12-26-2017, 10:02 PM
(This post was last modified: 09-21-2018, 08:09 PM by Fortheseen.)
Death Magic(Necromancy)
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.
Abyss
Dark
Level: Black Mage/Necromancer 6
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One Creature
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes
A whirl of shadowy plague surrounds the targeted creature, creeping away at their life force dealing 1d6 points of dark damage per caster level (maximum 15d6) and inflicting the Dimmed status effect. A successful Reflex save reduces the damage by half and negates the status effect.
Abyss II
Dark
Level: Black Mage/Necromancer 8
This spell functions like Abyss, except it deals 1d8 points of dark damage per caster level (maximum 20d8).
Bioga
Enfeebling
Level: Black Mage/Necromancer 7
Target: One creature/two levels (maximum of 8)
This spell functions like Bio, except it deals 3d4 + casting modifier (Intelligence or Charisma) points of non-elemental damage per round and it affects one creature per two levels (maximum of 8) within 40 feet of each other.
Bioja
Enfeebling
Level: Black Mage/Necromancer 9
Target: One creature/two levels (maximum of 10)
This spell functions like Bio, except it deals 4d4 + casting modifier (Intelligence or Charisma) points of non-elemental damage per round and it affects one creature per two levels (maximum of 10) within 50 feet of each other.
Dark IV
Dark
Level: Black Mage/Necromancer 4
This spell functions like Dark, expect it deals 7d6 points of shadow damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +20) and inflicts the Dimmed status effect for 1d10 rounds. A successful Fortitude save prevents the status effect from taking effect.
Darkja
Dark
Level: Black Mage 9
Drainga
Enfeebling/Dark
Level: Black Mage/Necromancer 9
Range: 30 ft.
Area: Creatures within a 30-ft.-radius spread centered on you
This spell functions like Drainra, expect it area of effect is increased to a 30-ft.-radius spread and it deals 1d6 points of shadow damage per two caster levels (maximum of 12d6). If the save fails, the caster gains that many in hit points.
Drainra
Enfeebling/Dark
Level: Black Mage/Necromancer 7
Casting Time: 1 standard action
Range: 15 ft.
Area: Creatures within a 15-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You siphon life from all nearby enemies within 15-ft.-radius spread. All creatures must make a Fortitude save or take 1d6 points of shadow damage per two caster levels (maximum of 9d6). If the save fails, the caster gains that many in hit points.
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.
Dread Spikes III
Enhancing/Dark
Level: Necromancer 8
This spell functions like Dread Spikes, except it deals 5d4 points of shadow damage and the Dread Spikes wielder is healed by that much instead.
Infectja
Enfeebling
Level: Black Mage/Necromancer 7
Target: One Creature/two levels (maximum of 10)
This spell functions like Infectga, expect it affects one creature per two levels (maximum of 10) within 50 feet of each other.
Miasma
Enfeebling
Level: Necromancer/Scholar 3
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round/level (D)
Saving Throw: Fortitude negates – see text
Spell Resistance: Yes
You engulf the target in a purple dark mist. The target takes 3d6 points of shadow damage + your casting modifier + 1 point per caster level (maximum +12) and inflicts the Poison status effect. The target takes 1d6 points of non-elemental damage + your casting modifier per round from the poison. A successful Fortitude save prevents the status effect from taking effect and halves the damage taken.
Miasma II
Enfeebling
Level: Necromancer/Scholar 5
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round/level (D)
Saving Throw: Fortitude negates – see text
Spell Resistance: Yes
You engulf the target in a purple dark mist. The target takes 6d6 points of shadow damage + your casting modifier + 1 point per caster level (maximum +15) and inflicts the Poison status effect. The target takes 2d4 points of non-elemental damage + your casting modifier per round from the poison. A successful Fortitude save prevents the status effect from taking effect and halves the damage taken.
Miasma III
Enfeebling
Level: Necromancer 7
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round/level (D)
Saving Throw: Fortitude negates – see text
Spell Resistance: Yes
You engulf the target in a purple dark mist. The target takes 10d6 points of shadow damage + your casting modifier + 1 point per caster level (maximum +20) and inflicts the Poison status effect. The target takes 2d6 points of non-elemental damage + your casting modifier per round from the poison. A successful Fortitude save prevents the status effect from taking effect and halves the damage taken.
