3 hours but instead rapidly speed the recovery of stamina to the extent that they can exert themselves fully over those 3 hours needing only to take very short rests.

Skeletons    Cooldown: 20 minutes    Cast time: 2 minutes

10 skeletons per level are drawn from the ground, during the casting time they claw their way to the surface and gather around the caster. The spell lasts as long as it can be maintained but requires the full concentration of the caster to maintain. The skeletons must remain within 200m of the caster. Skeletons are armed with a crude axe and buckler.




Vampyric touch    Cooldown: 3 minutes    Cast time: 2 seconds
The caster drains from their target all life energy. Spells upon the target take 2 seconds each to destroy, once they are gone the lifeforce of the target begins to be sapped. Targets will fall unconscious within moments and even chosen will succumb to it's effects within 2 seconds. The caster is not limited to one target, after finishing with one they may move onto the next. The spell lasts 10 seconds per level but requires no concentration.

Zombies    Cooldown: 20 minutes    Cast time: 2 minutes
Identical to the summoning of skeletons except that zombies are summoned instead. Zombies are far tougher than skeletons but cannot use weapons.


Mid tier spells

Affliction    Cooldown: 30 minutes    Cast time: 10 seconds
The target begins to feel weak, they lose 25% of their strength and stamina and if they die while the spell is in effect, all enemies of the original caster within 5m will become infected with a new copy of the spell. The spell lasts for 30 seconds per level and requires no concentration from the caster.

Animate    Cooldown: 24 hours    Cast time: 2 minutes
An inanimate object is animated with the power of life. Objects smaller than a child cannot be animated nor can those larger than an elephant. The item has the strength of 1 human per level of the spell, it lasts for 7 days. Joints and moving parts will automatically be created by the spell based on the shape of the object. The heavier the object the harder it is to move and the weaker the spell will be.

Bibgri    Cooldown: 60 minutes    Cast time: 4 minutes
Identical to the summoning of skeletons and zombies except that bibgri are summoned. Bibgri are similar in appearance to zombies but are twice as strong as a man and move nearly as fast. They don't use weapons but are very tough and strong. Bibgri may go as far as 300m from the caster.

Healing pulse    Cooldown: 15 minutes    Cast time: 30 seconds
All allies within 30m per level receive a small healing boost, this also replenishes some stamina too. Targets can be taken to up to 3% per level above normal health maximums, many castings of this can create an undying army.

Restoration    Cooldown: 10 minutes    Cast time: 20 seconds
4 targets per level are restored as if they'd just had a good night sleep. Minor injuries are healed, stamina replenished, morale boosted and generally a soldier that was on their last legs will be as good as a fresh one. Repeated use of this spell without sleep will bring about exhaustion as it does not completely rejuvinate the mind and body.

Sazulu    Cooldown: 10 minutes    Cast time: 1 second
A blast of Necromantic energy strikes a target within 100m. The blast will kill any common human instantly and severely weaken something stronger. If the target dies from the spell then they will explode, a human will explode with a radius of 15m while something like an elephant with 50m. Each level of the spell increases the power of the blast by 10%. After being struck by this spell you will be immune to it for 1 hour minus 4 minutes per level of the blast you were hit with.


High tier spells

Hordlings    Cooldown: 12 hours    Cast time: 5 minutes
100 skeletons are summoned per level of the spell, when they die they still remain alive and will try to put themselves back together. The result is a horde that must often be killed several times before it will stay down. The hordlings are unable to venture further than 400m from the caster and the spell requires the caster's full concentration to maintain.

Resurrection    Cooldown: 24 hours    Cast time: 5 minutes
4 target bodies per level are restored to life by the spell. They will be healed instantly and awake as if they had merely been sleeping. The bodies may not have been dead any longer than 48 hours or the spell will not work. If a chosen one dies and is not brought back within 48 hours then this spell may still bring them back at any time and create a new body for them to use. They will be be asleep for 60 days minus 5 days per level of this spell, at the end of which they will awake.

Terralan    Cooldown: 12 hours    Cast time: 5 minutes
A single Terralan is summoned from the ground before the caster. Terralans are 2m tall and built from whatever they came from. Stone creates armour, plants create a regenerating monster while sand will create something that is simply immune to small weapons as it's made from sand. Terralans are 150% stronger and tougher than a human per level of the spell. The caster may choose to create the Terralan around them, trapping themselves within it's heart, while like this they can be moved without breaking their concentration. The spell requires the full concentration of the caster and the Terralan cannot go further than 50m from the caster.


Master tier spells

Reawakening    Cooldown: 48 hours    Cast time: 60 seconds
The bodies of up to 250 allies per level within 500m are brought back to life for 1 hour. They are completely repaired and made good again. After the spell ends, any that are still alive will have the effects of the spell undone and fall down dead again.

Undying    Cooldown: 30 minutes    Cast time: 5 seconds
For 1 minute per level you are unkillable. You can be sliced in half but can still control both halves and feel no pain from the damage. When the spell ends you are once again able to feel pain and die. If during this time you "die" and get healed up you will remain alive after the spell ends.