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Death Knight

The Death Knight

Riding in with an aura of terror, this undead warrior is a master of armed combat and the dark art of necromancy. Diving into the heat of battle with no need to fear death as that is something this warrior welcomed into their heart long ago.

Commencement Package

One Spell from the class spell list.
+5 Scroll Writing, +4 Intimidate, +3 Willpower, +2 Mettle, -5 Persuade, -6 Charm

Level 1

2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Scroll Writing
+1 Sense Magic
+1 Intimidate

Level 2

1 Free Stat point
2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Lifting
+1 Sense Intent
+1 Wrestle

Level 3

2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Mettle
+1 Seal Tampering
+1 Investigate

Level 4

1 Free Stat point
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Scroll Writing
+1 Sense Magic
+1 Intimidate

Level 5

2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Lifting
+1 Sense Intent
+1 Wrestle

Level 6

1 Free Stat point
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Mettle
+1 Seal Tampering
+1 Investigate

Level 7

2 Feats
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Scroll Writing
+1 Sense Magic
+1 Intimidate

Level 8

1 Free Stat point
2 Feats
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Lifting
+1 Sense Intent
+1 Wrestle

Level 9

1 Master Feat
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Mettle
+1 Seal Tampering
+1 Investigate

Spell List

Belligerent Phylactery

Black Ritual

Element: Necrotic

Mechanics:  The Caster has their soul bound into a weapon. The caster becomes undead. If the caster dies and is not revived, then 8 hours later the caster reforms next to the weapon and grabs it, reuniting once more with the land of the living… sorta. If the weapon is destroyed the caster dies and their soul begins to depart to the hall of souls. If the weapon is more than 100 feet away from the caster, then the caster dies and takes 8 hours to reform near the weapon.

Cost: a host item. Level 1 black magus chalk

Cast time: 10 minutes

Rites: the caster cuts themselves and writes a rune symbol on the item and over their heart or on their head. The marks are made with their blood. Then they make a circular magics symbol all the way around them using the black Magus chalk. Then the Caster kills themselves with the item. The Caster’s soul leaves their body through the mark on them and enters the item through the mark on it. The marks on both become a permanent stain. Once the soul is in the weapon, a pulse of dark magic comes from it and into the body animating it. The caster then pulls the weapon from their body and wields it.

Notes: A variation of the ritual can be cast again to change the body or item. (Cost level 1 black magus chalk and 10 minutes )


Darkening

Level 4 Black, Brown Spell (8)

Element: Necrotic, Ability

Mechanics: Within, the caster is immune to Shadow damage, heals a d2mp a round, ¼  chance to block physical attacks with an attack of your own.(Tags: imu, Er, Mp,  A, C, Bd)

Cost:12mp, 1PPU

Cast time: 1AA,1MA

Modality:the caster closes their eyes and bows their head. Then they lift their head and open their eyes. As quickly as their head rises their apparel turns black and is imbued with magic.

Notes: The caster may spend 2BA to reduce this spell's cost by 9mp if the caster is in direct darkness. (even when the spell ends the caster’s apparel remains dyed black.)


Asphyxiation

Level 6 Black, Purple Spell (10)

Element: Necrotic, Silence

Mechanics: 6 space range, Silence and Doom potency 18 vs Mettle/Toughness.

Cost:18mp

Cast time: 1AA,1MA

Modality: The caster waves their hand at the target, slowly the target begins to realize they can’t breathe. Panic sets in and eventually death unless they clear the check or kill the caster.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the target is a lower level than the caster. (This spell does not work on units that don’t need to breathe.)


Cannibalize Parts

Level 3 black white spell (6)

Element: Holy, Necrotic

Mechanics: D12 heal, 6 space range, interrupt.

Cost: 9mp

Cast time: 1AA

Modality: The caster rakes life energy from the cells of the selected appendage into the target’s soul with an added amount of their own energy.

Notes: if cast on the caster's turn, reduce this spell's cost by 9mp and add 3 range.


Death Rake

Level 3 black white spell (3)

Element: Holy, Necrotic

Mechanics: The target adds a D12 Necrotic damage to their next attack, but gains a wound upon delivering said attack, the target has 6 black tower counters on them until this spell resolves.

Cost: 9mp

Cast time: Addition Spell

Modality: The caster rakes life energy from the cells of the selected appendage into the target’s attack adding ferocious necrotic energy to it.

