Necromancers
Description:
Necromancers are magic users that draw upon the power of the Underworld, the energy of the deceased, and the aid of Evil Spirits and Deities to perform their dark rituals. Necromancy is looked down upon by Sorcerers and Priests due to its corrupt nature of infecting the caster's mind with wicked and often misguided thoughts. It is one of the most dangerous arts of magic casting found on Urth. The rituals performed risk the casters of being possessed by the evil spirits in which they draw their energy from. They also risk losing their sanity and soul to beings such as High Demons and Evil Deities. The sacrificing of a living being is a common practice used in casting some of a Necromancer's more powerful spells. Those that do overcome the obstacles and dangers of this profession will gain the ability to talk to spirits and demons of the underworld, see ghosts, and raise beings that will become walking undead servants of the Necromancer. Even Master Necromancers have to be fully aware of the danger in which raising a being into the undead posses unto them and those around them. Upon losing control of the undead being, it will sometimes come after the Necromancer and their loved ones instead of remaining a life in servitude. These dangers are another reason Necromancy is looked down upon by most other magic users, seeing there is a lack of control within the magical art itself. None of this is to say that there has never been a powerful Necromancer roaming the lands, for there have been a few that Mastered the art and where VERY powerful, and feared amongst the mortals or Urth. Beginning Necromancers will find it wise to seek out and learn under a Master Necromancer, serving under them as their apprentice until they reach a level of spell casting which they can manage to control on their own. However Necromancers do not lose Power Points for not having an Apprenticeship, because many times spells involving spirits of the dead like to work with individuals when they are alone, it is easier to take advantage of their mind that way. It is a risky and most wicked profession to take up, but there are those few willing to risk it all for greater power..
General Information:
-Since Necromancers use power that is directly given to them by outside forces their spells and casting their spells do not drain them quite as much as that of a Sorcerer who wields the magic directly. They are able to spend up to 3/4 of their PP while in combat. Once they spend 3/4 they will become worn out and must rest 1 hour before being able to spend that much energy again.
-Necromancers get a +2 to Hit Roll when fighting against creatures of evil alignment.
-Necromancers must keep at least 1 hand open at all times in order to work their magic.
-Necromancers do not wear plate male.
-Necromancers get a +1 damage per turn that they do while fighting in a graveyard.
Weaknesses:
-They must always keep 1 hand free in order to cast their magical spells.
-They can not wear Plate Armor while casting magic.
-Those who carry any kind of hand weapon, or shield other than a: staff, wand, 1 handed sword, or small dagger will suffer a -4 to all Speed Rolls.
-Necromancers will only gain 1/2 the normal bonuses for wielding a hand weapon/shield with the exception of a 1 handed sword, or dagger in which they will only suffer -1 Damage.
-Necromancers that try to fight hand to hand with no weapons and no magic will suffer a -2 to all Hr, -2 Damage.
Constant Abilities:
-Resistance: They receive a special defense against Charm, Possessions, Poisons, and Sicknesses. Roll 1 d20 score above 10 to be successful. Add +1 to this roll for every level you successfully complete. So at level two you would add +1, level three you would add +2, etc.
-Sense Spirits/Undead: A chill will run down your spine whenever an unseen ghost, demon, undead creature, or spirit is near or within a close area around you.
Gained Spells: Rituals are complex spells that must be woven with different items or relics and take a bit of time to go into effect. These spells can not be used while directly involved in combat. These Rituals will be marked with the letter R next to their level number to indicate these spells. Rituals must be logged as they are performed for proof of casting them. Each Ritual may only be cast once per day.
