Necromancy Spells
Necromancy Spell Features
Revivification
Necromancy's most powerful trait includes the ability to push souls back into capable bodies. This comes with many possible ramifications, depending on the caster's route towards doing so.
Preserve (50 PP)
- Upon casting, the DHP of each affected body in stasis becomes 0. If an affected body would take damage during the spell's duration, it reverts back to 0 DHP again unless the damage was equal to or higher than the creature's maximum DHP.
Resuscitate (100 PP)
- Upon casting, each affected body in stasis regains its soul or another that is compatible, given it is able to do so. Each body's current DHP and stamina both become 1. The body gains 4 levels of Fatigue. 1 level of Fatigue gained this way is removed upon resting.
Animation
Similar in spirit but different in practice than revivification, animation is the art of pushing souls into objects and bodies, some that aren't capable of holding soul anymore. Instead of the body piloting itself, a magically-imbued entity is given new motor capabilities through spell, and piloted via command. These types of creatures have decision-making capabilities and are often sentient, but rarely able to process even complex thought.
Resurrect (10X PP)
- All affected, available, non-living bodies become animated, each turning into an animated creature, the exact stats chosen by the caster and the GM (A single body may have multiple usable stat blocks). Each creature stays animated for the spell's duration, and the caster may spend 1 turn action or 1 interrupt action to command any of the creatures or to give a creature free will. Animated creatures may be up to a DR X, and the caster will be aware of what type of creature will be created prior to casting the spell. A "non-living body" may be the body of any creature that has died, artificial constructs with motor capability, or things of similar capacity. GM discretion may be required. If a creature in stasis is affected this way, its DHP and stamina each become 1 and it gains free will immediately instead. It does not lose animation when the spell ends.
Kindle (10X PP)
- All affected, available objects become animated, each turning into an animated creature, the exact stats chosen by the caster and the GM (A single body may have multiple usable stat blocks). Each creature stays animated for the spell's duration, and the caster may spend 1 turn action or 1 interrupt action to command any of the creatures or to give a creature free will. Animated creatures may be up to a DR X, and the caster will be aware of what type of creature will be created prior to casting the spell.
Soul Rending
Soul rending is a highly sought form of combat within the magical arts in which one takes the soul of another and smashes it repeatedly with a medium-to-large size incorporeal hammer. This is referred to as rending for the fact that it is, literally, tearing one's soul from its vessel, depleting the host's life force.
Sever (80 PP)
- Upon casting and at the beginning of each turn for the duration of the spell, affected creatures are dealt an additional 1d4 damage. Damage dealt this way ignores defenses and ignores SHP. Damage dice may be redistributed in any fashion as long as the maximum damage per damage type is the same. This effect cannot reduce a creature to below 0 DHP. When an affected creature is dealt damage this way, it may make a Will contest against the caster. Upon succeeding, the damage is ignored and this effect ends on it.