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Shadow Play
The vampire can manipulate shadows and dim (though not extinguish) light in the area. Among other users (such as eliminating the vampire's own shadow), this power gives the vampire the ability to be more stealthy and intimidating (the vampire is able to subtly manipulate the shadows around her body to make her appear more menacing). Shroud of Night
The vampire can envoke an area of inky black matter. The darkness obscures light and even sound; most opponents trapped within are completely blind, and even characters with Gleam of Red Eyes or Heightened Senses suffer because of it. The darkness is normally static; the vampire may move it about (at walking speed), but must fully concentrate on such a task. Arms of the Abyss
Refining her control over darkness, the Vespire can create prehensile tentacles that emerge from patches of dim lighting. These tentacles may grasp, restrain, and constrict foes. Nightshades
The vampire may envoke murky and indistinct shadow images. They may be of the vampire himself (useful for a diversion), monsters or even inanimate objects. The images are completely incorporeal and attacks merely pass through them. They are man-sized; however, with due concentration the images may increas in size. Alternately, this power may be used to shroud and obscure the general area with a bewildering arry of flitting forms, confusing and disorienting the vampire's enemies. Shadow Body
The vampire can turn her body into an oozing form of shadow. In this form, the vampire may see in pitch darkness, slither through the tiniest of cracks, and is immune to physical harm (although she may not attack physically either). Fire and sunlight still do their normal damage, and indeed are more painful to a vampire in this form. The vampire may not fly, but may slither along surfaces at normal speeds. Call of Lamprey
This power enables the vampire to summon the dark force within himself. The darkness emerges from the mouth of the vampire and envelopes a chosen target, draining their life force. The Lamprey, as this darkness is named, sucks one tenth of their victims blood from them per minute. This power can be used to kill mortals but may not drain blood from other vampires. It will, however, decrease their chances of rational thought and ability to potentially escape. Furthermore, the terrifying feeling of being chewed upon forces the vampire victims to go into a state of mild panic, unless the said victim is strong enough to fight it. The Lamprey returns through the mouth of the user and gives him the blood that it had recieved from its victim. Eyes of the Night
The vampire is able to see anything that goes on within the dark force created by any other user of the shadow abilities. Thus, the vampire could evoke the Shroud of Night in another room and clairvoyantly scan the area within. As long as the vampire is not in a well-lit area, she may view her surroundings anywhere within 50 feet of her own body just by closing her eyes and concentrating. |
Shadow Step
The vampire can walk through one shadow and exit another up to 50 feet away or to a place that the vampire is fairy familiar with. This power acts as a limited form of teleportation. The vampire may use it to bypass solid walls, asend a floor in a building, and get around other obstacles. The vampire may also try to use this power to pull others through a shadow to him. The vampire may do this by reaching into the shadow, grabbing the victim and pulling the victim through the shadow to his own location. Advanced Shadow Step
Nessity has mastered, and is able to pass on, the ability of Advanced Shadow Step. Meaning that she can pretty much go anywhere with it. As long as she's been to the place before and/or seen a picture of it - she can get there. This also allows her to shift through different realms of existance as well as times because there are no known dimension other than the Chaos dimension that does not hold shadows. Shadow Slave
The vampire may animate her own shadow, employing it as a sentry and even combatant. The vampire must be in an area where she casts a shadow for this power to be effective. One unnerving side effect of prolonged use of this power is a growing simi-independence and even sentience on the part of the shadow. A vampire who uses this power occasionally finds her shadow leaping and capering about of its own accord, trailing unnaturally far behind the vampire, or even mocking the vampire behind her back. Entombment
The power allows the vampire to encase a single person in impenetrable darkness. The darkness is so potent that a victim trapped within will suffocate after a number of minutes equal to her own Stamina. Once within, the victim canot break free by normal means. The vampire may manipulate the darkness so that it will entrap a victim without causing suffocation. The darkness lasts as long as it is not exposed to sunlight, but once exposed to sunlight, it dissipates immediately. If the victim is a vampire, she will not suffocate, but may end up under direct sunlight. Master of the Night
The vampire is able to summon three (or fewer) shades, creatures made of solid darkness. While shades may be injured normally, they act as if they are uninjured until they reach the level of Incapacitated, at which point they dissipate. The shades will serve the vampire for one full night at a time if they are not destroyed in combat. While they do possess a limited degree of sentience, they fully serve the vampire's verbal commands. Summon the Abyss
This power allows the vampire to draw forth a darkness so powerful that is sucks the life out of all caught within it. The abyss takes the bodies of the slain with it when it returns to the place from whence it came. The abyss springs forth from the hand of the vampire and stays for only one minute before leaving. The abyss attacks everyone other than the caster within a 50-foot radius of the vampire. Banishment
The vampire can remove his victim from this world and send him to the abyss from whence the darkness orginates. None have ever escaped this doom on their own. What happens in the abyss is left to the vampire's player and the player of his victim. |
Animate and Control Dead (greater)
A single large corpse (10-30ft, or more) can be animated. With this spell dragon, demon, phoenix, and equally-sized beast corpses can be animated.