Level One:
-(1) Chilled Touch: Cast this upon an unconscious or sleeping character to give them the appearance as if they are dead. Their skin grows cold to the touch, and their breathing slows greatly. This is great for tricking others into believing a death. Effects last up to 5 minutes time. Only the most skilled Medical Sages will be able to tell them apart from death. Cost 3 PP. EITHER
-(1) Dark Calling: This ability allows them to summon forth a cloud of unholy darkness covering an area around them turning it pitch black. All within this darkness gain a +5 to Hit, and -5 to Hit Roll. Infrared seeing blocks out the -5 to Hit Roll. Cost 5 PP. DEFENSIVE
-(1) Hellish Echoes: Using this dark magic will cause an area to sound with the whispers, and calling of the spirits of the dead. They will be moans, and shrieks, rather than actual words. This spell is used as a good distraction, as well as placing fear into your opponent. It will give you +3 Speed Rolls, and -2 Hr to your opponent for this turn. Costs 5 PP. DEFENSIVE
-(1) Minor Illness: They may cast this upon another character to infect them with a minor illness. It deals 2 damage to them, and 1 damage every hour that passes in which they do not get cured. Roll 1 d10, on the score of a 5 or higher it is successful. Cost 5 PP. OFFENSIVE
-(1 R) Spirit Seeing: Casting this ancient necromonic spell upon a recently deceased being will draw forth their spirit, floating above their body, viewable only to the caster. The spirit will not be able to speak to you, nor you to it, but it will be able to reveal small actions, giving you some clues onto how they died, or a deed they may want you perform as their last death wish. The vision will only last 2 minutes. This must be used upon someone not deceased more than 24 hours ago. Costs 5 PP. RITUAL
Level Two:
-(2) Chilled Winds: Cast this spell to summon forth a chilled wind of darkness to sweep over an area causing all characters of light to suffer -3 to Hit Roll for this turn. Costs 8 PP. DEFENSIVE
-(2 R) Death Communication: Necromancers gain the ability to talk to ghosts of the deceased mortals of Urth for a short period of time at various times. Races that are only Urthly bound will work within this ability. (No Demons, Angels, Hellions, SHADES, etc.) The Necromancer will have to be alone within the area, as they chant "Voices from beyond, spirits of the dead, I call to you, come out from your final bed". Roll 1 d12 on the score of a 3, 5, 7, or 9 the spirit of the deceased mortal you are calling will come forth. They will only remain there for a max of 5 minutes. Once the time expires this summoned Urthly ghost will vanish. This spell is dangerous in some regards, for rolling a 12 will cause a Higher Demon to reach out and taint your soul and mind, dealing 5 damage unto you, along with causing you to roll a Faith Test to see if you will grow more evil in Nature. Costs 10 PP. RITUAL
-(2) Dead Flesh: Necromancers may cast this upon a living character's exposed body part covering it with dead flesh dealing 1 d5 DE to that target. The effects of the dead flesh will wear off after 5 minutes time, the skin regaining its natural look. Roll 1 d20 score higher than target's level to be successful. Costs 8 PP. OFFENSIVE
-(2) Monster Talk: Casting this spell upon a monster will allow you the ability to converse with that creature for up to 5 minutes time. Examples of creatures (Werewolves, Zombies, Ghouls, Goblins, Orcs, and other unlisted monsters). This is very useful in being able to communicate with these creatures to get them to do your bidding, or to keep them from attacking you senselessly. Costs 6 PP. EITHER
-(2) Undead Healing: This may work on an undead character only. It heals them 1 d6 LP. May only be used upon the same target 1 per day. Cost 8 PP. DEFENSIVE
Level Three:
-(3) Detect Goodness: This spell can be used to detect if a character is of good Nature. Roll 1 d20 score higher than their level to be successful. Costs 12 PP. EITHER
