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Magic+
#40
Dark Knight Magic

Absorb-CHR
Dark/Enfeebling
Level: Nercomancer 3/Dark Knight 2
Casting Time: 1 standard action
Range: touch
Target: creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

With but a touch, you absorb the charisma from your victim and increase your own. The target must make a Fortitude save or take 1d4 points of temporarily charisma damage. If the save fails, the caster gains that much charisma. This spell stats do not stack with itself and cannot drain more than the maximum amount per target but however can be used multiple times to try to gain the maximum stat boost and lower multiple targets stats down.


Absorb-CON
Dark/Enfeebling
Level: Nercomancer 3/Dark Knight 2
Casting Time: 1 standard action
Range: touch
Target: creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

With but a touch, you absorb the constitution from your victim and increase your own. The target must make a Fortitude save or take 1d4 points of temporarily constitution damage. If the save fails, the caster gains that much constitution. This spell stats do not stack with itself and cannot drain more than the maximum amount per target but however can be used multiple times to try to gain the maximum stat boost and lower multiple targets stats down.


Absorb-DEX
Dark/Enfeebling
Level: Nercomancer 3/Dark Knight 2
Casting Time: 1 standard action
Range: touch
Target: creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

With but a touch, you absorb the dexterity from your victim and increase your own. The target must make a Fortitude save or take 1d4 points of temporarily dexterity damage. If the save fails, the caster gains that much dexterity. This spell stats do not stack with itself and cannot drain more than the maximum amount per target but however can be used multiple times to try to gain the maximum stat boost and lower multiple targets stats down.


Absorb-INT
Dark/Enfeebling
Level: Nercomancer 3/Dark Knight 2
Casting Time: 1 standard action
Range: touch
Target: creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

With but a touch, you absorb the intelligence from your victim and increase your own. The target must make a Fortitude save or take 1d4 points of temporarily intelligence damage. If the save fails, the caster gains that much intelligence. This spell stats do not stack with itself and cannot drain more than the maximum amount per target but however can be used multiple times to try to gain the maximum stat boost and lower multiple targets stats down.


Absorb-STR
Dark/Enfeebling
Level: Nercomancer 3/Dark Knight 2
Casting Time: 1 standard action
Range: touch
Target: creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

With but a touch, you absorb the strength from your victim and increase your own. The target must make a Fortitude save or take 1d4 points of temporarily strength damage. If the save fails, the caster gains that much strength. This spell stats do not stack with itself and cannot drain more than the maximum amount per target but however can be used multiple times to try to gain the maximum stat boost and lower multiple targets stats down.


Absorb-WIS
Dark/Enfeebling
Level: Nercomancer 3/Dark Knight 2
Casting Time: 1 standard action
Range: touch
Target: creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

With but a touch, you absorb the wisdom from your victim and increase your own. The target must make a Fortitude save or take 1d4 points of temporarily wisdom damage. If the save fails, the caster gains that much wisdom. This spell stats do not stack with itself and cannot drain more than the maximum amount per target but however can be used multiple times to try to gain the maximum stat boost and lower multiple targets stats down.


Dread Spikes
Enhancing/Dark
Level: Dark Knight 2/Necromancer 4
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duartion: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A dark, eerie aura covers the subject touched by this spell. Anytime creatures attacking with natural weapons, unarmed strikes, or handheld weapons successfully strike the Dread Spikes wielder take 1d4 points of shadow damage and the Dread Spikes wielder is healed by that much.


Dread Spikes II
Enhancing/Dark
Level: Dark Knight 4/Necromancer 6

This spell functions like Dread Spikes, except it deals 3d4 points of shadow damage and the Dread Spikes wielder is healed by that much instead.


Enbio
Enfeebling/Enhancing
Level: Red Mage 3/Dark Knight 2
Casting Time: 1 swift action
Range: Personal
Target: Weapon touched
Duration: 1 round/level or until discharged; 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: No

Upon casting this spell, this spell infuses the weapon touched with the Sap status effect. The next time this weapon strikes a creature, it discharges the ailment energy. The spell inflicts the status effect Sap against the target of the attack. The victim suffers the effects of the status effect for the duration of the spell or until cured. The target takes 2d4 points of non-elemental damage + your casting modifier per round. The weapon loses this property if its wielder drops it or otherwise loses contact with it.


