Necromancy Skills
Necromancy Skills have to do with the arcane manipulation of life energy and the body from healing to raising the dead.
Name | Skill Tags | Skill Point Cost | Mana Cost | Prerequisites | Action Cost | Effect |
---|---|---|---|---|---|---|
Necromancy | Offensive, Magical, Necromancy | 1 | N/A | N/A | Passive | You may choose to deal Necrotic Damage instead of Arcane Damage with the Skills Arcane Aura, Arcane Beam, Arcane Blast, Arcane Bolt, Arcane Mine, Arcane Pillar, Arcane Sphere, Arcane Strike, and Arcane Weapon. |
Stitch Flesh | Magical, Necromancy | 2 | 1* | N/A | Any, Bonus | A single target touched is healed for 1d6 per 1 Mana you spend to activate this Skill, up to a maximum of a number of d6s equal to your Level. Your Level is always treated as at least 6 for the purpose of this Skill. |
Arcane Healer | Magical, Necromancy | 1 | 3* | Stitch Flesh | Primary | A single target touched is healed for 1d20 per 3 Mana you spend to activate this Skill, up to a maximum of a number of d20s equal to half your Level. Your Level is always treated as at least 2 for the purpose of this Skill. You may choose to roll twice as many d10s as you would usually roll d20s, but may not reduce the die class to any other die, such as d12s, or d4s. |
Mend Bone | Magical, Supportive, Necromancy | 1 | 4 | 1 Necromancy Skill | Primary | A single target touched heals all broken bones, and regrows all missing bones, and takes 5 True Damage per bone healed or regrown this way. |
Scar | Magical, Necromancy | 1 | 6 | N/A | Primary | Remove or add any number of scars to a single target touched. Scars may be in any shape, or of any kind, at your digression such as in the shape of claws, or full body burns. This deals no damage, and does not alter the way any of the target's equipment fits them. If the target consents, this skill has no Mana Cost. All targets which are dead (not Undead) are treated as consenting for the purposes of this Skill. A target who is immune to Bleed Damage cannot be effected by this Skill. |
Life Drain | Magical, Necromancy | 1 | 2 | N/A | Primary | Deal 2d10+Magic Necrotic Damage to a single target touched, then heal an amount of HP equal to the damage dealt. |
Swift Drain |
Magical, Necromancy | 1 | 1 | Life Drain | 1 Attack | Deal 1d8+Magic Necrotic Damage to a single target touched, then heal an amount equal to the damage dealt. |
Osmosis | Magical, Necromancy | 1 | 2 | N/A | Primary | Transfer any number of HP and Mana between any number of consenting creatures touched. |
Arcane Drain | Magical, Necromancy | 1 | 1* | Necromancy | Primary | A single target within 6 Spaces loses 1 Mana per 1 Mana you spend to activate this Skill, then you gain 1 Mana. |
Invigorating Drain | Magical, Necromancy | 1 | N/A | Arcane Drain | Passive | When you gain Mana from Arcane Drain, gain an additional 2 Mana per 5 Mana the target lost. |
Arcane Siphon | Magical, Necromancy | 1 | 1* | N/A | Primary | Any targets within a 2 Space AoE centered on you lose 1 Mana per 1 Mana you spend to activate this Skill, then you gain 1 Mana per target. This Skill counts as Arcane Drain for the purpose of skills. |
Mass Siphon | Magical, Necromancy | 1 | 2 | Arcane Siphon | Free | Double the AoE Size of you next Arcane Siphon this turn. This Arcane Siphon must target all targets instead of any targets. |
Enfeeble | Magical, Necromancy, Curse | 1 | 3 | N/A | Primary, Defensive, Move | A single target within 6 Spaces gains -4 Total Might for 1 Minute. You may choose to maintain Concentration on this Skill to have the target gain an additional -4 Total Might. |
Bungle | Magical, Necromancy, Curse | 1 | 3 | N/A | Primary, Defensive, Move | A single target within 6 Spaces gains -4 Total Skill for 1 Minute. You may choose to maintain Concentration on this Skill to have the target gain an additional -4 Total Skill. |
Rigor | Magical, Necromancy, Curse | 1 | 8 | N/A | Primary, Defensive, Move | Reduce all Move Speeds of a single target within 6 Spaces to 2 until the start of your next turn. |
Decrepify | Magical, Necromancy, Curse | 1 | 8 | N/A | Primary, Defensive, Move | A single target within 6 Spaces gains -1 to all Move Speeds, and deals minimum damage when they deal damage until the end of their turn. |
Life Tap | Magical, Necromancy, Curse | 1 | 5 | N/A | Primary, Defensive, Move | Choose a single target within 6 spaces. Any creature which deals damage to that target heals for as much damage they deal, healing up to a maximum of 0 + Total Magic HP (using your Total Magic). |
Terror | Magical, Necromancy, Curse | 2 | 5 | 1 Curse Skill | Primary, Defensive, Move | A single target within 6 spaces becomes Panicked by you until the end of their next turn. Panic: You must move as far and as fast away from the source of your panic as possible with your Move Action. If escape is not possible, you may fight or choose to become Terrified. You cannot Concentrate. |
Silence | Magical, Curse | 2 | 5 | 1 Curse Skill | Primary, Defensive, Move | A single target within 6 Spaces is Silenced until the end of their next turn. Silenced: You cannot activate Magical Skills. |
Blare | Magical, Curse | 1 | 3 | N/A | Primary, Defensive, Move | A single target within 6 Spaces is incapable of speaking except by shouting until the start of your next turn. |
Pain Spike |