-(3) Disillusioned Wickedness: Cast this upon a target to fill their mind with evilness, causing them to get the urge to attack the nearest person to them for 1 turn. The person must be of equal or lower level than the one they are going to attack. They will not attack someone they are in love with. Roll 1 d20 score a 15+ to be successful. This is a great spell to cause a minor disturbance, while you slip out back. Costs 14 PP. OFFENSIVE
-(3) Hellish Strength: The Necromancer summons the strength of darkness to help them in hand to hand combat for 1 turn, giving them a +3 DE to their normal attack damage. During this time, physical holds will not work upon them, but only if used before the hold is declared. Cost 12 PP. OFFENSIVE
-(3) Unbless Water: Cast this upon a small source of holy water to transform it into take away it's holy effects, turning it back to normal water. Speak the words, "Unbless with no confess, put the power darkness to the test". Now Roll 1 d10 on the score of a 5 + you are successful. Costs 12 PP. DEFENSIVE
-(3) Possession Drawing: A Necromancer can place their hands upon a possessed target, and try and draw the possession into their body as the host instead. Make contact with the character, by rolling to Hit with +10 HR. If successful the possession will be drawn into them instead. They can try to immediately dispel the possession from their body by rolling 1 d10 scoring a 5+ to be successful. If they fail this roll, the risk being taken over by the possession fully. This dispel can be used against other character's using possession abilities against you as well. Costs 14 PP. DEFENSIVE
Level Four:
-(4) Death's Grip: Upon casting this spell the target will feel the chill of death fall upon their body, and the icy touch of unseen hands crawl over their skin. If they are overcome in fear they will lose the ability to cast or use spells for this turn. Roll 1 d20, score higher than target's level to be successful. This will only work on target's that are effected by emotions. Costs 18 PP. OFFENSIVE
-(4) Horrific Visions: With this demonic spell a series of vision will flood into your target's mind, visions of pain, suffering, death, betrayal, torment, and all of their worst fears all in one episode. Your target will become so rattled that they will lose -10 HR, -10 HS for this turn. Roll to Hit with +10 HR. Costs 18 PP. EITHER
-(4) Repair Undead: This spell will heal a creature of the undead 8 LP. Costs 18 PP. DEFENSIVE
-(4) Silent Obdormio: This enchantment can cause a target to fall under a spell of sleep. They will awaken if they are moved or touched in any way. This spell of sleep will last 1 d5 minutes long. Roll 1 d12 score equal to or higher than their level to be successful. This can not be used to characters already engaged in combat. Costs 14 PP. EITHER
-(4) Stay Risen: Use this powerful spell upon a creature of the undead, giving it +5 Extra LP until end of battle to it's total amount. This spell can only be cast once upon the same target per day, from any number of Necromancers total. Costs 18 PP. DEFENSIVE
Level Five:
-(5 R) Animate Corpse: This ritual will allow you to place energy into the corpse of a dead being, actually controlling it's actions like you do a puppet. You must have the corpses body, as well as 13 red candles, and a dagger in order to complete this ritual. The corpse must have no life force left whatsoever, which means no chance of resurrection. Lay the body upon the ground, and surround it with the 13 candles in a giant circle, light each one as you place it. Step within the circle and say, "With the omen of death lingering in the air so strong, raising this body can do no harm". Cut the palm of your hand, dripping your blood upon the forehead of the dead corpse while you say, "An offering I give ye spirits of dark, hark to my call, Hark says I! Hark!" Roll 1 d13, on the score of a 3, 5, 7, 9 the corpse will slowly rise to it's feet becoming animated under your control. If you score a 13 the corpse will become animated and will attack you until you destroy it. Anything else fails to animate it. You will have 3 times to perform this successfully.