Notes: The caster may spend 2BA to reduce this spell’s cost by 3mp and add “the target doesn’t wound themself if their damage wounds the what they are attacking.”


Phantom Choke

Level 7 black, Purple spell (11)

Element: Necrotic, Gravity

Mechanics: 6 space range, Doom and daze potency 18 vs strength/lifting, upon clearing the potency the target is knocked down and loses 1MA and 2BA for the round.

Cost: 24mp

Cast time: 1AA, 1MA

Modality:

Notes: The caster may spend 2BA to reduce this spell's cost by 9mp if the caster's strength mod is higher than the targets.


Harrowing Strike

Level 4 Black Spell (5)

Element: Shadow

Mechanics: adds d6 shadow damage to your attack, (reduces targets agility mod by 3 with a 10 potency vs bravery/personality)

Cost:12mp

Cast time:1MA

Modality: The caster weapon pulses a dark energy upon impact. The target is terrified and disheartened.

Notes: The caster may spend 2BA to increase this spell’s potency by 6 vs units that have black tower counters on them.


Sheltering Phantasm

Level 4 Black, Purple, White Spell (7)

Element: Necrotic, Space, Protection, Holy

Mechanics: level 1 ring, The target gains a d6 shell with: plus 6 agility vs ranged attacks.

Cost:12mp

Cast time:1AA

Modality: The caster summons a semi ethereal skeleton that phases in an out of existence blocking ranged attacks. It crawls through the caster and object in the near vicinity.

Notes: The caster may spend 2BA to increase the life of the shell by a d6 if the caster was targeted by a ranged attack this round.


Undead Vigor

Level 3 Black, Brown Spell (3)

Element: Necrotic, Ability

Mechanics: Increase caster’s movement, agility, and strength by 2 for the round. Only works if the caster is undead, within

Cost:9mp

Cast time:Addition spell

Modality: The caster gains a burst of dark energy.

Notes: The caster may spend 2BA to reduce this spell's cost by 9mp if there is an allied undead unit within the caster’s melee zone.


Blood Draw

Level 4 Black, Purple Spell (7)

Element: Necrotic, Gravity

Mechanics: lure level 2:uses their move action to come toward the caster regardless of harm. The target has fly during the effect of this spell. 6 space range.

Cost:12mp

Cast time:1AA

Modality: The caster’s eye’s glow and so do the target’s. Then every drop of the target’s blood in their body begins moving toward the caster. Forcing the target to be pulled against their will toward the caster. Often kicking and screaming.

Notes: If the target is subdued to black counters, The caster may spend 2BA and 1MA to remove this spell’s cost and cast time to yank the veins out of the target's body, killing them instantly. Or throw them about without a roll. This effect has a 6 space range.


Hungering Vengeance

Level 5 Black Spell (5)

Element: Necrotic

Mechanics: adds a d6 necrotic damage with a ¼ chance that the caster steals life from the target equal to all the damage the caster has taken this round.

Cost:15mp

Cast time:Addition spell

Modality: The caster’s weapon is bathed in a red hungering energy that guzzles life from its target, often leaving them as nothing but a dried corpse.

Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if the caster lost more than 5 hp this round.


Anti magic Field

Level 3 Purple Spell (3)

Element: Silence

Mechanics: level 3 ring, silence, spells cannot hit anything inside the area of effect. Sense magic does not work regarding anything in the area of effect. This spell and its effects end if the upkeep cost is not paid. Also the effects of the silence end for any unit that moves outside of the area of effect.

Cost:12mp upkeep cost

Cast time:1AA, 1MA continuous channeling

Modality: The caster’s chants with their arms raised as a sphere of clear dark energy swirls around them. This “energy” is really the complete absence of energy and dissipates all magics within it.

Notes:The caster may spend 2BA to remove 9mp from the upkeep cost of the spell if they have not taken damage this round.


Dark Reboot

Level 1 Black, White, Yellow Spell (1)

Element: Necrotic, Holy, Psychic

Mechanics: reduce yellow tower potencies on the caster by 12 for the round. The caster falls prone when cast. Within

Cost:3mp

Cast time: addition spell

Modality: The caster’s soul leaps out of their body then jumps back in rebooting the mind.

Notes:The caster may spend 2BA to subtract 8 more from the yellow tower potencies.