Poisonja
Enfeebling
Level: Black Mage/Necromancer 5
Target: One Creature/two levels (maximum of 10)
This spell functions like Poisonga, expect it affects one creature per two levels (maximum of 10) within 50 feet of each other and the targets take 2d6 points of non-elemental damage + your caster modifier (Intelligence or Charisma) per round.
Rasp
Enfeebling/Dark
Level: Black Mage/Necromancer 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You draw MP from your victim and release it outward. The target must make a Fortitude save or lose 1d6 points of MP per two caster levels (maximum of 8d6).
Wound
Enfeebling/Non-Elemental
Level: Black Mage/Necromancer 2
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1d6 rounds
Saving Throw: Fortitude partial
Spell Resistance: Yes
A deep gash spontaneously bursts from your opponent's flesh, dealing 2d6 non-elemental damage. Creatures who fail the saving throw take 1d4 bleed damage per round for the duration of the spell or until they receive magical healing. Success negates the bleed damage.
Woundra
Enfeebling/Non-Elemental
Level: Black Mage/Necromancer 4
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 10 ft. radius
Duration: 2d6 rounds
Saving Throw: Fortitude partial
Spell Resistance: Yes
Your opponents' skin and muscle split all over, as though being cut into by a storm of invisible knives, dealing 5d6 non-elemental damage. Creatures who fail the saving throw take 2d4 bleed damage per round for the duration of the spell or until they receive magical healing. Success negates the bleed damage.
Woundga
Enfeebling/Non-Elemental
Level: Black Mage/Necromancer 6
Range: Medium (100 ft. + 10 ft./level)
Target: 20 ft. radius
Duration: 3d6 rounds
Your enemies' flesh violently ruptures and begins spurting blood, dealing 8d6 non-elemental damage. Creatures who fail the saving throw take 3d4 bleed damage per round for the duration of the spell or until they receive magical healing. Success negates the bleed damage.
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.
Abyss
Dark
Level: Black Mage/Necromancer 6
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One Creature
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes
A whirl of shadowy plague surrounds the targeted creature, creeping away at their life force dealing 1d6 points of dark damage per caster level (maximum 15d6) and inflicting the Dimmed status effect. A successful Reflex save reduces the damage by half and negates the status effect.
Abyss II
Dark
Level: Black Mage/Necromancer 8
This spell functions like Abyss, except it deals 1d8 points of dark damage per caster level (maximum 20d8).
Bioga
Enfeebling
Level: Black Mage/Necromancer 7
Target: One creature/two levels (maximum of 8)
This spell functions like Bio, except it deals 3d4 + casting modifier (Intelligence or Charisma) points of non-elemental damage per round and it affects one creature per two levels (maximum of 8) within 40 feet of each other.
Bioja
Enfeebling
Level: Black Mage/Necromancer 9
Target: One creature/two levels (maximum of 10)
This spell functions like Bio, except it deals 4d4 + casting modifier (Intelligence or Charisma) points of non-elemental damage per round and it affects one creature per two levels (maximum of 10) within 50 feet of each other.
Dark IV
Dark
Level: Black Mage/Necromancer 4
This spell functions like Dark, expect it deals 7d6 points of shadow damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +20) and inflicts the Dimmed status effect for 1d10 rounds. A successful Fortitude save prevents the status effect from taking effect.
Darkja
Dark
Level: Black Mage 9
This spell functions like Darkra, expect it deals 1d10 points of shadow damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft.-radius spread.
Drainga
Enfeebling/Dark
Level: Black Mage/Necromancer 9
Range: 30 ft.
Area: Creatures within a 30-ft.-radius spread centered on you
This spell functions like Drainra, expect it area of effect is increased to a 30-ft.-radius spread and it deals 1d6 points of shadow damage per two caster levels (maximum of 12d6). If the save fails, the caster gains that many in hit points.
Drainra
Enfeebling/Dark
Level: Black Mage/Necromancer 7
Casting Time: 1 standard action
Range: 15 ft.