The corpses stats will be |Level 5| AD: 1 d5 DE | HS: 30 | LP: 20 | SD: 1 d18 | Once the corpses LP run out it will be to badly damaged beyond control anymore. Corpse is unable to speak, and it will decay into nothingness if not killed within 48 hours. Heal spells to not work upon it since it is not truly undead or living. Costs 24 PP. RITUAL
-(5) Evil Aiding: Casting this spell upon a target will give them +5 HR to an Assassination attempt. It must be done on the spot at the time of the AA. Costs 24 PP. OFFENSIVE
-(5) Minor Possession: You can cast this spell upon a character of the living to try and possess their mind to do your bidding for a short while. Roll 1 d20 score higher than target's level to be successful. If you are successful the evil spirits around will possess their mind causing them to do minor feats for you, for up to 3 minutes. They will not attack, or kill another character, give up property, nor will they do anything major against their Nature. Costs 24 PP. OFFENSIVE
-(5) Ravage Disease: Cast this upon another living character to infect them with the cursed disease. It causes them to become weakened and sick taking 3 d5 DE, and 1 DE for each turn that passes until a cure for sickness is used on them until end of battle. Roll 1 d20 score higher than target's level to be successful. Costs 24 PP. OFFENSIVE
-(5) Unholy Aura: A black aura of death surrounds the caster giving them a +5 to Hit Save for up to 3 turns. Cost 24 PP. DEFENSIVE
Level Six:
-(6) Dark Shroud: The Necromancer uses this spell to throw up a cloud of darkness causing their opponent to re-roll to hit for this attack. Costs 28 PP. DEFENSIVE
-(6) Ghost Viewing: Necromancers on this level will be able to see the ghosts around them at all times upon willing to do so. They will only be able to view the ghost's of mortals who once roamed Urth, and were Urthly born. They will still be unable to speak to them directly. CONSTANT
-(6) Poisonous Cloud: The Necromancer may summon a cloud of poisonous gas to surround them giving them some protection. Anyone that comes near and tries to attack them will suffer a -10 HR automatically, as well as suffering 4 Damage (if poison effects them). This will last 3 minutes. Costs 28 PP. DEFENSIVE
-(6 R) Raise Corpse: This can be used upon a character that has just died, (within 24 hours of their death) and has no life force left (no chance of resurrection) within themselves. It will bring them back to life as an Undead Zombie under the Necromancer's Mastership. The Zombie character will come back to life 1 level lower than they were when they died. They will use all of the Zombie Race rules listed under Evil Races. You will need a Dagger, Black Rose, Blood of the Living to perform this ritual. To begin the ritual take the body of the corpse outside under the night's sky. Hold your hands over the body and say "From the ground in which they lay, give them life, their soul they shall pay". Take the Black Rose and pull the petals from it scattering them over the body "Nekros, Rising, Undead Calling, demons, spirits, spawning and spawning". Take the dagger and cut yourself, or use the blood of the living that you have and pour it upon the corpses forehead, and then into it's mouth and say "Come forth into this darkened life, serve me well for my strife". Roll 1 d13, on the score of a 3, 5, 7, 9 you will be successful, you will have 5 attempts. If you score a 13 the Zombie will rise and will try to kill you as long as it remains living. Any other numbers will fail on attempt. Costs 28 PP. RITUAL
-(6 R) Scene of Death: You can take a corpse and view it's last few moments of life within a vision, to see how it died, and what was the cause of it's death. It will be like watching a re-run of it's death occurrence. Place your hands upon the corpse's head and close your eyes saying "Spirits of the Underworld, let me see the last minutes of death upon this being". Roll 1 d13 on the score of an even number you are successful. On the score of a 13 you will be rejected by some fowl demons, your soul tainting causing you to take a Faith Test to see if you become more evil and insane. Costs 28 PP. RITUAL
Level Seven:
-(7) Pain Cursing: Casting this powerful curse upon a character will cause them to feel as if they are lit on fire time they go to attack you. This pain within their body will cause them to suffer a -5 HR, and suffer 3 Damage (DEF will not work). Roll 1 d20 on the score of a 15+ the curse is successful. It will remain in play until removed properly by some means. Only one of this same curse can be upon the same target. Costs 34 PP. DEFENSIVE