Endrain
Dark/Enfeebling/Enhancing
Level: Dark Knight 3
Casting Time: 1 swift action
Range: Personal
Target: Weapon touched
Duration: 1 round/level or until discharged; 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: No

Upon casting this spell, this spell infuses the weapon touched with the blood elemental energy. The next time this weapon strikes a creature, it discharges the blood elemental energy. The spell deals an extra 1 point of shadow damage per 2 levels(to a max of +15) + double your Charisma modifier against the target of the attack. If the save fails, the caster gains that many in hit points. The weapon loses this property if its wielder drops it or otherwise loses contact with it.


Enfear
Enfeebling/Enhancing
Level: Dark Knight 1
Casting Time: 1 swift action
Range: Personal
Target: Weapon touched
Duration: 1 round/level or until discharged; 1d4 rounds or 1 round (D); see text
Saving Throw: Will partial
Spell Resistance: No

Upon casting this spell, this spell infuses the weapon touched with the Fear status effect. The next time this weapon strikes a creature, it discharges the ailment energy. The spell inflicts the frightening affect against the target of the attack. The victim suffers the effects of the status effect for the duration of the spell or until cured. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. If the subject succeeds on a Will save, it is shaken for 1 round. The weapon loses this property if its wielder drops it or otherwise loses contact with it.


Eninfect
Enfeebling/Enhancing
Level: Dark Knight 2
Casting Time: 1 swift action
Range: Personal
Target: Weapon touched
Duration: 1 round/level or until discharged; 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: No

Upon casting this spell, this spell infuses the weapon touched with the Disease status effect. The next time this weapon strikes a creature, it discharges the ailment energy. The spell inflicts the status effect Disease against the target of the attack. The victim is unable to be healed for the duration of the spell or until cured. The weapon loses this property if its wielder drops it or otherwise loses contact with it.


Enpoison
Enfeebling/Enhancing
Level: Red Mage 2/Dark Knight 1
Casting Time: 1 swift action
Range: Personal
Target: Weapon touched
Duration: 1 round/level or until discharged; 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: No


Upon casting this spell, this spell infuses the weapon touched with the Poison status effect. The next time this weapon strikes a creature, it discharges the ailment energy. The spell inflicts the status effect Poison against the target of the attack. The victim suffers the effects of the status effect for the duration of the spell or until cured. The target takes 1d6 points of non-elemental damage + your casting modifier per round. The weapon loses this property if its wielder drops it or otherwise loses contact with it.


Ensyphon
Dark/Enfeebling/Enhancing
Level: Dark Knight 4
Casting Time: 1 swift action
Range: Personal
Target: Weapon touched
Duration: 1 round/level or until discharged; 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: No


Upon casting this spell, this spell infuses the weapon touched with the mana elemental energy. The next time this weapon strikes a creature, it discharges the mana elemental energy. The spell deals an extra 1 point of shadow damage per 3 levels(to a max of +10) + double your Charisma modifier against the target of the attack. If the save fails, the caster gains that many in MP. The weapon loses this property if its wielder drops it or otherwise loses contact with it.


Enzombie
Dark/Enfeebling/Enhancing
Level: Dark Knight 4
Casting Time: 1 swift action
Range: Personal
Target: Weapon touched
Duration: 1 round/level or until discharged; 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: No


