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The Deadbeats: Ladies and gentlemen the deadbeats are a ghostly trio that follows A around providing theme and background music, better then an ipod but 8 times more inconvenient as they tend to sing loudly and change their tune based on the situation A is in even if A doesn't want them to. This means that in some occasions they can give A a bit of forewarning when they change their tune into their danger mix or they can totally out him when he is trying to stare covertly at a girl and they switch to power love ballads or other embarrassing things.
> At paige, A will only be able to summon a single Ghostly apparition at a time, who must remain within a 20 foot radius of the caster. > This ghost will be made out of necromantic energy which can be destroyed by magical attacks of “tin” rating, scaling to iron by mage. Current toughness: Tin > At mage, A may control two of these ghosts at a time. (can pitch for three as a mage slot, along with other upgrades. ) >Although these ghosts cannot attack, they can scan the area around them (five foot radius around the ghost itself, increases to eight at mage) for living beings or uses of magic. They will only notice creatures and magic that is not hidden behind a counter-sensory spell or deception of paige ranking or above, scaling to mage and capping. > This will cause them to change their tune and alert the caster of trouble, but not the rank or tree of magic detected (unless the spell dictates this, such as show of force) >Note that their singing literally consists only of vocal singing, they can’t just open their mouths and sing like IPODS. (Yet, Must upgrade) |
Deadmen DO tell Tales: This spell allows A to skim and learn things from the dead even if they do not want to tell him. At such a low rank this spell only applies to dead mages of his rank or less (Scaling) or any non mage as they have no defense against him.
> A may come across a corpse that has been dead for no longer than an hour, and attempt to converse with the last soul which resided within. > This spell will only work on mages of paige ranking and below, or NPC non magic characters which have no guard against their spirit. >If this is successful, you may ask the spirit one question which they must answer honestly to you. >At mage, this will increase to three questions, where it will cap. >The spirit can only offer information on what it knew when it was alive. > If the P.C is not available to answer your questions, only questions that have already been establisehd can be “DM’D” for that character. Any personal questions which only the rper would know must only be answered by them. |
Entropy: This spell Drains the life force out of anything within 1-3 feet or in direct contact with A. The indirect draining of life-force is slow at the moment (Scales with rank making the drain faster the higher the rank so scaling). But if Entropy is used when A is in direct contact with someone the energy drain is substantially faster. The energy gained from this entropy is then used to stimulate A's own healing via A absorbing said life energy he took from the victim into himself. At such a low rank it can only cure small cuts, bruises and burns but improves with the increase in rank. (Scaling). (Note the larger the object the longer it will take for it to wither and die from the life being drained. Smaller items like grass insects etc while drained instantly don't provide much energy to use for healing. ) >A may cast a version of soulfire which causes no physical damage, instead attacking the body's energies completely. > It may be fired from a point of origin (hand/medium) as a beam the width of the casters wrist, up to a maximum distance of three feet away. > This beam may pass through magical barriers of its rank or below, scaling to mage where it caps. > If it touches a person's physical body, they will slowly feel their energy being drained. This drain will only occur while the beam is in contact with them, and at paige would take at least five minutes to make a person drowsy. > Via direct contact with the being however will severely reduce the time, allowing the caster to put mages of his rank or lower (scaling and capping at mage) to sleep after a full minute of physical touch. > The energy A gains from this spell will not be able to cause much healing, even at a higher rank. Necromancy simply does not work in this fashion on its own. >However, as it stands, you may use the energy to fix minor cuts and bruises, and regenerate bodily stamina (not mana). >The extent of this healing is dependant on the time it remains in contact with an enemy. Upgrade: Siphon: This spell functions a upgrade to Entropy. But instead of draining energy for healing it instead drains Mana from anyone or anything in direct contact with or within 1-3 feet of A. Like with Entropy the Mana drain without contact is slow taking quite awhile and the direct contract drain is much faster. And while this mana can be drained A can not use this mana to replenish his mana pool or do anything else. >This spell can take the form of a beam or aura around A or his summons. → 2 slot version. This spell may pass through magical barriers of its rank or below, scaling to mage where it caps. → It may pass through barriers of a rank below, not OF your rank (for now). This is simply because of the amount of energy lost transitioning through the magical cover of equal strength. If it passes through magical properties at least one rank below (scales to EM) it will still act as if it was a direct hit from a beam. > The aura version creates an area of effect drain of 5 feet> → The aura version will remain hardcapped at 5 feet until upgrade. If it touches a person's physical body, they will slowly feel their energy being drained. This drain will only occur while the beam is in contact with them, and at mage would take at least 3 minutes to drain the mana enough to drain a mage. → You mention energy being drained, so I suggest you consider this an Upgrade to Entropy. That will cut the cost of this spell to keep it at least 1-2 slots, and would just add the mana drain on top of it. Three minutes of contact with the beam will drain a mage of your rank or below, not ENTIRELY of their mana, but enough so that combined with the stamina loss they will lose consciousness. Please be aware that the amount you drain from a being is very near the cost it takes you to keep this spell active, so this can only truly be done to one person per tank, even with direct contact. This way, draining them of both stamina and mana renders them incapacitated without making YOU YOURSELF lose ALL of your juice as well. This can be done on higher ranked enemies, but it will not incapacitate them. If you feel the need to drain their mana a little, though, it will still work at a reduced level. > Via direct contact with the being however will severely reduce the time, allowing the caster to put mages of his rank or lower (scaling and capping at expert mage) to sleep after about 30 seconds. → This is also approved, but remember what I said above about it not being able to knock out higher ranked opponents, and about how much of a toll it takes on your OWN mana pool as well. → Approved for EITHER 1 or 2 slots (50 or 100 points) |