Crucifixion
Crucifixion is a particularly cruel spell that literally pins a person to a wall of other solid object (crosses are acceptable) with 'nails' of magic force. The pain of this is excruciating, and it is impossible to pry oneself loose from the wall (it must be done by others or the cross must be dispelled). The nails will dig through armor, but magic armor is affected as if the person had made a save against the spell. Once the nails strike their target, the person suffering increases by the minute until they've been there for a total of five minutes. Then the pain will level out and remain there. After all, crucifixion is meant to be a slow death. The only way to dispel the crucifixion is by casting Dispel Magic or Anti-Magic cloud. Survivors of the crucifixion will have obvious and permanent scars on their wrists and feet. A successful save against the spell means that the person takes one full hit and is knocked back against the wall or cross, and loses an attack. Three small, cold wrought iron nails are needed for this spell. Drain
The Drain spell is a specialized version of the Siphon spell, and geared toward a combat usage. When successful, it drains an appropriate (and constant) amount of life energy from the victim and bestows it upon the death mage! Eviscerate
This grisly spell allows a necromancer to actually penetrate skin and bone with his bare hands to damage the internal organs of a victim. This spell will not penetrate environmental armor, power armor, robot vehicles, or anything metallic or ceramic - only biological material, dead or living. If the victim is sent into a coma from the attacks, he may indeed die due to the internal damage. Heal The Dead
This spell is one of the few curative magic's possessed by necromancers. It is only effective on ghouls, zombies, mummies, animated dead, and undead. Each invocation will restore one fourth of the targets wound if the said wound is deadly. If small scrape or such, then it will heal fully. Interrogate the Dead (ritual)
Even in death, the soul cannot escape pain. If the soul has answers to the questions of the necromancer then this ritual is the key. The necromancer must have in his possession the corpse that once housed the soul in question. During the interrogation, he must slowly dismember the corpse. Were the body alive, the pain would be inconceivable - but since the body is dead, the pain instead affects the soul. Every melee the necromancer may ask one question. The soul must make a save throw v/s insanity. Failure to save means the soul caves in and answers the question. Three failures in a row means the soul acquires a -1 to save vs insanity for the duration of the interrogation. Note that this ritual need not be used strictly for interrogation - some truly evil necromancers just use it for fun. Sharp Spray
This spell requires a medium bone or handful of small bones (like from a hand) as a physical component. The necromancer utters the words of the spell, crushes the bones in his hand, and throws them at a target. The fragments splinter even more and impale the target! Damage is doubled if the bone of a supernatural creature is used (dragon, unicorn, sowki, demon, etc.) Stop Healing (curse)
The death mage uses his dark magic to prevent the healing of another being. Once affected, a victim cannot heal hit points naturally at all. Regeneration is completely negated and will not function for the duration of the spell. Magic and psionic healing is one third as effective. A Remove Curse spell is the only cure, while Negate Magic has a 25% chance of success. Bile Spew
The caster will be able to conjure forth masses of bile and stomach acid to use as a spray attack. This sludge-like substance will spew forth out of the Necromancer's mouth at amazing speed, catching most opponents off-guard. The sight is most unnerving as well, a swirling mass of greenish-yellow slime pulsing with a pale silver-black light. This liquid will eat through anything it comes in contact with (extremely powerful mixture of acids and enzymes) and will give off a most foul odor (likened to a combination of ammonia, fecal matter, rotting matter and vomit). |
Analyze Spirit
This spell lets the caster know the Attributes, skills, advantages, and disadvantages of an undead creature, demon, or extra-planar being with about 80% accuracy. Cause Bleeding
Makes an existing wound start to Bleed. The bleeding caused by this spell can only be stopped by First Aid or magic. It will not stop naturally. Everlasting Wound Regular
This spell is identical to the Unhealing Wound spell, except that the wound will never permanently heal, even if Healing magic or psionics are used on it. The wound will seem to heal normally, but the day after it seems to finally heal, it will reappear with all the effects that it had when it was first inflicted. Magic and psionic healing still works, but the wound will still open the day after it is healed. Only Remove Curse or Great Healing will permanently remove this spell. Feed Undead
This spell produces enough "food" to sate undead creature for one day. The type of food created depends on the type of undead. Rending