Cruel Command

Level 5 Black Spell (9)

Element: Necrotic

Mechanics: mind control, 6 space range.

Cost:15mp, 2OBP

Cast time: 1AA, 1MA

Modality: The caster controls the blood in the target’s body to puppet them briefly.

Notes:The caster may spend 2BA to reduce this spell's cost by 9mp vs humanoid targets.

2OBP: Practice controlling blood for 1 hour to gain a charge for this.


Ghost Walk

Level 4 Black, Purple Spell (7)

Element: Necrotic, Space

Mechanics: plus 4 movement, phase, (invisibility potency 22 vs sense magic/intelligence.) The invisibility of this spell only lasts 2 rounds, Within.

Cost:3mp

Cast time: 1AA

Modality: The caster enters partially into the spirit world and can pass through both planes largely unnoticed.

Notes:The caster may spend 2BA, 1FHS to remove within from this spell and give it level 1 split.


Touch of the Pale Rider

Level 2 Black, Green, Brown Spell (5)

Element: Necrotic, Disease, Fauna

Mechanics: This spell can only be cast on mounts. The mount counts as undead, and gains 2 movement. The mount has a ¼ chance to copy and cast any disease spell it's raider casts. Also reimbursing the rider for that disease spell’s cost. (tags: Bd, Mp, M, MBd, ma+)

Cost:6mp (1PPU uses the mount’s slot)

Cast time: 1AA

Modality: The caster touches the mount and it lets off a spectral mist from then on or until the spell ends. The mount is undead and can fly through the air if needed.

Notes:The rider may spend 2BA to give the mount flight for the round as long as the mount still has this PPU on it still.


Ghastly Gaze

Level 5 Black, Yellow, Purple Spell (8)

Element: Fear, Silence

Mechanics: Interrupt.Target’s a unit casting a spell, the effects of this spell occur before the target finishes the rest of their turn.  silences them from casting any spells from that tower with a potency of 16 vs toughness/bravery. 6 space range. If the target was casting a spell and they fail the check of this spell, then they still pay their spell's mana cost and the spell is canceled.

Cost:15mp

Cast time:1AA

Modality: The caster glares with an unworldly evil causing the target to lose confidence in their abilities.

Notes:The caster may spend 2BA to reduce this spell's cost by 9mp if the target has less life than the caster.


Control Dead

Level 2 Black, Yellow Spell (6)

Element: Necrotic, Psychic

Mechanics: D12 black tower counters

Cost:6mp

Cast time:1AA, 1MA

Modality: The caster touches a unit filling them with dark energy. If an undead unit is overpowered by that malicious energy then the caster can harness their mind.

Notes:The caster may spend 2BA to remove the cost and cast time of this spell and gain permanent mind control (potency 22 vs seal tamper/intelligence can’t be done by the target.) over any undead unit subdued by black magic. Has 6 space range.


Raise

Level 3 Black, White Spell (6)

Element: Necrotic, Holy

Mechanics: revive target within 3 rounds of their death plus their toughness mod. This spell's effects are delayed by 2 rounds but the target’s death rattle is halted right away. Targets revived this way gain black tower counts on them equal to their toughness mod. 6 space range.

Cost:9mp

Cast time:1AA

Modality: The caster fills the target corpse with dark magic and uses it to repair their body and raise them to life.

Notes:The caster may spend 2BA to add 1 round to this spell’s delay and reduce this spell’s cost by 9mp. (this spell can be cast on living units and stays on them even if they die.)


Sense Living

Level 2 Purple, Black Spell (3)

Element: Space, Necrotic

Mechanics: can see living units, even through objects, 6 space range.

Cost:6mp

Cast time:1MA

Modality: The caster can feel the life force of other units around them.

Notes:The caster may spend 2BA to increase the spell’s range by 6.


Boil blood

Level 7 Black, Red Spell (11)

Element: Necrotic, Fire

Mechanics: 6 space range D20 necrotic/fire damage.

Cost:21mp

Cast time:1AA, 1MA

Modality: The caster stretches forth their hand and the target’s blood boils within them.

Notes:The caster may spend 2BA to add a ¼ chance to cast this spell on the same target 2 more times.


Hemorrhage

Level 5 Black Spell (5)

Element: Necrotic

Mechanics: (d2 necrotic damage, the damage dice roll is upped every round that the target fails the check. The bleed out potency is 18 vs heal/intelligence)

Cost:15mp

Cast time:addition spell

Modality: The caster strikes the foe then uses they're hemomancy powers to draw excessive amounts of blood from the wound.