Possession: This spell allows A to push his mind and magic out of his body and take over the body of one of his summons or any dead creature his rank or below. >When a summon is possessed this summon acts as A's body. If the summon is destroyed the possession ends and A's mind soul and magic are sent back to his body. >When A is using his possession ability his body is totally vulnerable being a empty shell and unable to move and defend himself or do anything else. >
→ You may use this ability on any of your active summons that have been created PRIOR to use. They must remain within 30 feet of your body. → As for corpses, you may use it on non magical creature corpses, or corpses of animals or humans of at least your rank or below. You do not gain any of their abilities while using the creatures body. You must also make direct contact with the alien corpse before casting this spell. → You may use your abilities while in this form, but any racials from either yourself OR the necro summon will not translate (this might not matter now, but even at pract you will not carry your racials over when casting) → As stated, your body is an empty defenseless shell. If heavy damage occurs, your connection with the summon will cease. → If the summon you are controlling is destroyed, you will return to your body with much of your mana severed. Being forcefully ejected from a host (killed while in that form) without preparing will render you with exactly 1/4th of your total mana before death. Your character will also be heavily mentally strained. If you wish to stop channeling through a summon, you must concentrate on breaking the chain; this will take about 5 seconds to do, so if you can manage it before death, you will escape the penalties. → This is approved for 1 slot or 50 points. |
Kamikazeees: These are a unique type of un-dead summon that instead of having various unique functions is streamlined for power and speed. The effect of this is that the Kamikazeee summon is faster and stronger then a normal summon of its type. This means their speed is at x3 that of a normal human. And as an added dangerous side effect when a Kamikazeee is destroyed it explodes creating a area of effect explosion of 5-8 feet. > At this rank only 2 Kamikazeees may be summoned at a time scaling to 4 Kamikazees at Expert mage. Range limit 35 feet scaling to 50 feet at Expert Mage >Kamikazee's durability is one less then then the normal durability for the Mage rank scaling to Expert mage.
→ Please describe the creature more. How tall, what do they look like etc. This needs to be established within the spell to some degree before approval. → x3 speed is approved, They’re fast movers, but they die easy and are not very strong. → Explosion radius after being destroyed (or manually detonated) is 5 feet at mage, scaling to 8 at EM. You may summon 2 at mage, increasing to 3 at adept and 4 at EM. → Range is 30 feet at mage, scaling to 50 at EM. → Durability of summons is Aluminum at mage, scaling to steel at EM. → Purchased |
Promotion: This spell allows A to upgrade one of his summons to a commander rank, This promotion allows the summon to have accesses to the previous life's memories and personalities which allows the unit to gain a aura of command or change the type of the summon created. When a summon is promoted to a commander rank the area limitation is reassigned to that of the un-dead commander unit. This means that any summon tied to that commander unit must remain within its set limited area of the commander. > While this frees up summons to move beyond their set area of limitation when assigned a commander unit the commander unit itself must remain within A's are of influence or the area of influence of his possessed summon or corpse. >It should be noted that this promotion also makes the unit promoted far more capable and powerful increasing its base strength speed senses etc depending on the unit promoted. → You may designate ONE of your active summons at any given time to become a “commander” → This does not change their appearance OR their abilities. It DOES however, increase their speed and strength one multipler extra to what they already are. (ex: if x2 speed, they get x3). → In addition, this creature has a bit more intelligence when moving, but still is required to be controlled by A himself. → This commander has a range of 50 feet scaling to 70 by EM. It may take TWO additional summons with it, causing the lesser summons tether to become the commander instead of you. → Commanders may only remain for up to 5 post rotations before the spell requires to be reapplied. You can only keep this active for about 10-15 posts before running out of gas. → Additionally, I see what you mean about promotion now as for how the “changing works”. If you pitch summons to have extra things when they get promoted, that will work fine. To compensate for not understanding earlier, I’ll have it so whichever of the skeletons you give “promotion” to, they gain the extra strength and speed covered by the original spell, but they also become twice as tall as a regular human if you desire. →Purchased |
Soldier mode: These Skeletons are produced covered in a set of bone looking plate armor with a large bone blade and tower shield. ( The blade can cut through materials of the toughness rank of Mage scaling to expert mage while the shield can defend against the same). These Soldier skeletons are also faster stronger (Strength and Speed x2) and can go further away from A (30 feet scaling to 50 feet at expert mage) then the other model.
