Negative (magic)

From Valwiki

Jump to: navigation, search

(OOC: Infernal magic turned Arcane magic has now become Negative magic. This is not an OOC term, and wizards may refer to Shadow and Necromancy on the whole as "Negative" magic in-character, which was not the case for the term "Infernal".)

These magics, classified as "Negative", originate from the realm of the Everdark.


Contents

Necromancy

Note: If duration is not stated assume one turn.

Note: Necromancers are not meant to be a match for most mages in combat. Advanced Necromancers would probably manage by making use of sub pools

Phantom Grasp

[NEGATIVE- Necromancy: Potency I]

Duration: N/A

Cooldown: 1 Turn

Range: Melee

Target: A corpse

Effect: The mage taps into dead creatures to converse with them and steal information from remaining energies (If a spy is killed in duty, it could be used to gather some information from him)


Rank II: The necromancer becomes better at grasping for useful information, and can search for specific pieces. (Success may be determined with a dice roll).


Halt Wounds/Hasten Wounds

[NEGATIVE- Necromancy: Potency II, Offensive/Defensive]

Duration: N/A

Cooldown: 2 Turns

Range: Melee

Target: A foe/An ally

Effect: The necromancer can coax a wound to either stop bleeding, or to bleed faster. Even a minor wound can become very serious when the wound is hastened. Both spells must be performed at touch range, and to hasten a wound, a scab from the Necromancer’s own body is required. Halted wounds must still be given first aid with conventional methods.


Rank II: The spell can now be used at close range, no touching required so long as the necromancer is aware of the location of the wound.


Animate

[NEGATIVE- Necromancy: Potency II]

Duration: N/A

Cooldown: 3 Turns

Range: Melee

Target: A corpse

Effect: The necromancer taps into the energies of Everdark, and uses this empty soulstuff, can imbue corpses with life. Necromancers are limited to creatures of less than humanoid size, and can only raise mindless undead. Also, the necromancer can only animate one creature at a time.


De-animation

[NEGATIVE- Necromancy: Potency II, Offensive]

Duration: 3 Turns

Cooldown: 2 Turns

Range: Melee

Target: A raised undead

Effect: The necromancer starts a incantation while focusing on a undead. They extend their arm out toward the animation while a violet mist starts to form in the palm of their hand. After the incantation is complete the mist compacts and forms into a beam shooting at the animated corpse. If the beam makes contact it starts to disrupt the bond of the everdark soulstuff, taking three turns to tear away the bond and unanimate the corpse. During those two turns the undead is slowed, only able to move a good distance or a short one to attack each turn.

Shadow

Manipulate Shadow

[NEGATIVE- Manipulation: Potency II, Shadow: Potency I, Defensive]

Duration: 2 Turns

Cooldown: 2 Turns

Range: 10 Feet

Target: A shadow

Effect: The caster may create or manipulate a shadow into the form of a dark cloud, approximately five feet in diameter. He or she may move it freely as you wish, engulf an opponent in it, or cover yourself in it. This cannot be used to attack as it has no physical properties, though it may slow objects that are thrown through it, and may also slow spells or projectiles used against the caster by 50%. Opponents with Darkvision will be able to see through the cloud, but will still be affected by it's slowing properties. Opponents without Darkvision are not blinded, but might have their vision hindered depending on the circumstances of the encounter.


Shadowmeld

[NEGATIVE- Manipulation: Potency I, Shadow: Potency III]

Duration: 3 Turns

Cooldown: 2 Turns

Range: 10 Feet

Target: A shadow

Prerequisites: Manipulate Shadow

Effect: The caster can combine two shadows. The objects attached to the shadows will not be able to move away from this binding and thus will have to stay at shadow's length from that object. Similar to a dog on a leash, the shadowmelded victim is able to move around the object they're bound to - or carry it with them IF it's small or light enough - but are otherwise unable to get away from it. The maximum length of the combined shadows is the height of the person plus the height of the other person or object. For instance, if someone is 6 feet tall and shadowmelded to a 10-foot shed, they can move up to 16 feet away from the shed.


Shadow Puppet

[NEGATIVE- Manipulation: Potency II, Shadow: Potency I]

Duration: As long as the caster can concentrate

Cooldown: 1 Turn

Range: 20 Feet

Target: A shadow

Prerequisites: Manipulate Shadow

Effect: The caster concentrates on any shadow and may manipulate it into whatever form they would like, but it will only spread as 2d across a surface of greater size. For example, they may take the shadow of themselves, or perhaps a nearby building, and shape it into a monster. It can be altered to look like it’s moving, but it won’t make noise, and won’t cause any harm. For all shadows smaller than 20 feet, the puppet cannot exceed 20 feet For all shadows taller than 20 feet, the puppet cannot exceed 30 feet.


Rank II: The caster may now move their voice through the shadow, making it seem as though the puppet is speaking, but the puppet’s voice will be the same as the caster’s.

Minor Curse-break

[NEGATIVE- Manipulation: Potency I, Shadow: Potency II, Defensive]

Duration: N/A

Cooldown: 5 Turns

Range: 20 Feet

Target: A shadow

Prerequisites: Manipulate Shadow

Effect: The caster channels the draining power of shadow through a selected object or person, absorbing and destroying any minor curse or mana illness that may reside within. This will only work on very minor curses and charms, though it can cure any mana illness inflicted upon a person, unless the illness is proven incurable (by an RPA). If the person is not willing to be cleansed, it will not work.

Personal tools