Notes:The caster may spend 2BA to have the damage from this spell be dealt to the target’s Mhp as well.


Wither

Level 8 Black, Green Spell (12)

Element: Necrotic, Disease

Mechanics:D8 necrotic damage. (reduce target’s toughness mod by 1. The mod reduction is increased by one every round that the target fails the check. Potency 24 vs strength/mettle. When the check is cleared the toughness mods stay lost until the target sleeps.)

Cost:24mp, 8 round cooldown

Cast time:1AA, 1MA

Modality: The caster touches the target and they begin to weaken and shrivel.

Notes:The caster may spend 2BA to reduce the spell’s cost by 9mp when attacking units that are at full health.


Gripping Ghouls

Level 4 Black Spell (8)

Element: Shadow

Mechanics: 6 space range. Level 4 ring. Lure level 2. Pulls all units in the area of effect to the center of the ring, or as close as they can get.

Cost:12mp

Cast time:1AA, 1MA

Modality: The caster summons skeletal phantasms that pull all within the spell’s area of effect to the target location.

Notes:The caster may spend 2BA to increase the spell’s area of effect by 2 rings.


Proet Contra’s Siphon

Level 3 Black, White Spell (6)

Element: Necrotic, Holy

Mechanics: every time you cast this spell it’s effects alternate to the other option.

Option one: level 1 cone, d10 necrotic damage. The caster gains white and black tower counters on themselves equal to the damage dealt.

Option two: level 1 cone, d10 holy heal. The caster loses white and black tower counters on them equal to the dealt.

Cost:9mp

Cast time:1AA

Modality: The caster opens up their mouth and pulls dark energy out of the targets and into themselves. Though it makes the target’s feel happier and at ease, the energy is a part of them and weakens them. Then the caster can blow dark energy out of them, increasing the over all energy of those hit by it, but depressing their spirits.

Notes:The caster may spend 2BA to up the dice roll once and choose which option is being cast. Casting option one greatly increases the mood of the targets. Option 2 depresses them.


Infect Energy

Level 5 Black, Green, White Spell (6)

Element: Disease, Alteration

Mechanics:interrupt, Changes target spell that is currently being cast into disease damage and potency gains a potency of 12 vs mettle/toughness. 6 space range.

Cost:15mp

Cast time:1MA

Modality: The caster Shouts a brief incantation that turns the target’s spell into pale green plague.

Notes:The caster may spend 2BA to reduce this spell’s mana cost by 12mp if targeting an ally spell or spell the caster is casting.


Chromatic Infection

Level 4 Black, Green Spell (8)

Element: Disease

Mechanics:any time the target casts a spell they gain a d8 X counters on them where X is the colors of the spell cast, potency 20 vs mettle/toughness. Level 2 cone.

Cost:12mp

Cast time:1AA, 1MA

Modality: The caster Shouts a brief incantation that turns the target’s spell into pale green plague.

Notes:The caster may spend 2BA to add to the potency of this spell a d4 X counters each round. Where X is the color of spell they have the most of.


Souls Betrayal

Level 5 White, Orange, Black Spell (9)

Element: Necrotic, Summoning, Holy, Alteration

Mechanics:Ward level 2 the ward is immune to physical damage, duplicates any spell the target casts. The caster may choose a new target for the duplication. (this spell can only be cast on enemies. The spell loses effect if the target gets controlled.) can only target humanoid units.

Cost:15mp, 2OBP

Cast time:1AA, 1MA

Modality: The caster summons a spirit that looks identical to the target. The spirit swirls around the target and mimics their voice and magic as they speak.

Ward: The ward is a spirit that looks like the target.

Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if the target has black tower counters on them.

2OBP: The caster takes 1 hour to conjure a mischievous spirit which he/she pulls into themselves to use for this spell later.


Angel Rot

Level 4 Black, Green Spell (8)

Element: Disease

Mechanics: level 1 cone. Every time the target is healed they take a d6 disease damage. 20 potency vs Toughness/Mettle.

Cost:12mp

Cast time:1AA, 1MA

Modality: The caster puts a disease on the target that makes them partially undead, so that holy magics and even natural healing agents burn their flesh.

Notes:The caster may spend 2BA to increase the potency of this spell by 4.