-(7) Self-Despair: Casting this spell upon a target will throw them into a state of mind feeling lost, alone, and beaten. They will feel as if they failed what they wished to achieve most, and therefore will not fight efficiently. They will lose -10 HR, -10 HS, -1 Dmg, for the next 3 turns. Roll 1 d20 score higher than the target's level to beat their moral, and be successful. Costs 34 PP. OFFENSIVE
-(7 R) Skeletal Mount: This ritual can be used to bring back a Mount that has died, as an undead creature under your command. You will need a small amount of blood of the living from the same type of mount in which you wish to raise from the dead. Place your hands upon the fallen creature and whisper "Demons of Darkshore hear my call, raise this creature either big or small. Let the night's wind early breath flow into it's veins, raise this creature from the dark domain". Roll 1 d10 score a 3, 5, 7, 9 to be successful. If you score a 10 the creature will rise and try to kill you until it is killed. You will have 3 chances to succeed. Upon raising the mount it will come back to serve under your command. It will suffer a -3 Speed Rolls, -5 HS, but will gain a +2 DEF. It will be unaffected by sleep spells, poisons, or illness. It will slowly rot away it's skin becoming a skeletal form within 2 weeks of raising it. Cost 34 PP. DEFENSIVE
-(7) Master's Healing: You may use this spell upon a creature or character that you have raised from the dead. It will heal that target 3 d5 LP. Costs 34 PP. DEFENSIVE
-(7) View Undead: A Necromancer will be able to tell on sight if a character is undead. For example they would be able to pick a Vampire out of a crowd of people. CONSTANT
Level Eight:
-(8) Dark Sleep: This spell will put a character under a deep sleep as soon as it is cast successfully. Roll 1 d20, score above target's level to be successful. Target will fall asleep for 2 d5 minutes. They will awaken immediately if touched. Costs 42 PP. DEFENSIVE
-(8) Succubi Blast: Casting this beam of dark power into a target will drain the life and power from their veins, placing it into yourself. Roll to Hit with +10 HR. If successful it will deal 5 d6 DE, and will heal you the amount you roll in LP. Next roll 1 d30, that is how many PP target will be drained of, and how many you will gain back. Costs 45 PP. OFFENSIVE
-(8) Unholy Curse: This is a powerful curse of the darkest order. Upon using it successfully upon a living being, they will retain the effects of an undead creature until the curse is removed. This means the character will receive all penalties of an undead creature (afraid of sunlight, holy water, etc..), though they will gain the advantages of one as well (night vision, unaffected by poisons, etc..). It will remain in effect until it is properly removed. Roll 1 d20 score a 16+ to be successful. Costs 45 PP. OFFENSIVE
-(8) Wither Limb: This will cause a target's limb to grow old and useless until it is regenerated or again. This will deal 1 d20 to the body part, and until that damage is replaced the limb shall be useless. Roll 1 d20 score 15-18 for an arm, 19-20 for a leg or arm. Costs 45 PP. OFFENSIVE
-(8 R) Xenoglossia: This is the ritual of calling a Demon into a persons body, using their body as a host, while it speaks to you giving you the information in which you request to know of it. The Demon will be able to give you any information found within the host's body, and anything that it may know from past possessions. In order to perform this you need a host in which you will project the demon's voice from. The Host must be living, but rendered unconscious at this time. Place your hands upon the host's forehead and chant "Xenos...Glottis...Voices of a stranger's tongue, for your presence I have rung". Roll 1 d13 score a 3, 5, 7, or 9 to be successful. You have 4 chances to be successful. The Demon will come forth into the host's body and speak to you of what you wish to know. This will last for up to 5 minutes any longer will be dangerous to the host; causing the Demon to refuse to leave it's mortal body, or to steal away his/her mind and soul forever. Before the 5 minutes expires you will be able to unsummon the Demon at will. If the time expires you will have to roll 1 d13 scoring a 1, or 13 to cast them away which you can do until successful, but exceeding 5 times will cause the host to become soulless from the Demon's doing. After this ritual is performed the Host will have to take a faith test to see if it becomes more evil, and they will feel very weakened and drained. Costs 45 PP. RITUAL
Level Nine:
-(9) Absorb Light: This powerful spell is used to counter the effects of a spell that produces light. It does so by sucking it into a small abbyssal void that tears open and draws the light into it like a m. Roll 1 d12 score higher than the level of the spell that is producing the light to be successful. Costs 48 PP. EITHER