Area: Creatures within a 15-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You siphon life from all nearby enemies within 15-ft.-radius spread. All creatures must make a Fortitude save or take 1d6 points of shadow damage per two caster levels (maximum of 9d6). If the save fails, the caster gains that many in hit points.
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.
Dread Spikes III
Enhancing/Dark
Level: Necromancer 8
This spell functions like Dread Spikes, except it deals 5d4 points of shadow damage and the Dread Spikes wielder is healed by that much instead.
Infectja
Enfeebling
Level: Black Mage/Necromancer 7
Target: One Creature/two levels (maximum of 10)
This spell functions like Infectga, expect it affects one creature per two levels (maximum of 10) within 50 feet of each other.
Miasma
Enfeebling
Level: Necromancer/Scholar 3
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round/level (D)
Saving Throw: Fortitude negates – see text
Spell Resistance: Yes
You engulf the target in a purple dark mist. The target takes 3d6 points of shadow damage + your casting modifier + 1 point per caster level (maximum +12) and inflicts the Poison status effect. The target takes 1d6 points of non-elemental damage + your casting modifier per round from the poison. A successful Fortitude save prevents the status effect from taking effect and halves the damage taken.
Miasma II
Enfeebling
Level: Necromancer/Scholar 5
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round/level (D)
Saving Throw: Fortitude negates – see text
Spell Resistance: Yes
You engulf the target in a purple dark mist. The target takes 6d6 points of shadow damage + your casting modifier + 1 point per caster level (maximum +15) and inflicts the Poison status effect. The target takes 2d4 points of non-elemental damage + your casting modifier per round from the poison. A successful Fortitude save prevents the status effect from taking effect and halves the damage taken.
Miasma III
Enfeebling
Level: Necromancer 7
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round/level (D)
Saving Throw: Fortitude negates – see text
Spell Resistance: Yes
You engulf the target in a purple dark mist. The target takes 10d6 points of shadow damage + your casting modifier + 1 point per caster level (maximum +20) and inflicts the Poison status effect. The target takes 2d6 points of non-elemental damage + your casting modifier per round from the poison. A successful Fortitude save prevents the status effect from taking effect and halves the damage taken.
Poisonja
Enfeebling
Level: Black Mage/Necromancer 5
Target: One Creature/two levels (maximum of 10)
This spell functions like Poisonga, expect it affects one creature per two levels (maximum of 10) within 50 feet of each other and the targets take 2d6 points of non-elemental damage + your caster modifier (Intelligence or Charisma) per round.
Rasp
Enfeebling/Dark
Level: Black Mage/Necromancer 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You draw MP from your victim and release it outward. The target must make a Fortitude save or lose 1d6 points of MP per two caster levels (maximum of 8d6).
Wound
Enfeebling/Non-Elemental
Level: Black Mage/Necromancer 2
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1d6 rounds
Saving Throw: Fortitude partial
Spell Resistance: Yes
A deep gash spontaneously bursts from your opponent's flesh, dealing 2d6 non-elemental damage. Creatures who fail the saving throw take 1d4 bleed damage per round for the duration of the spell or until they receive magical healing. Success negates the bleed damage.
Woundra
Enfeebling/Non-Elemental
Level: Black Mage/Necromancer 4
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 10 ft. radius
Duration: 2d6 rounds
Saving Throw: Fortitude partial
Spell Resistance: Yes
Your opponents' skin and muscle split all over, as though being cut into by a storm of invisible knives, dealing 5d6 non-elemental damage. Creatures who fail the saving throw take 2d4 bleed damage per round for the duration of the spell or until they receive magical healing. Success negates the bleed damage.
Woundga
Enfeebling/Non-Elemental
Level: Black Mage/Necromancer 6
Range: Medium (100 ft. + 10 ft./level)
Target: 20 ft. radius
Duration: 3d6 rounds
Your enemies' flesh violently ruptures and begins spurting blood, dealing 8d6 non-elemental damage. Creatures who fail the saving throw take 3d4 bleed damage per round for the duration of the spell or until they receive magical healing. Success negates the bleed damage.
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.