Lifebane

Level 4 Black Spell (8)

Element: Shadow, Necrotic

Mechanics: add a d20 shadow damage to an attack. But the caster’s agility mod is reduced by 1 for the battle.

Cost:12mp

Cast time:1AA, 1MA

Modality: The caster puts some of their own anima into their attack empowering it, but draining themselves greatly, causing them to look more undead.

Notes:The caster may spend 2BA to give this spell 3 more accuracy if the caster is missing 6 or more hp.


Testicular Torsion

Level 6 Black Spell (10)

Element: Shadow, Necrotic

Mechanics: deals a d6 black tower counters and daze potency 22 vs mettle/toughness. Can only be cast on male targets.

Cost:18mp

Cast time:1AA, 1MA

Modality: The caster Inflict excruciating pain upon the target's lower anatomy, causing them to be stunned in pain. The caster's agility stat is decreased by 2 for the remainder of the encounter due to the strain of manipulating such dark energies.

Notes:The caster may spend 2BA to reduce this spell’s cost by 18mp if they have slept with the target.


Reaper Emblem

Level 2 Black, Brown Spell (6)

Element: Shadow, Ability

Mechanics: caster potency 22 vs scroll writing/intelligence. interrupt, Within, gives the caster “gain a d2 mp regeneration for the battle upon a finishing blow.” (Mp, Er, X)

Cost:6mp, 1PPU

Cast time: 1AA,1MA

Modality:the caster quickly slashes a rune into the air. The rune them bind’s into their soul and absorbs the spirits of the fallen into them.

Notes: The caster may spend 2BA to reduce this spell's caster potency by 10.


Reaper Blade

Level 2 Black, Brown Spell (6)

Element: Shadow, Ability

Mechanics:add to a weapon Upon a finishing blow gain X.where X is one of the following chosen by the caster: (tags apply)

+1 strength mod for the battle. (X,S)

+1 agility mod for the battle. (X, Agi)

+1 accuracy mod for the battle. (X, Ac)

A d10 hp (X, Hp)

A d10 mp (X, Mp)

A d2 hp regeneration for the battle.for the battle. (X, Er, Hp)

A d2 Mp regeneration for the battle. (X, Er, Mp)

+1 armor for the battle. (X, BL)

Lower critical hit ratio by 2 for the battle. (X, Cri)

Cost:3mp, 1PPU

Cast time: 1AA,1MA

Modality:the caster quickly slashes a rune into the air. The rune them bind’s into their soul and absorbs the spirits of the fallen into them.

Notes: This spell can be put on a weapon as a Device.

^^^^

Device:Reaper Blade

Level 1 Black, Blue Device

Element: Shadow, Mechanical, Enchant

Mechanics:add to a weapon Upon a finishing blow gain X.where X is one of the following chosen by the caster: (tags apply)

+1 strength mod for the battle. (X,S)

+1 agility mod for the battle. (X, Agi)

+1 accuracy mod for the battle. (X, Ac)

A d10 hp (X, Hp)

A d10 mp (X, Mp)

A d2 hp regeneration for the battle.for the battle. (X, Er, Hp)

A d2 Mp regeneration for the battle. (X, Er, Mp)

+1 armor for the battle. (X, BL)

Lower critical hit ratio by 2 for the battle. (X, Cri)

Cost: 600 gold 22 scroll writing/intelligence.

Cast time: 60 minutes

Modality:the caster puts dark runes into a weapon, causing it to feed off death.

Notes: if this item is attuned or equipped as a PPU you may spend 2BA at any time to make the weapon deal double to terminal targets and harvest its chosen advantage one additional time for the round.


Betrayal of Arms

Level 6 Black, Blue Spell (10)

Element: Shadow, Mechanical

Mechanics: 6 space range, d6 shadow damage, disarm item 6 spaces in a random direction.split level 2.

Cost:18mp, 2FHS

Cast time: 1AA,1MA

Modality:the caster quickly slashes a rune into the air. The rune them bind’s into their soul and absorbs the spirits of the fallen into them.

Notes: The caster may spend 2BA to reduce this spell's cost by 12mp if an enemy unit drew a weapon this round.


Marrowblade

Level 3 Black, White Spell (7)

Element: Necrotic, Creation

Mechanics: wounds the casters, permanently create a basic bone weapon and instantly equip it, silence immunity level 3.