This gruesome spell allows the mage to tear a victim limb from limb. In order to cast the spell, the mage must make motions with his hands or body mimicking the motion he wishes to have performed on the victim. If the spell is successful, one of the victim's limbs may be pulled off as if he were in the grasp of a huge, invisible giant. Revenge
This spell will allow the mage to inflict a single physical injury on the subject identical to an injury previously inflicted on the mage by the victim, even if the mage's injury was subsequently healed or repaired. For example, if the mage was previously hit in the eye and blinded by the subject, at some time in the future, the mage can later use this spell to inflict an identical injury on his tormentor. Once a given injury has been inflicted d, it may not be inflicted again until the damage has been healed or repaired. Shape Bone Regular
Using this spell, the mage can mold bone as if it were soft clay. Bones can be bent, joined together, added or altered in shape. When used on living or animated bone, the subject gets a resistance roll. Generally this spell is used by necromancers to "customize" skeletons, but healers occasionally use it to quickly knit broken bones together. Transfer Wound Regular
This spell allows the mage to transfer a wound from one part of the victim's body to another part. The amount and type of damage done is unchanged, only its location is altered. While this spell can be used to cripple a limb (or other body part) it can't be used to transfer a wound so that it severs or destroys a body part. Specifically, it is impossible to transfer a wound to the brain, vitals, eyes, nose, ears, or any other internal organ. Nor can the wound cause Bleeding if it wasn't already bleeding. |
Fueless Fire
A small fire of any color desirable is created, hot enough to cook meals and warm two bodies. Will illuminate an area equal to a torch. Does not require any solid fuel, just air (oxygen). The area beneath the fire will not be affected by the flames, still cool to the touch once the spell expires. Flaming Missile
Any missile type (arrows, spears, shuriken, daggers) that this spell is cast upon, will be cloaked with a glowing flame. Anyone struck by such a weapon will will be burnt at the point of impact and will continue to take damage as long as the missile is still lodged and the spell duration has not expired. Fire Sight
With this spell, the caster can use any fire source as an extension of his sight. For any fire source that is locked on to, he can see all that is within a 10 foot (3 m) radius of the fire. This spell only allows for visual images (color will be a bit off, favoring reds and yellows), auditory is a separate spell. Fire Earshot
With this spell, the caster can use any fire source as an extension of his hearing. For any fire source that is locked on to, he can hear all that is within a 10 foot (3 m) radius of the fire. This spell is similar to Fire Sight, but is for auditory only. Cure Poison
By laying hands upon the exposed body, the caster can burn off the poison within the blood stream, negating the poison. It will also cure minor injuries caused by the poison's effects. Firey Image
The caster will be able to project his image through that of any fire source. If the source is smaller than the caster, the flame will double in size with the casters appearance. He will also be able to verbally deliver any message, as well as see and hear the response, within the duration of the spell. Reduce/Induce Fever
By laying his hands upon the recipient forehead, the caster is able to absorb of heat and effects caused by the ailment. The character will be up and back to normal within 1D6 minutes. They can also cause a feverish sickness to an opponent by striking their head. If the strike is successful, the victim will immediately come down with a severe fever. |
Firey Eyes
This spell will increase the caster's intimidation factor, allowing him to attempt to charm all that gaze into his eyes. For the duration of the spell, the caster's eyes will seem to be a blaze. Blisters
The character can blast an eerie green flaming bolt at the victim's hands or attempt to snatch the hands with his own. If the strike is successful, the victim will suffer second degree burns to the hands and covering them in blood and puss-filled blisters. Gripping anything will be excruciatingly painful and next to impossible to continue to hold on to. Unless this is healed (magically or otherwise), it will take 3D6 days to heal, but will still remain sensitive. This spell can also be directed towards the feet, for the same amount of damage and effects, but to the feet. This will make it unbearable to stand, let alone walk. This is an ideal spell for disarming a warrior. No other parts of the body will be affected by this spell. Napalm
This is a nasty spell created after the great cataclysm. The caster can fire a blast of foul magma-like solid fire at an opponent. What's worse, if the character fails to dodge, the substance actually adheres to the body. They will suffer continued burning and suffer the effects of nauseous fumes for a total of thirty minutes. The flaming goo will burn off after the duration of the spell. Magma Spire
