You are here: Home

Seventh Kingdom IGE

Sorcerer Necromancy Spell List

E-mail Print PDF
Article Index
Sorcerer Necromancy Spell List
Necromancy Basic Spells
Necromancy Complex Spells
Necromancy Erudite Spells
All Pages

Necromancers (sometimes called Death Mages) derive their deadly powers from the Tome of Ordeals, an artifact possessed of energies strong enough to control flesh, spirit and even death itself. Likewise, the art of Necromancy is characterized by spells that manipulate the physical body and control the spirits of the living and dead.

Some Necromancy spells utilize the power of the Tome in a beneficial manner: healing wounds, sensing life in an area and even protecting others from the attacks of the Undead. More common however, are Necromancy spells that inflict suffering, paralysis and horror upon its victims. Even the spells that are not meant for combat are possessed of brutal methods, such as ripping information out of the spirits of the dead or forcibly returning a person's soul back into their body.

And then there are the Necrotic Grafts: powerful spells that allow a Necromancer to bind the essence of an Undead creature to a living person in order to grant new abilities and defenses to the target. Even though such spells are horrific to fathom, few can deny the usefulness of possessing a Ghoul's stealth, a Wight's musculature or a Vampire's charm. Naturally, Grafts are perilous to place and to use, anyone under the influence of a Graft is constantly being pressured by the bound monstrosity within them to horrible atrocities.

And woe betide those who are unfortunate enough to be alive and present when an Eldritch minion breaks loose from his controller's leash.

NECROMANCY RITUALS

If a spell in this list requires a ritual, you may use the suggestions listed below. 

The rituals of Necromantic spells tend to involve the grave, the shadow of death and the silence of the tomb. Necromancers who perform rituals by their lonesome usually meditate with their tome, either focusing their energies upon it or simply reading its contents.

Rituals that don't require a place of power (such as Annie's Inn) are usually done in areas that are rife with death's touch: graveyards, battlefields and holy places to Death Gods. Necromancers with Minions often convene in such places to hold council and perform ceremonies because they are rarely frequented by commonfolk and because the deathly whispers of the dead are a familiar sound to any Death Mage.

 Rituals that involve multiple participants are somber, funeral-like affairs. Ceremonial orations are given either in the demeanor of a eulogy or a dirge-like funeral chant. Movement is not often found in these Rituals and sometimes, a sacrifice is made; this can be as simple as a small amount of blood, as painful as an entire limb or as drastic as a captured creature's life; depending on the Necromancer holding the ritual.

Short Incantation (Most Spells use this):"By the Tome, I conjure a..."

Long Incantation (Erudite and Ritual spells use this): "Through the Ordeal of the Tome, I conjure a..." 

SPELL SUMMARIES

 

Basic Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.

Word of Pain: conjures soul-rending agony unto a distant target.

Word of Grim Reaping: conjures energies that are deadly to undead creatures and hurls them at a distant target.

Oath of Grim Strength: infuses your form and weaponry with the strength of the grave, allowing you to perform a powerful melee strike.

Word of Palsy: paralyzes a distant target from the waist down, preventing it from moving for its position.

Oath of the Grim Facade: places a Glyph upon you that suppresses and preserves your life energies when you are struck down, enabling you to get back up when the time for safety arrives.

Word of Flesh Mending: mercilessly mends a creature's body to its correct form, restoring some HP albeit, with some agony to the patient.

Word of Grim Mending: restores the HP of two of your Eldritch Minions at the same time.

Inquisition of the Dead: forcibly gather information from a dying, dead or undead creature.

Inquisition of Life and Death: unerringly determines whether a character is undead or possessed by the undead. Alternatively, this spell allows you to sense the presence of invisible creatures and pinpoint their location.

Oath of Grim Counsel: ply the realms of the dead for specific bits of knowledge or for the ability to decipher foreign languages.  

 

Complex Spells: can be learned from Player Characters or Non-player Characters who possess the Teach skill.

Word of Grim Binding: Shackles a creature in place, preventing it from moving but also protecting it from all damage.

Word of Desolation: conjures despair and hopelessness unto a distant target, destroying SP (Spirit Points) or preventing them from using Feats or Spells for a short duration.

Oath of the Grim Form: infuses your form with deathly energies and sends fear into the hearts of those you strike.

Oath of the Grim Shield: places a Glyph upon you that can protect you from the attacks of any Undead creature.

Oath of the Fleshless Form: temporarily turns you into an intangible spirit, making you incredibly difficult to damage. This only lasts for a short duration.  

Word of Blood Mending: cures a lesser disease or a basic poison from a target's bloodstream. With the right components, greater maladies can also be cured.

Word of Soul Mending: bring a dead character back to life or revive a creature at death's door. Alternatively, this spell can also remove Mortal effects and lesser curses. With the correct components, greater and anathemic curses can also be cured.

Memory of the Forsaken: places a Glyph upon an area that imbues it with psychic emanations of despair and hopelessness. At your command, you can utilize these energies against intruders to rob them of their spiritual energy or to prevent them from using any Feats or Spells.

 

Erudite Spells: can be learned from select Non-player Characters only.

Graft of the Soulless: places a Glyph on a target that infuses their soul with the power of a Soulless Undead; the target can use the Soulless' mindless persistence and is possessed by the Undead creature when they are dying.

Graft of the Ghoul: places a Glyph on a target that infuses their soul with the power of a Ghoul; the target can use the Ghoul's cunning savagery and is possessed by the Ghoul when he is dying.

Graft of the Wight: places a Glyph on a target that infuses their soul with the power of a Wight; the target can use the Wight's undying hatred and is possessed by the Wight when he is dying.  

Graft of the Vampire: places a Glyph on a target that infuses their soul with the power of a Vampire; the target can use the Vampire's fell charm and blood-thirst to his advantage. However, he is possessed by the Vampire when he is dying. 

Graft of the Wraith: places a Glyph on a target that infuses their soul with the power of a Wraith; the target can use the Wraith's spectral might to his advantage. However, he is possessed by the Wraith when he is dying. 

 



Last Updated ( Friday, 13 April 2012 03:48 )  

What is an IGE?

IGE stands for "Interactive Game Experience," but what does that mean?  Find out here.

What is the Seventh Kingdom?

The Seventh Kingdom is a world of intrigue and danger. Help shape the story to come.

Seventh Kingdom Gallery

See the  Seventh Kingdom IGE game come to life!  Check out our Picture Gallery.

Seventh Kingdom Forums

Keep the game going between events.  Join the Seventh Kingdom Forums.