Cost:9mp (9Mmp if cast outside of battle)

Cast time: 1AA,1MA

Modality:the caster’s limb tears in half giving way to a new bone weapon. This deep rooted spell cannot be silenced and often surprises unsuspecting foes.

Notes: The caster may spend 2BA to make this a sneak attack.


Reaving Missile

Level 3 Black Spell (6)

Element: Shadow, Necrotic

Mechanics: level 3 link, Xd6 shadow damage, where X is equal to the amount of units that have died during this battle.

Cost:9mp

Cast time: 1AA

Modality:the caster conjures a grave energy that increases in power with the presence of death.

Notes: The caster may spend 2BA to reduce this spell's cost by 9mp if a unit already died in thi9s battle.


Kill Steal

Level 2 Black, White Spell (2)

Element: Shadow, Necrotic, Alteration

Mechanics: caster potency 17 vs reflex/agility, Interrupt, 6 space range, if the target unit made a finishing blow this round, it no longer counts as a finishing blow for them, but for the caster instead.

Cost:6mp

Cast time: Addition spell

Modality:the caster snatches the departing soul from the grasp of another.

Notes: The caster may spend 2BA to give this spell 6 more spaces of range.


Grim Harvest

Level 1 Black, White Spell (2)

Element: Shadow, Holy

Mechanics: revive all enemy units in a level 2 ring.

Cost:3mp

Cast time: 1MA

Modality:the caster reviews their foes for the joy of killing them again.

Notes: The caster may spend 2BA to allow this spell to revive ally units as well and add a ring to it.


Dark Shell

Level 3 Black, White Spell (7)

Element: Shadow, Protection

Mechanics: The target gains a d6 shell with: immunity to fire, light, holy, and lightning.

Cost:9mp

Cast time: 1AA,1MA

Modality:the caster protects the target with a thick magic.

Notes: The caster may spend 2BA to add Shadow and necrotic immunity to the shell of this spell.


Foul Shell

Level 3 Black, White, Green Spell (7)

Element: Protection, Poison, Acid, Disease, Necrotic, Flora, Fauna

Mechanics: The target gains a d6 shell with: immunity to Poison, Acid, Disease, Necrotic

Cost:9mp

Cast time: 1AA,1MA

Modality:the caster protects the target with a thick magic.

Notes: The caster may spend 2BA to add Flora and Fauna immunity to the shell of this spell.


Psionic Shell

Level 3 Black, White, Yellow, Purple Spell (7)

Element: Shadow, Protection, Psychic, Illusion, Sonic, Fear, Silence

Mechanics: The target gains a d6 shell with: immunity to Psychic, Illusion, Sonic, Fear

Cost:9mp

Cast time: 1AA,1MA

Modality:the caster protects the target with a thick magic.

Notes: The caster may spend 2BA to add Shadow and Silence immunity to the shell of this spell.


Harden Shell

Level 3 White Spell (6)

Element: Alteration

Mechanics:6 space range, add a d8 to the life of a target shell and if the caster wants it heals the target that much hp as well.

Cost:9mp

Cast time: 1AA

Modality:the caster fortifies a shell's power.

Notes: The caster may spend 2BA to add a d4 more to the target shell’s life/healing.


Shell Shock

Level 1 Black, White Spell (4)

Element: Shadow, Alteration

Mechanics: 6 space range, remove a target shell and deal its life as shadow damage in a level 2 ring, friendly fire.

Cost:3mp

Cast time: 1AA

Modality:the caster explodes a target’s shell in a shadow blast.

Notes: The caster may spend 2BA to add two more levels of ring to the effects of this spell.


Ghost Shell

Level 3 Black, White Spell (7)

Element: Shadow, Holy

Mechanics: The target gains a d6 shell with: immunity to Slash, Hack, Pierce, and Blunt.

Cost:9mp

Cast time: 1AA,1MA

Modality:the caster infuses the target’s soul with phantom energies that make them have some attributes of a ghost.

Notes: The unit with this shell on them, may spend 2BA to fly half movement and gain phase for the round.


Black Shell

Level 3 Black, White Spell (7)

Element: Shadow, Alteration

Mechanics: 6 space range, The target gains a d6 shell with: any damage dealt puts that many black tower counters on the target unit.

Cost:9mp

Cast time: 1AA,1MA

Modality:the caster shrouds the target with a cloak that taints all damage the target receives.