-(9) Command Zombie: Necromancers bind with the undying darkness, as they are suddenly able to take control over a creature of the undead mind. Use this upon another Zombie character to take control of their mind for up to 5 minutes time as long as another Zombie's Master is not near. Roll 1 d20 score above the Zombie's level to be successful. Costs 52 PP. EITHER
-(9) Deadly Air: Cast this in the area surrounding your target causing them too choke, and maybe even pass out. Only used upon character's that are considered 'living'. Roll 1 d8, on the score of a 2, 4, 6, 8 your opponent losses breath causing them to suffer 2 Damage each turn that passes in which it remain in effect. They will also have a -5 HR, -5 HS during this time. The number of turns equals what you rolled. Natural or Armor defenses will not prevent this damage. Costs 52 PP. OFFENSIVE
-(9) Demonic Protection: The invisible demons that haunt Urth will be cast in front of the Necromancer, causing them to take only 1/2 the normal amount of damage for this turn. Costs 52 PP. DEFENSIVE
-(9) Induce Lycanthropy: Casting this spell upon a character that is infected by Lycanthropy will cause that target to spring into their Lycanthropic Form, turning them into a Werewolf on the spot, regardless time of day. Roll 1 d20 score above target's Lycanthropic level to be successful. This will remain in effect for up to 10 minutes. Costs 48 PP. OFFENSIVE
Level Ten:
-(10) Control Lycanthropy: Casting this upon a being that is in Werewolf form will cause them to become non-violent towards you, wishing no harm upon you. They will re-target a new person, no longer wishing your blood. It will remain in effect for up to 20 minutes, or until you attack them. Costs 55 PP. DEFENSIVE
-(10) Dark Possession: Casting this dark spell will empower the caster with strength and rage while in battle, filling their mind with wickedness and body with the strength of a demon. They will receive a +5 Dmg to any hand to hand attacks they perform, as well as having a -3 DEF against all damage. This will last for 5 turns, at the end of the 5th turn they will suffer the loss of 10 Life Points, and will be weakened to 1/2 HS for this next turn. Costs 55 PP. OFFENSIVE
-(10 R) Ageless Eternity: This spell will cause the Necromancer to take on the appearance of an age of their choice. Their insides as well as outsides will grow to the age that the Necromancer wills. This can cause many mortal Necromancers to live even hundreds of years beyond their normal amount of time. For this reason many times when a Necromancer is killed their body will suddenly grow withered before your eyes, turning into ancient dust as the magic wears off. Stand within a circle of living blood and fire as you chant "Ageless Immortals Hear My Call, Give me Life Beyond All". Roll 1 d13 score a 3, 5, 7, or 9 to be successful, your age will shift to your desired wish in appearance. You may only cast this spell once a month, and have 3 tries to be successful. Costs 58 PP. RITUAL
-(10 R) Summon Revenant Spirit: Performing this dark ritual will call forth the spirit of one that was murdered by another, allowing their spirit to come forth and seek a small amount of revenge upon their killer. It is a dangerous ritual, since sometimes the spirit thinks of the Necromancer as their killer rather than the actual person responsible. You will need to stand over the grave, or body of the one you are trying to call forth while you say these words "Revenge is sweet, Your murder so unjust, come forth undead spirits, raising chaotic fuss". Roll 1 d10, score a 3, 5, 7, or 9 to be successful. The revenant spirit will come forth in a violent rage of revenge upon their killer. They will be able to haunt their killer for up to 24 hours, but will not be able to physically touch them. They can be seen or invisible to their killer at will. If you score a 1 on the roll the spirit will come back thinking you are their killer, haunting you for up to 24 hours after. This ritual can only be performed once upon the same target ever. You will have 3 chances to perform this successfully. Costs 58 PP. RITUAL
-(10) Weakening Sickness: Cast this upon a target character to infect them with an unnatural sickness. This sickness causes them to grow weak losing a -5 to Hit Roll, and -3 to Hit Save until it is cured. It will ravage their body dealing 10 Damage automatically upon being infected, with no armor or natural defense saves. Roll to Hit with +20 HR. Costs 58 PP. OFFENSIVE
Level Eleven:
-(11) Banshee Cry: A Banshee's cry is a sign of doom to those who hear it, or so the legends go. Use this upon a character that is within 20 Life Points of dying to help seal their fate. It will give you +20 HR for the next 5 turns. If your opponent does not die within these 5 turns, the spirits will grow angry with you, and your opponent will gain +20 HR to their next 5 turns. Roll 1 d12 score a 6+ to be successful. Costs 60 PP. OFFENSIVE