Magical, Necromancy, Curse | 1 | 2 | N/A | Any, Any, Any |
A single target within 6 Spaces takes half as much damage as they deal as Necrotic Damage the next time they deal damage. |
Iron Maiden | Magical, Necromancy, Curse | 1 | 8 | Pain Spike | Primary, Defensive, Move | A single target within 6 Spaces takes half as much damage as they deal as Necrotic Damage when they deal damage until the start of your next turn. |
Become Undead | Necromancy | 0 | N/A | N/A | Free | You die, and remain dead for the next 4 hours. You spend those 4 hours rising from the dead as an undead. You may choose to take the skill Memories of the Past when you activate this Skill. Change your Race to become any race with the Undead Creature Type. You may only activate this Skill once. |
Soul Siphon | Necromancy, Devotion | 4 | 15 | 1 Necromancy Skill | 4 Hours | You may harvest the soul from any Humanoid, Dragonoid, or Primordial creatures which have died within the last 24 hours to gain 1 Skill Point. The soul becomes trapped, and so the target becomes a Ghost (see Races). |
Soul Rip | Necromancy | 1 | 5 | 1 Necromancy Skill |
Primary, 2 Attacks |
Target a target with a soul, and attempt to rip it from the target's body. The target loses 1d10+Magic maximum HP until they die or until sunrise. If you kill a creature with this Skill, you may activate the skill Soul Siphon as a Free Action. |
Withering Wrest | Necromancy | 1 | 10 | Soul Rip | Any | Reduce Soul Rip's target's Maximum HP by 1d20. |
Create Phylactery | Necromancy, Devotion | 4 | 15 | 1 Necromancy Skill | 8 Hours | Magically and harmlessly remove your heart from your body. Your still beating heart becomes your Phylactery, and you gain the Undead Creature Type. If you die, you are resurrected by your Phylactery 3d4 days after your death, at midnight. When you are resurrected by your Phylactery, a new body grows out from your Phylactery. If the Phylactery is inside of a container or space which would not allow your body to fit, your new body is not created until there is space. Once you are resurrected by this Skill, your heart reenters your body, and lose your phylactery, and the Undead Creature Type. You may only have one Phylactery at once. Your Phylactery has an amount of HP equal to 5*Level. |
Attain Lichdom | Necromancy | 1 | N/A | Create Phylactery, or the Undead Creature type | Passive | Gain the Lich Creature Type. You no longer decay while you are Undead. Gain Immunity to Aging. If you have a Phylactery when you die, your body grows from nothing anywhere within 60 Spaces (300ft~) of your Phylactery after 2d4 days, and your Phylactery continues to be your Phylactery (not reentering your body and becoming your heart). Your Phylactery has an amount of HP equal to 10*Level. |
Soul Bonding | Necromancy | 1 | 10 | Create Phylactery, Attain Lichdom | Any | You may harmlessly fuse your Phylactery into any single consenting creature. While this creature houses your Phylactery (next to their own heart, if they would usually have one) they are your Bond. Before your Phylactery can be destroyed, your Bond must die. The Phylactery is immediately ejected from your Bond if they wish for it to be. You always know the following about your Bond; HP, diseases, curses, oaths, location (to the best of their knowledge, and relative to your location). Your Bond gains the following passive effect: You no longer decay while you are undead. Gain Immunity to Aging. You gain the Undead Creature Type. This Skill may only be activated once per week. |
Premature Phylactery | Magical, Necromancy | 1 | 10 | Create Phylactery | Free | Your Phylactery attempts to resurrect you immediately upon activation of this Skill, creating another full body which is identical to you in all ways, with all of your usual stats and skills, but with no brain activity (being effectively dead, but not decaying). When you die, you will immediately inhabit this body. The creation of this body completes 1d4 days after the activation of this Skill. This Body has an amount of HP equal to your Maximum HP and is an object. |
New Life's Phylactery | Magical, Necromancy | 1 | N/A | Create Phylactery | Passive | The body your Phylactery creates may be of any Age, Race, sex, or with any other physical features you specify. Its Skills, Skill Points, HP, Level, Total Might, Total Skill, and Total Magic are unchanged from your own (aside form changes that may result from a change of Race). You may choose for any skills that could not be activated by your new body have their Skill Point Cost refunded once you occupy this body. You may choose for this body to instead have no skills, and a number of Skill Points equal to the total you have earned throughout play. You cannot lose this Skill under any circumstances. |
Distant Phylactery | Magical, Necromancy | 1 | N/A | Create Phylactery | Passive | If your Phylactery is inside of a container or space which would not allow your body to fit, your new body is instead created as near as possible within 1 mile of your Phylactery. |
Second Phylactery | Magical, Necromancy | 2 | N/A | Create Phylactery | Passive | You may have up to two Phylacteries at once. When you die, you choose which Phylactery to occupy. For skills which effect your Phylactery, you may choose which one(s) they apply to. |