Notes: The caster may spend 2BA to add a d6 to this shell if the target is humanoid.


Drude

Level 4 Black, Brown Spell (8)

Element: Shadow, Ability

Mechanics:The target gains a d6 shell with: -3 agility, and -4 movement.

Cost:12mp

Cast time: 1AA,1MA

Modality:the caster summons an evil spirit that weighs down and slows the target.

Notes: The caster may spend 2BA to add 6 space range and -6mp from the cost of this spell if cast on a humanoid.


Iron Shell

Level 3 Brown Spell (7)

Element: Ability

Mechanics:The target gains a d6 shell with: If 6 point or less damage is dealt to you, ignore it.

Cost:9mp

Cast time: 1AA,1MA

Modality:the caster shrouds the target with a cloak of iron-like magic.

Notes: The caster may spend 2BA to add immunity to the multiplying effect of criticals. And a d2 more life to the shell of this spell.


Haunted Rampage

Level 3 Black, White Spell (7)

Element: Shadow, Holy

Mechanics: 6 space range, The target gains a d8 shell with: frenzy.

Cost:9mp

Cast time: 1AA,1MA

Modality:the caster summons an evil spirit that possesses the target and flies into a wicked rage.

Notes: The caster may spend 2BA to add 6 space range and increase the shell’s life by a d4.


Spectral Puppetry

Level 5 Black, White Spell (9)

Element: Shadow, Holy

Mechanics: 6 space range, The target gains a d8 shell with: mind control

Cost:15mp

Cast time: 1AA,1MA

Modality:the caster summons an evil spirit that possesses the target and obeys the caster’s commands.

Notes:The caster may spend 2BA to increase this shell’s life by a d4.


Haunted Strength

Level 5 Black, White, Brown Spell (9)

Element: Shadow, Holy, Ability

Mechanics: The target gains a d6 shell with:plus 3 strength mod.

Cost:15mp

Cast time: 1AA,1MA

Modality:the caster sends out a spirit that co-occupies the target’s body enhancing their strength greatly.

Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if cast on the caster.


Shell's Blessing

Level 5 Black, Brown Spell (9)

Element: Shadow, Ability

Mechanics: The target gains the personal power up “heal d10 hp and give a shell on you a d10 hp as well upon a finishing blow. (Hp, Hp, X, X)”

Cost:15mp, 1PPU

Cast time: 1AA,1MA

Modality:the caster shrouds the target in a strength fortifying energy.

Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if cast on the caster.


Hemlocked

Level 4 Green Spell (7)

Element: Flora, Poison

Mechanics: 6 space range, daze potency 12 vs strength/lifting. This potency can be attacked to lower the check. Upon the potency being cleared deal a d10 flora/poison damage in a level 1 ring. The unit that was in the potency is auto hit by this damage, but other units in the area of effect must clear a 17 vs reflex and agility to dodge the damage.

Cost:12mp

Cast time: 1AA,1MA

Modality:the caster raises up vines of hemlock like plants that wrap around the target. If the target is attacked, the plants release a poisonous gas and retreat.

Notes:The caster may spend 2BA to add a d4 damage to the flora/poison damage for every round the potency isn’t cleared.


Spirit Reliquary

Level 5 Black, White Spell (9)

Element: Shadow, Holy

Mechanics: d2 black tower counters potency 22 vs bravery/personality. When cleared, if the caster is dead then they are revived with as much life as the target has black tower counters on them, then all those black tower counters are removed.

Cost:15mp

Cast time: 1AA,1MA

Modality:the caster hides a small portion of their soul in the target each round, then if they die, it returns to their body.

Notes:The caster may spend 2BA to reduce this spell’s cost by 15mp if the caster is terminal.


Feeding Frenzy

Level 5 Brown Spell (9)

Element: Ability

Mechanics: each round the potency isn’t cleared the target emits a level 1 ring that gives units +3 strength for the round. This only affects the target’s enemies. potency 18 vs bravery/personality. When cleared, if the caster is dead then they are revived with as much life as the target has black tower counters on them, then all those black tower counters are removed.

Cost:12mp

Cast time: 1AA,1MA

Modality:the caster causes the target to emit a rage inducing aura.

Notes:The caster may spend 2BA to cast this spell at 6 space range and give it a level 1 ring.


