Go Back   Aelyria > Lorebook

Necromancy

The basics and standard spells of the magic sphere of Necromancy.


Entropic Magic, Necromancy

Contents


[top]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.

It is a Divine Magic with Thaumaturgy and Druidism and a Spectral Magic with Mysticism, Ikos, and Adjuration.
Further Reading: A Primer to Arcana, A Primer to Magic

[top]Learning Spells

Aspiring Necromancers may learn the standard spells of their sphere by either having another mage impart them or by studying arcane treatises. The following lists are those most commonly taught at each level that all students would learn, but are not exhaustive or limiting. Mages also have the ability to create unique spells within the aspects of their chosen sphere.

Factors such as damage done, duration, distance, area of effect, and the like are dependent on the level of the spell and caster.
Example:
An Initiate Impotence could render its target physically weak for five minutes while increasing the caster's awareness slightly.
An Archmage Impotence could render five hundred targets physically weak and powerless while making the caster supernaturally strong for a short duration.
Some spells require arcane reagents, a staff of arcana, or amplify in order to be cast.
Further Reading: Spell Creation

[top]Spell List

[top]Initiate

Acid Sphere
Duration: Instant
Targets: Single – Other
Range: Medium Proximity
Type: Entropic Orb
Description:
The Necromancer conjures a thick globule of the substance hurling at an enemy that will eat away and disintegrate what it comes in contact with. This works especially well on organic matter and can do significant damage to iron and steel. Stone and glass are more resistant.
Impotence
Duration: Temporary
Targets: Single – Other
Range: Close Proximity
Type: Leeching
Description:
The Necromancer can surround a victim in a twisting nexus of cripling forces to siphon its strength, energy and stamina while the caster is simultaneously slightly empowered. The target’s body will become limp, generally requiring the greatest efforts to even lift a finger. The empowerment effect is always lesser than the damaging.
Raise Zombie
Duration: Temporary
Targets: Area of Effect
Range: Close Proximity
Type: Summon Undead
Description:
Using a nearby corpse as a shell, the Necromancer may infuse a once-dead body with Entropic energy and animate it, bringing it back to temporary mindless life capable of understanding a single command given by the caster.

Further Reading: Summoned Creatures
Venom
Duration: Instant
Targets: Single – Other
Range: Close Proximity
Type: Decay
The Necromancer infuses the body of a target with a potent poison capable of crippling it physically. Its damage increases over time if not reversed by any means.

[top]Journeyman

Fright
Duration: Temporary
Targets: Single – Other
Range: Close Proximity
Type: Decay
Description:
A feeling of immediate terror and utter horror in the victim's mind is enhanced by the Necromancer. If the spell is strong enough or the target weak enough, the target shall feel an irresistible urge to flee.
Stench of Decay
Duration: Temporary
Targets: Area of Effect
Range: Close or Medium Proximity
Type: Decay
Description:
The Necromancer conjures up a cloud of the overwhelming scent of rot that can incapacitate a group of people or creatures with terrible nausea.
Dismiss Undead
Duration: Instant
Targets: Single – Undead
Range: Close or Medium Proximity
Type: Summon Undead
Description:
The Necromancer has the power to dismiss any Undead creature summoned by a spell of equal or lower rank by breaking the link between the spirit and its shell.
Leech
Duration: Temporary
Targets: Single – Other
Range: Close or Moderate Proximity
Type: Leech
Description:
The Necromancer can turn his life drain capacity into a formidable curse, creating a link with his enemy's life source and slowly draining it over a moderate period of time or until the target moves out of range.
Summon Horde
Required: Staff of Arcana or Unknown Reagent
Duration: Temporary
Targets: Area of Effect
Range: Close Proximity
Type: Summon Undead
Description:
With enough corpses or skeletons present, the Necromancer can unleash a huge amount of entropic energy to animate multiple mindless Undead with a single cast.