Desire Stronger Than Death | Magical, Necromancy | 1 | 14 | Create Phylactery | Free | Spend 2 Exertion Die to activate this Skill. When you die, you may choose to return to life instantly at your Phylactery, or in the exact spot where you died at the start of your next turn in a flash of lightning. You return to life with half of your Maximum HP. You may double this Skill's Mana Cost to instead return to life with all of your HP. |
The New Sisyphus | Necromancy | 1 | 10 | Create Phylactery | Free | Spend 1 Exertion Die to activate this Skill. You can only activate this Skill while dead. Return to life in the exact spot where you died with HP equal to half of your Maximum HP. Passive: Your body is always considered to be 1 Phylactery so long as a single part of you remains such as a hair, a drop of blood, a clipped finger nail, etc. If taking this Skill would make it so that you have more Phylacteries than you are capable of having, destroy one of your Phylacteries. You now regain Exertion Die even while dead. Your body doesn't gain additional HP from being your Phylactery. |
Unlife for a Life | Magical, Necromancy | 1 | 10 | Create Phylactery | Free | When a creature dies, you may choose for them to be resurrected by your Phylactery (over the usual duration). You cannot spend or regain Exertion Die until they are resurrected. They gain the Undead Creature Type. If you create a Phylactery within 1 week of the creature's resurrection, the creature dies. The creature must be present for you to activate Create Phylactery (when you do, your heart leaves their body, and their body uses their own, or grows a new heart which it then uses). You and they retain the Undead Creature Type until you create a new phylactery. |
Act of Lazarus | Magical, Necromancy, Devotion | Any (Any number of times) | 10 | N/A | 4 Hours | You may take this Devotion Skill at Level 1. It counts as the Devotion Skill you would usually be able to take at Level 6. Choose a single dead (not undead) target touched, and raise it from the dead by spending 4 Lazarus Points, changing its race to Zombie, Skeleton, or Ghost (chosen when first you activate this Skill on them). This undead is mindless, and follows your commands unless stated otherwise. When an undead you have created with this Skill dies or is destroyed, you may choose for their Lazarus Point cost to be refunded. You may destroy any undead created with this Skill as a Free Action on any turn. As a Bonus Action, you may spend additional Lazarus Points on an undead which you have already created to give a single chosen undead 1.3 Skill Points per 1 Lazarus Point you spend, or for each undead you have created to gain 0.4 Skill Points. Undead created by this Skill share your Level for all purposes, though gain nothing from Leveling Up except increases from HP Scaling and Mana Scaling. These Undead may use your Mana to activate skills, though have 0 Mana of their own, and a Mana Scaling of 0. These Undead only have HP gained from HP Scaling (meaning that their Maximum HP formula is HP Scaling * Level) Passive: You gain a number of Lazarus Points equal to the number of Skill Points you have spent to gain this Skill. |
Command of Lazarus | Magical, Necromancy | 2 | 10 | Act of Lazarus | Primary | Activate Act of Lazarus as a Free Action with a Mana Cost of 0. |
Heal from Harm | Defensive, Magical, Necromancy | 1 (Up to 4 Ranks) |
2 | N/A | Any | Choose one Damage Type, chosen when you take this Skill. Until the start of your next turn, heal 1 HP per 5 points of damage you deal of that Damage Type to living creatures. Passive: For each additional Rank of this Skill you gain either choose an additional Damage Type, or reduce the number "5" in this Skill to "4", or the number "4" to "3". |
Life is Pain | Defensive, Magical, Necromancy | 2 | N/A | Heal from Harm | Passive | Choose a single Damage Type you chose for Heal from Harm. Heal 1 HP per 4 points of damage you deal of that Damage Type to living creatures. |
Restore Corpse | Magical, Necromancy | 2 | 6* | 1 Necromancy Skill | Primary | A corpse regains all missing flesh, bone, muscle, etc., being restored to its fullest state, though still without life. A Spectral Creature cannot be targeted by this Skill. If the target has the Skeleton Subrace, the target becomes Prone and Jarred, and gains +20 Guard. This guard can only go away through damage. Skills and effects which deal extra damage to Guard or reduce Guard specifically through Bludgeoning Damage instead specifies Slashing Damage for this Guard. Once this Guard goes away, so does this Prone and Jarred. If the target has the Zombie Subrace, the target gains an amount of HP equal to the amount of Mana you spend to activate this Skill, and is treated as though they have eaten a Meal (though gain +0 Mana from this Meal). Prone: You are laying down on the ground or kneeling, your Walk Speed is halved, your melee attacks are made at disadvantage, melee attacks against you are made at advantage, your ranged attacks gain +4 HIT, and ranged attacks made from further than 3 Spaces away from you are made at disadvantage. While you are mid air, or floating in water you cannot be considered Prone. Jarred: You cannot use single chosen action, which you choose. The chosen action must be a Primary, Defensive, or Move action. You must be otherwise able to use the chosen action. |