Revenant

Level 5 Black, Blue Spell (5)

Element: Necrotic, Animation

Mechanics: add to an attack, if this attack kills, then revive the killed unit or units under the casters control, only they count as undead revenants in addition to their other types.

Cost:15mp

Cast time: Addition Spell

Modality:the caster adds to their undead army with the foes that fall victim to their blade.

Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if the caster already has at least 1 thralled unit.


Damnation

Level 8 Black, Orange Spell (12)

Element: Necrotic, Summoning, Chaos

Mechanics: Until the target clears the potency, summon a level 1 demon or undead unit without summoning sickness that is taunted to the target. Potency 18 vs bravery/personality.

Cost:24mp

Cast time: 1AA,1MA

Modality:the caster opens a small window to hell and attaches it to the target's soul. Creatures leap out and try to claim the soul.

Notes:The caster may spend 2BA to give this spell 6 space range and insurance.


Necrotic Reliquary

Level 5 Black, Blue Spell (5)

Element: Necrotic, Animation

Mechanics: 6 space range, raise a target corpse as a level 1 zombie and halt its death rattle if any. Once the zombie is killed or dismissed, revive is cast on the corpse.

Cost:9mp, 4 round cooldown

Cast time: 1AA,1MA

Modality:the caster raises a zombie that protects the target corpse's soul from leaving. Then when the zombie dies it’s life energy sparks the soul.

Notes:The caster may spend 2BA to heal the revived unit a d4 hp for each round the zombie lived.


Raise a Loyal Zombie

Level 1 Black, Blue Spell (4)

Element: Necrotic, Animation

Mechanics: The caster raises a level 1 zombie.

Cost:3mp, 1SS, one corpse (Thrall cost 6 Mhp)

Cast time:1AA

Modality:The caster animates a corpse into a ravenous zombie.

Notes: The caster can spend the 2BA to remove summoning sickness from the zombie if it was a unit the caster killed themselves.


Skeletal Steed

Level 1 Black, Orange Spell (5)

Element: Necrotic, Summon

Mechanics: summon a level 1 Skeletal Steed.

Cost:3mp, (thrall cost 6Mhp)

Cast time: 1AA, 1MA

Modality: summon an animated horse skeleton. With a saddle and supplies.

Notes: The caster may spend 2BA to remove 3mp from the cost of this spell and give it 6 space range, if it is cast outside of battle and out of a structure. (1 meal worth of food and water comes with the bone horse as does a saddle. All items summoned with the horse or left in it’s saddle bags disappear when the horse does. If the caster dies and the horse is unsummoned. The items left in the saddle bags appear on top of the caster's corpse. If the saddle is removed more than 10 feet from the horse it turns to smoke as do the items in its bags until the next time the horse is summoned. There are 2 saddle bags each can hold about 50 pounds of goods.)

Skeletal Steed (level 1)

HP: 21  MP:6  EXP:1

Stats: +2 strength, +2 Agility, +6 move, -3 intelligence, -2 Utility

Tough guy: gain 6 Hp. (Health)

(Gives to it’s rider) High Ground: Increase accuracy mod by 2 when attacking from high ground. (Abo, Ac)

Undead Constructs: Takes damage from holy healing effects, but heals from necrotic damage. Immunity to poison, psychic, fear, disease, and doom effects.

Weaknesses: takes double from holy damage.

Multiply the net damage you take by the destruction level of the attack +1.

Skills: +8 jump, +8 sprint, +3 mettle


Zombie (level 1)

HP: 15  MP: 9 EXP:1

Stats: +3 strength, -2 Agility, -2 intelligence, -2 personality, -2 move

Hulking Horde: gain +1 strength mod for every ally unit in the target’s melee zone -1. (GS, S)

Zombie resilience 2: every 2 rounds revive is cast on you if the battle is still going, unless the finishing damage was targeting the head. (oX, oX)

Dark energy 2: add a d4 black tower counter to your attack. (U, U)

Life Eater: heal 5 Hp upon a finishing blow. (Hp, X)

Undead Constructs: Takes damage from holy healing effects, but heals from necrotic damage. Immunity to poison, psychic, fear, disease, and doom effects.

Weaknesses: takes double from holy damage.

Multiply the net damage you take by the destruction level of the attack +1.

Skills: +8 mettle, +8 lift, +8 sense magic, +5 climb, +4 wrestle, -4 acrobatics, -4 reflex

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