Further Reading: Summoned Creatures

[top]Adept

Defoliate
Duration: Instant
Targets: Area of Effect
Range: Close Proximity
Type: Decay
Description:
Speeding up the rate of rot and decay, the Necromancer can incite a burst of deadly energy into the core of plants, flora, and plant-like creatures, damaging them considerably.
Plague
Required: Amplify or Unknown Reagent
Duration: Temporary
Targets: Area of Effect
Range: Close Proximity
Type: Decay
Description:
The Necromancer can release a deadly plague that into an area that will infect every living creature passing through it. They will become sick very easily and heal much more slowly. Their bodies’ defenses become weaker and take more physical damage than normal. After the spell dissipates the affected area returns back to normal, but anyone contaminated will be sick until cured and may even spread the plague to others. This can be healed by conventional means.
Summon Fiend
Duration: Temporary
Targets: Single – Other
Range: Close or Moderate Proximity
Type: Summon Fiend
Description:
The Necromancer is able to summon a sentient being of Chaos with minor abilities to the Material Plane for a temporary duration of time. The degree of physical manifestation is dependent on the level of the caster. Only one Fiend per caster may be active at any time.

Note: This spell requires the mage to be an Adept, at minimum. Fiends are sentient and notorious capricious with their strength proportional to the mage who summoned them. They must always be subdued to a degree appropriate to their level before they will obey the caster’s commands.
Further Reading: Summoned Creatures
Vampiric Embrace
Duration: Temporary
Targets: Single – Other
Range: Close Proximity
Type: Leech
Description:
The Necromancer can place a temporary curse upon another person that ties their life energies together. Any damage done to the caster is instead passed on to the unfortunate target, leaving the caster intact.

[top]Master

Soul Sting
Duration: Temporary
Targets: Single – Self
Range: Self
Type: Summon Undead
Description:
The Necromancer is able to steal the very soul from another sentient being and transfer it to a corpse. This new Undead is tied to serve the Necromancer and retains all the powers of thought, rationale, and personality from its original form, though its first body is now dead and lost. Only one Undead of this type per caster may be active at any time.

Further Reading: Summoned Creatures
Grim Shift
Required: Staff of Arcana
Duration: Temporary
Targets: Single – Self
Range: Self
Type: Leeching
Description:
By sucking vitality out of themselves, the Necromancer is able to temporarily become an Undead wraith that maintains all powers of mind, personality, and spellcasting but no physical abiities. The wraith form may be physically damaged, but any damage done to the wraith form does not transfer over to the caster’s physical body. If the wraith form is mortally damaged, the caster immediately shifts back to their original body.

[top]Archmage

Jalat's Favour
Required: Staff of Arcana
Duration: Instant
Targets: Single – Other
Range: Close Proximity
Type: Leech
Description:
The Necromancer may steal the very soul from another sentient being and capture it in an inanimate Essence Gem, which can later be used to either create a sentient Undead or as an arcane reagent. There is no limit to the number of soul-infused Essence Gems a Necromancer may keep.
Oblivion
Required: Staff of Arcana or Amplify
Duration: Temporary
Targets: Area of Effect
Range: Close Proximity
Type: Decay
Description:
The Necromancer may enhance and supernaturally speed up all entropic processes in a wide area, thereby effectively and almost instantaneously kill off all life through decay, rot, corrosion, disease, and others. Plant, animal, and sentient life is reduced to ash and dust. The area is permanently poisoned with Entropic Essence and no life will grow there until it is arcanically reversed.

[top]Credits

Credit goes to Amber Brightwing and Maddyn for the original write-up.


Contributors: Maddyn, Charybdis
Created by Charybdis, July 15, 2014 at 03:51 PM
Last edited by Maddyn, September 27, 2014 at 09:59 PM
0 Comments, 2,656 Views
Page Tools
Rate This Page
Rate This Page:


Posting Rules
You may not create new articles
You may not edit articles
You may not protect articles

You may not post comments
You may not post attachments
You may not edit your comments

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On

All times are GMT -5. The time now is 12:25 AM.


 
 
Terms of Use :: Feedback

Aelyria ™ Version 3.4.0
Copyright © 1989-2017 Play by Post LLC. All Rights Reserved.
Aelyria ® is a Registered Trademark of Play by Post LLC.
Created by Juan Gonzalez and People Like You.