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E-Mod 1.8 Readme - [Spell] Necromancy

Necromancy

These are the dark powers of the dead and the spirit. Most of them are considered similar to healing, but a healer would typically want nothing to do with them. Necromancy is usually quite a dark power and tends to be seen as evil by most, but that's the stereotype of its power. Though summoning demons is hard to see as a good act it all depends on how the necromancer controls the demon as well as their other powers. (Updated for Build 5)

Steal Force Spell

Casting Costs: none
Upkeep Cost: none
Target: Enemy/Friendly
Defenses: The subject and the caster must BOTH be still for this to work. If either one moves, the spell will be canceled, Can be warded, Can be spell tapped.

Description: The effects of this spell depend on what type character is using it. Non-humans will typically steal blood from the victims, while humans steal mana. Once blood or mana has run out it will begin stealing life over time as well. On a critical success you will drain more per 2 seconds. On a critical failure this will damage you based on your skill level. The higher the level the more the damage from a critical failure.

Touch of Death Spell

Casting Costs: 5 per Skill Level
Upkeep Cost: none
Target: Enemy/Friendly
Defenses: The caster must win a subject's stamina vs. caster's intelligence roll to successfully kill the subject, Can be warded, Can be spell tapped.

Description: When cast on a subject a Touch of Death icon will appear on you. At any time you can choose to right click that icon to finally activate the Touch of Death spell and kill the subject. It is so powerful it can give final death to vampires. You can cast this multiple times and have multiple subjects on this effect. Could be one of the most powerful spells in the game... On a critical success the subject will only be able to resist by a ward and on a critical failure the cost is doubled and you take damage increased by skill.

Life Tap Spell

Casting Costs: 5 per Skill Level
Upkeep Cost: 2 per Skill Level per/1min
Target: Enemy/Friendly
Defenses: Can be warded, Can be spell tapped.

Description: When cast on a subject every time they attack you their damage will be repelled back to them. The amount that's repelled is based on your skill level at a rate of 20% per level. So at skill level 3 you will take only 40% of the damage while the 60% goes back to the attacker. At high levels this could make you invisible against a target, but that depends on how well you can maintain your upkeep under pressure. On a critical success you get a bonus of +20% protection and on a critical failure you pay double cost and take damage.

Zombie Spell

Casting Costs: 5 per Skill Level
Upkeep Cost: 2 per Skill Level per/1min
Target: Enemy/Friendly Dead
Defenses: none

Description: Used on the dead it will revive them into a mindless servant whom will follow you everywhere. They will even transition levels with you. A zombie can be identified by a strange red glow in their eyes. The zombie will start out with very little blood and have a percentage of their hit points restored based on your skill level. On a critical success the costs are halved in both casting and upkeep and on a critical failure the cost is doubled and you take damage.

Skull Spirit Spell

Casting Costs: 10 per Skill Level
Upkeep Cost: none
Target: Enemy/Friendly Dead
Defenses: Can't be used on players

Description: This will spawn a dark skull spirit from the target dead that will do your bidding. It will follow you around and even transition levels with you as well as be under the effect of enslavement (Check Enslave Spell). The Skull Spirit will last until it has consumed all of it's attacks. It can attack 5 times per skill level until it banishes. On a critical success you gain an extra 5 attacks for that spirit. On a critical failure you pay double cost and take damage.

Flesh Draw Spell

Casting Costs: 5 per Skill Level
Upkeep Cost: 2 per Skill Level per/1min
Target: Enemy/Friendly
Defenses: Can be warded, Can be spell tapped.

Description: When cast every time the subject does damage you will be healed by a percentage of that damage. The amount of percentage is 20% per skill level. If the subject attacks an innocent person you will take humanity loss. On a critical success you gain an additional 20% to the conversion of damage to healing. On a critical failure you pay double cost and take damage.

Summon Demon Spell

Casting Costs: 100 - (10 per Skill Level)
Upkeep Cost: 50 - (10 per Skill Level)*
Target: Area
Defenses: The demon will resist you - check description.

Description: This will summon the most powerful creature in E-Mod; a demon. The demon will not serve you immediately, but the moment you summon a demon icon appears. Right clicking the summon demon effect icon will cause you to attempt to control the demon and expend the normal costs as stated above. Be very careful. There is a chance this wont work and the demon might resist you. It is highly recommended that you summon a demon inside a pentagram. This will keep the demon from attacking you. You will always loose humanity when summoning demons based on your clan alignment. If you're normally evil than this is no big deal, but if you're of a clan that's normally against this sort of thing then you will take much humanity loss. On a critical success the demon will automatically serve you without having to pay extra. Any failure on this is considered a critical failure the demon will summon, but you will not be able to control it. This follows with the GURPS: Magic rules. DEMONS WANT TO BE SUMMONED. That's why this will always work, but comes with risks...

*This upkeep assumes that you were able to control the demon in the first place.

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