Death |
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Necromancy |
Attempts to kill a creature outright. The caster must make a successful melee attack, followed by a successful spell skill check. The defender rolls their fortitude skill, and if they fail, are immediately reduced to 0 body points. |
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Sample Effect Difficulties |
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25 |
Same effect, but a ranged attack. Defenders dodge against the spell DC, and failing that, their fortitude. |
30 |
Same effect, but against multiple targets within a 5 meter radius. |
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Preserve |
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Necromancy |
Preserves a corpse for the duration of the spell. The body is held in stasis, and there are no further reductions in body points due to natural degradation. Thus, a clinically dead character can be preserved for while transported to a skilled healer. The body can still take damage from other means. |
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Sample Effect Difficulties |
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20 |
Preserves corpse for 1 day per DL. |
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Vampiric Touch |
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Necromancy |
If the caster touches a living being, and the being fails to resist this spell's DC with a fortitude roll, then the caster roll 1D6 per DL damage. Any body points lost by the target are gained by the caster as temporary body points. This spell bypasses armor. |
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Sample Effect Difficulties |
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20 |
Ranged version of the spell |
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Detoxify |
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Necromancy |
Cures poisoning in the subject, but doesn't undo any damage caused by the poison. |
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Sample Effect Difficulties |
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10 |
Cures mild poisoning, drunkenness |
20 |
Neutralizes deadly poisons. |
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Harm |
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Necromancy |
Similar to heal, but causes damage instead of repairs it. There is no resistance for this spell, and it bypasses armor. The damage is the equals the caster's skill roll, and the target rolls to avoid damage using just their CON. |
Heal |
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Necromancy |
Heals 1D6 body points per DL. If the subject has lost more than 10BP, then the spell's DC is equal to the amount of damage taken/body points lost. |
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Sample Effect Difficulties |
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20 |
Heal all creatures within a 5 meter radius. The amount of healing is the same, but it is divided among all in the circle. |
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Soul Bind |
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Necromancy |
Captures a newly killed creature's soul and imprisons it in a gem. As long as the soul is trapped, the victim can never be returned to life. The subject of the spell must have between 0 to -19 body points when the spell is cast. Otherwise their soul has already departed, and cannot be captured. |