-(11) CastAway Undead: You can use this spell upon an undead being to try and repel them away from your presence. This is very useful against spells that have gone bad, causing the corpse wishing your own death instead of it's original purpose. Roll 1 d20 score higher than an undead character's level to repel them away from you. A shallow white mist will form about you. Undead will not be able to come near you within the next 10 minutes time. Costs 62 PP. DEFENSIVE
-(11) Cursed Winds of Decay: The Necromancer shoots forth a burst of cursed winds towards a target causing all of their weapons to break on a 5 or lower when attacking, and their shields to crack on a 95+ when defending. Will last up to 5 turns. Costs 65 PP. OFFENSIVE
-(11) Dark Restraints: This spell is cast mostly for use in rituals when it is required to hold a host still. It is also a great spell to use upon those you are holding captive. Dark Binds of energy will wrap around your target's wrists and ankles rendering them immobile. These can only be used upon someone who is already subdued, unconscious, dead, or willing giving into captivity. These dark binds of energy will form and will last up to 20 minutes effective upon the target, the binds have 50 LP each which can be destroyed (4 total) for the target to break free, or for someone to free them from them. Costs 65 PP. Not used in combat.
-(11) Regenerate Body Part: Cast this to regenerate a character's lost limb. It also heals up to 1 d15 LP inflicted by the wound. Roll 1 d20, on the score of a 10 or higher it is successful. Costs 60 PP. DEFENSIVE
Level Twelve: -(12) Demon Calling: This most powerful Necronomic spell rips open a rift allowing a lesser Demon from the Outer dimensions of Urth to appear before the caster in their service to do battle with an opponent. This spell can be very dangerous, the Demon sometimes coming after the Necromancer instead. Roll 1 d20 on the score of a 10+ you are successful it will aid you until either your opponent or it dies, except for on the score of a 13 where the Demon will come after you instead, fighting until either of you are dead. Stats of the lesser Demon: | AD: 1 d12 DE | HS: 66+ | LP: 90 | While the Demon remains in play you may not cast OFFENSIVE spells. The Demon will remain on your side until it is destroyed or until your opponent is destroyed, but it can not be healed of any damage, or regenerated in any way. Costs 72 PP. OFFENSIVE
-(12 R) Final Revenir: Using this ritual upon the corpse of someone who was killed or murdered by another person will cause their corpse to rise from the dead in order to seek a final revenge upon their killer, before dying once and for all. Place the body of the dead within a circle of blood, and paint their flesh with the blood covering them fully. Light a circle of fire just outside the ring of blood, as you stand within over the body. Raise your hands over the body and chant "Dark spirits of revenge, hark unto my calling, give this body it's revenant spirit, a final justice to the damned". Roll 1 d13, if you score a 3, 5, 7, 9 the corpse will come back to life with all of their stats from before, but now they will be undead and their mind set on nothing more than destroying the one who killed them. They will stop at nothing to do so, their body will look as it was left within it's grave, not usually a pretty sight. The Revenired will not be able to Heal, or Regenerate in any way, once they die they will remain dead forever more. They will live until destroyed, or until they kill the one they seek revenge upon for their death. If you score a 13 on your roll, you will be their target to destroy. You have 3 chances to cast this successfully. It may only be used once upon the same target, within that target's entire existence. Once this spell is used the Revenired will lose their soul for eternity, with no further chances of any type of resurrection. Costs 72 PP. RITUAL
-(12) The Darkness: Casting this spell will cause and area to become completely black, though the Necromancer will be able to see as normal. All undead creatures, and the Necromancers, within this area shall receive a +5 HR, +5 HS, +2 DEF for the next 5 minutes. The effects will only work on Targets once per day, however it may be cast more than once per day. Costs 72 PP. DEFENSIVE
-(12) Turn Away Spirit: You can use this upon a spiritual being that you have summoned that has gone wrong and now wishes to harm you. You can also use this against other spiritual beings that you did not personally summon, but wish harm upon you. R