→ Drop the number to 2 at Mage, increase it to 3 at EM. → Their sword and shields are Iron toughness scaling to Cobalt at EM. This is also the strength of their bones. Destroying any part of the skeleton will cause it to stop working. |
>Archer mode: These Skeletons are weaker then the solider model and are tied to the 30 feet distance limitation of A. In trade though these Skeletons receive Bone crossbows that can fire a bolt anywhere from 50-65 feet of wherever the Archer skeletons are. These bolts can then pierce through any materials of mage durability scaling to expert mage. But, unlike the soldier model of these skeletons the archer versions are weaker having the durabity of one less then whatever their current rank is.
→ The Archers are Aluminum toughness scaling to Steel at EM. → They can fire crossbows up to 40 feet away, scaling to 60 feet at EM → Their bolts are Iron toughness, scaling to cobalt at EM → They remain at x1 strength and speed. → However, they must remain within 20 feet of you, scaling to 35 at EM |
( Mage scaling to Expert Mage.) > At this rank A can only have one Skelly Squad active at a time . > The Skelly Squad can be made of whatever type of units A desires at the moment. Be it 3 soldiers, 3 archers, or etc so long as their are 3 and their types are clearly stated. The make up of the squad can be changed via promotion.
→ You may decide what each of the maximum of three skeletons are of those two choices, yes.
→ Additionally, I see what you mean about promotion now as for how the “changing works”. If you pitch summons to have extra things when they get promoted, that will work fine. To compensate for not understanding earlier, I’ll have it so whichever of the skeletons you give “promotion” to, they gain the extra strength and speed covered by the original spell, but they also become twice as tall as a regular human if you desire.
→ Purchased
→ You may decide what each of the maximum of three skeletons are of those two choices, yes.
→ Additionally, I see what you mean about promotion now as for how the “changing works”. If you pitch summons to have extra things when they get promoted, that will work fine. To compensate for not understanding earlier, I’ll have it so whichever of the skeletons you give “promotion” to, they gain the extra strength and speed covered by the original spell, but they also become twice as tall as a regular human if you desire.
→ Purchased
The Hounds: This spell summons up four bear sized hunting hounds that A uses to track down other mages. This Pack of hounds is composed of 3 regular hounds and one Alpha Hound. These hounds are graced with senses beyond that of normal. > Senses: The Hounds can see more acutely allowing them to see in the thermal spectrum allowing them to hunt mages cloaked by this way. The hounds can also SMELL magic and track it back to its source. For example if a magic spell is cast when the hounds are summoned the hounds will lock onto the unique smell of that magic and track it back to the mage who cast that spell. The Hounds can also accomplish this feat if they arrive on the scene after the spell has been cast and the mage left provided they arrive within 1-2 turns of the casting. >Physical: These Hounds are HUGE about the size of bears and built highly durable. This means that the hounds are 3x Faster and Stronger then a normal human. They are also highly durable able to take a beating and keep going. The Alpha Hound though is beyond even these hounds gaining a X4 to its strength and speed. -Any normal hound via Promotion can be come an Alpha hound (Only 1 alpha hound per pack) -if the Alpha hound is destroyed the pack will go berserk and attack anything nearby til a new Alpha is promoted -at this rank only 1 pack may be summoned at a time. >Range: These Summons can only move within 50 feet of A (Scaling to 70 feet? at high mage) > Special Features: Decay: These hounds claws and teeth are coated in a highly rotting chemical that lingers in whatever the hounds are attacking eating away at them long after the hounds are destroyed unless they receive help from a faith mage( Or other healing that cleanses the wound.) (Unapproved) |
Dank: This little beauty is an undead reanimated baby Tyrannosaurus Rex. This summon stands about 15 feet tall and is often used as A's personal mount and fortress against incoming attacks. While Big and super tough this summon is not conventionally fast. Instead its long legs and stride allow it to cover more distance then normal making it seem faster then it actually is.
>Physical Features: Dank has a strength of x4 but also has additional weight behind his strikes and body. ( Looking for input on what i should do with this. He is x4 strong but weights a ton and i dunno if that should have a effect or if it does how much.) And his body is super durable matching the toughness scale but due to its weight and mass it can take multiple heavy duty hits. > Range: This summon can only move around within 50 feet from the target scaling to 70 at high mage. >Special Features: Death Breath: This special ability allows Dank to exhale a super hot and destructive breath of soulfire that eats away at anything its breathed across and will continue to eat away at it until the fire is extinguished or 3 turns pass. Dank Body: This special effect is provided by Dank's decomposing body releasing a mix of gasses that will render anyone (Within 10 -15 feet of Dank with a high stoned effect that will after prolonged exposure render those in the area stoned off their ass. -This spell takes 3 turns to cast and have Dank fully appear. |