• Hello, Guest. Welcome to Telath, a Play by Post fan forum made by and for the community of Aelyria!
    Stop by the General/Welcome forum and say hello. Returning player? Pick up where you left off or start afresh and get to posting! New player? Check out our new player guides to get started!

Necromancy: Spell Creation

  • Views Views: 744
  • Last updated Last updated:

Navigation

      Amulets
      Arcane Contamination
      Arcane Techniques
      Circlet of Arcana
      Living Enchantments
      Staff of Arcana
      Summoned Creatures
   Magic Skills
      Essence Magic
         Druidism
            Druidism: Spell Creation
         Elementalism
            Elementalism: Spell Creation
         Hedgemages
         Mysticism
            Mysticism: Spell Creation
         Necromancy
            Necromancy: Spell Creation
         Sorcery
            Sorcery: Spell Creation
         Thaumaturgy
            Thaumaturgy: Spell Creation
      Metaphysical Magic
         Adjuration
         Ikos
         Shamanism
         Song
            Spellsong Creation
         Spellbreaking
  • The aspects, abilities, and limitations of the Magic sphere of Necromancy.


    Abstract

    As Entropic Magic, Necromancy allows manipulation of death and its causation, prolonging, or negation, such as disease or decay. It does most of its damage to living beings over time, can raise bodies to become Undead in huge amounts and with the most immediate obedience, and can leech life or energy out of its targets.

    Spell Creation

    While fledgling Necromancers are all taught a repertoire of standard spells, those that wish to advance in their craft will also create and primarily use individual and unique spells that reflect their tastes, styles, and motivations as a spellcaster. These custom spells are limited only by the aspects and properties of the sphere and the imagination of the spellcaster, the former of which are listed below. The various properties of the custom spell, such as distance, accuracy, degree of effect, duration, and the like are dependent on the level of spell and caster.

    Further Reading: Necromancy

    Spells


    All Spells should fall into one of the following categories.

    Leeching
    By utilizing the actions of entropy, the Necromancer can connect two targets to drain life or energy out of one to fill the other. The targets may or may not include the caster. The drain takes more than the filling mechanism gives. If life energy is stolen, this does not heal any wounds present; instead it grants endurance through them until actual healing can be found.
    ◆◇◇◇◇
    Initiate
    An Initiate could transfer enough life to themselves from a nearby sentient being to survive a moderate wound and leave its target weak and nauseous.
    ◆◆◆◇◇
    Adept
    An Adept could maintain a long-duration transfer of life to themselves from a nearby sentient being to survive a major, life-threatening wound if not interrupted.
    ◆◆◆◆◆
    Archmage
    An Archmage could leech to themselves an entire area of effect of two hundred sentient beings to kill them.
    Effectiveness
    Lesser → Greater
    Distance Between Targets
    Lesser → Greater
    Rate of Transfer
    Lesser → Greater
    Degree of Transfer
    Lesser → Greater

    Decay
    The Necromancer is able to manipulate and speed up or slow down natural entropic processes such as disease, rot, disintegration, or corrosion in their targets.
    ◆◇◇◇◇
    Initiate
    An Initiate could increase the progress of gangrene in an already-present wound to five times its usual speed.
    ◆◆◆◇◇
    Adept
    An Adept could infect a fifty-foot area of both natural and sentient life with disease that progresses at twice its natural speed.
    ◆◆◆◆◆
    Archmage
    An Archmage could corrode all metal objects in a one mile-radius to turn them instantly into dust.
    Rate of Decay
    Lesser → Greater
    Area of Effect
    Lesser → Greater
    Degree of Damage
    Lesser → Greater


    Summon Undead or Fiend
    Accessing the realms of Entropy, the Necromancer can infuse corpses and other dead, unliving bodies with foul energy to reanimate them, turning them into Undead for a temporary amount of time.
    ◆◇◇◇◇
    Initiate
    An Initiate could use three corpses to raise three mindless zombies capable of understanding a single command and whose obedience was immediate.
    ◆◆◆◇◇
    Adept
    An Adept could use fifty bodies in a graveyard to raise fifty weak skeletons capable of understanding three commands whose obedience was immediate.
    ◆◆◆◆◆
    Archmage
    An Archmage could combine multiple corpses to form a pair of giant-sized abominations capable of some thought and understanding complicated commands whose obedience must be earned.
    Level of Undead
    Lesser → Greater
    Type of Undead
    Lesser → Greater
    Number Raised
    Lesser → Greater
    Power/Variety of Abilities
    Lesser → Greater
    Duration
    Lesser → Greater
    Pliability of Will
    Lesser → Greater

    Out of Character Note Undead are material summons that may be created as early as Initiate. Fiends are sentient immaterial summons that require the mage to be an Adept, at minimum. Active roleplay is required for the caster to gain the obedience of Fiends, but not Undead. The duration of both types of summons is always temporary.

    Further Reading: Summoned Creatures


    Entropic Orb
    Summoning pure, unadulterated Entropic Essence, the Necromancer can form energy orbs for offensive attacks that, when contacting their target, will do burn-like and corrosive damage.
    ◆◇◇◇◇
    Initiate
    An Initiate could summon a single orb at a target capable of doing moderate burns upon contact.
    ◆◆◆◇◇
    Adept
    An Adept could summon ten orbs to hit ten separate targets capable of doing moderate burns upon contact.
    ◆◆◆◆◆
    Archmage
    An Archmage could summon a single large orb capable of covering the front line of an entire army and doing moderate to severe burns upon contact.
    Size of Orbs
    Lesser → Greater
    Degree of Effect
    Lesser → Greater
    Number of Orbs
    Lesser → Greater
    Accuracy
    Lesser → Greater
    Speed
    Lesser → Greater


    Limitations

    ×No positive or buffing spells, save effects stolen through leeching.
    ×Limited direct damage.
    ×Healing is through leeching and not restorative. It is done over time and can be interrupted.
    ×Most summons are not sentient and require bodies to be present.
    ×No defensive spells.
  • Loading...
Top Bottom