Upon casting this spell, this spell infuses the weapon touched with the Zombie status effect. The next time this weapon strikes a creature, it discharges the ailment energy. The spell inflicts the status effect Zombie against the target of the attack. This status effect causes the target to have their type changed to [Undead], but without any of the benefits of that type. Those inflicted are now damaged by healing spells and effects, but immune to death spells and effects. The weapon loses this property if its wielder drops it or otherwise loses contact with it.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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Messages In This Thread
Magic+ - by Fortheseen - 03-06-2017, 11:59 PM
RE: Magic+ - by Fortheseen - 03-07-2017, 12:03 AM
RE: Magic+ - by Fortheseen - 03-07-2017, 12:07 AM
RE: Magic+ - by Fortheseen - 03-07-2017, 12:08 AM
RE: Magic+ - by Fortheseen - 03-12-2017, 03:29 PM
RE: Magic+ - by Fortheseen - 04-07-2017, 10:48 PM
RE: Magic+ - by Fortheseen - 04-21-2017, 11:01 AM
RE: Magic+ - by Manly Man - 04-22-2017, 06:55 PM
RE: Magic+ - by Fortheseen - 04-23-2017, 10:21 AM
RE: Magic+ - by Manly Man - 04-23-2017, 01:42 PM
RE: Magic+ - by Fortheseen - 05-01-2017, 10:18 AM
RE: Magic+ - by Fortheseen - 05-23-2017, 11:28 AM
RE: Magic+ - by Fortheseen - 06-16-2017, 12:37 PM
RE: Magic+ - by Manly Man - 06-16-2017, 12:42 PM
RE: Magic+ - by Fortheseen - 06-19-2017, 09:50 PM
RE: Magic+ - by Fortheseen - 07-31-2017, 09:56 AM
RE: Magic+ - by Manly Man - 07-31-2017, 01:21 PM
RE: Magic+ - by Fortheseen - 08-02-2017, 10:08 AM
RE: Magic+ - by Fortheseen - 07-31-2017, 07:30 PM
RE: Magic+ - by Fortheseen - 11-23-2017, 03:43 PM
RE: Magic+ - by Fortheseen - 11-23-2017, 04:01 PM
RE: Magic+ - by Manly Man - 11-24-2017, 05:57 AM
RE: Magic+ - by Fortheseen - 11-24-2017, 09:21 PM
RE: Magic+ - by silverwerret - 11-26-2017, 12:15 AM
RE: Magic+ - by Fortheseen - 11-26-2017, 06:09 AM
RE: Magic+ - by silverwerret - 11-26-2017, 04:41 PM
RE: Magic+ - by Fortheseen - 11-26-2017, 05:52 PM
RE: Magic+ - by silverwerret - 11-26-2017, 06:19 PM
RE: Magic+ - by Fortheseen - 11-26-2017, 07:04 PM
RE: Magic+ - by Viladin - 12-20-2017, 08:59 PM
RE: Magic+ - by Fortheseen - 12-21-2017, 12:41 PM
RE: Magic+ - by Fortheseen - 12-26-2017, 10:00 PM
RE: Magic+ - by Fortheseen - 12-26-2017, 10:02 PM
RE: Magic+ - by Fortheseen - 12-26-2017, 10:59 PM
RE: Magic+ - by Ashbury137 - 12-27-2017, 12:19 AM
RE: Magic+ - by Fortheseen - 12-27-2017, 10:37 AM
RE: Magic+ - by Manly Man - 12-27-2017, 04:09 PM
RE: Magic+ - by Fortheseen - 12-28-2017, 12:15 AM
RE: Magic+ - by Fortheseen - 03-06-2018, 01:44 PM
RE: Magic+ - by Fortheseen - 03-06-2018, 02:11 PM
RE: Magic+ - by Fortheseen - 03-06-2018, 02:58 PM
RE: Magic+ - by Fortheseen - 03-06-2018, 03:01 PM
RE: Magic+ - by Fortheseen - 03-06-2018, 03:48 PM
RE: Magic+ - by Fortheseen - 03-06-2018, 04:30 PM
RE: Magic+ - by Fortheseen - 03-06-2018, 04:33 PM
RE: Magic+ - by Fortheseen - 03-09-2018, 07:50 PM
RE: Magic+ - by Fortheseen - 03-09-2018, 09:09 PM
RE: Magic+ - by Fortheseen - 09-21-2018, 12:01 PM
RE: Magic+ - by Fortheseen - 12-04-2018, 09:20 AM
RE: Magic+ - by Fortheseen - 02-24-2019, 08:39 PM

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