This devastating spell causes a spire of molten magma to shoot up from the earth, directly underneath the victim. Because of the surprise of this attack and the rumbling ground throwing off his balance.The column of lava then falls back to earth, requiring the victim to dodge. Fireball
A ball of fire will erupt from the casters hand and is able to be thrown at any target within the casters line of sight. Since the fire is magical it can not be put out by normal means. Negate magic being the only thing to properly dispose of it. If the target is wearing anything flammable, it too, will go up in smoke. Wall of Flame
The caster is able to create a wall of fire either between himself and the target as a defensive maneuver, or around the target to hold them in place for later disposal. The wall will last up to one hour before suddenly disappearing, or it can be taken away by the caster himself. |
Boiling Water
The elemental mystic is able to bring 30 gallons (113.6 liters) of water instantly to a boil per each level of experience. This spell can be cast up to 30 feet (9 m) away. Water Jet
The caster is able to expel an intensely powerful blast of water from his hands or mouth. Range of this spell is up to ten feet. |
Mystic Water Wall
This wall consists of very dense mystically charged water molecules that will cause an impact on anything attempting to go through it. Most projectiles will lose most of their inertia upon passing through the wall and may be halted altogether. Any massive projectiles (heavy artillery) will cause only 1/6 damage due to slowed acceleration. Lasers will reflect off the waters reflective exterior. Any large craft attempting to pass through the wall will take 1/2 of normal velocity damage that would occur if it was running into a solid object. Speed is slowed by 5/6 when attempting to pass through this wall (it's like trying to walk through extra thick gelatin). Effective against supernatural fire as well. Water Meld
This spell is very similar to a Teleport spell, allowing the caster to enter any body of water that his entire body can fit into (must be at least wide enough for shoulders to fit through, but can still be as shallow as a puddle) and emerge out of another body of water miles away. To be successful, the mystic must have a good indication of where the intended destination body of water lies. This can be by personal knowledge, a cartographer's map, a detailed location description, or even by casting a water location spell. Depending on the method employed, the degree of miscalculation varies. |
Rejuvenating Fountain
This spell will conjure forth a small fountain of water coming out of the earth. All that drink from this water spout will become refreshed, as if they had rested for 4 hours. On top of this, they will also have their thirst completely quenched and will not require water for another two days, no matter what the circumstances. Once someone has quaffed some of this mystical elixir, they cannot benefit from further drinks for at least three days time. Entrapment
All within the area of affect will be attacked by enchanted roots, ripping up from the earth below. Victims may only attempt to dodge. If ensnared, the roots will encircle the arms, legs, torso and neck, driving the victim to the ground spread-eagled. Earth Ripple
The caster can cause a huge mound of earth and stone to rise forth all around him in a surrounding circle, which is then unleashed outwards like a ripple of water. The only difference is this ripple consists of over 20 foot high mounds of earth, traveling with tremendous power. |
Peaceful Passing
All those affected by this spell will be able to travel through any terrain without leaving any physical evidence. All movement will be completely silent and no scent nor physical trails will be left behind. What's more, animals will not be spooked, giving no alarm or fleeing away. Once the spell ends, the trails will begin once again. Heal Minor Wounds
Potentially fatal wounds can be healed this way if gotten to fast enough. Fresh wounds are preferred if one would wish to stop death in its tracks. Otherwise large gashes, cuts, and slashes can indeed be easily taken care of. |
Sun Dry
A warm glow and thermal gust of wind will instantly dry everything within the area of affect. Even if soaking wet, it will become dry as a bone. Delicate items such as paper will not only become dry again, but they will suffer no damaging affects from being moist (will not repair already damaged paper/delicates, however). Clothing, no matter the layers, will become dry and warm. Even damp wood will cure and can immediately be used for a fire. Best yet, no static cling and no shrinkage! |
Unbearable Humidity
The surrounding atmosphere will become extremely warm and muggy. All items will become damp from all of this moisture. Delicate items such as paper are especially affected and can be easily damaged. Those without environmental protection will immediately begin to sweat profusely and will feel quite uncomfortable. Items and hands will become slick from the excess moisture, making it difficult to perform dexterous tasks. All attempts to dry one self (or items) while the spell is in affect, are useless. Once the spells expires, it will take at least 15 minutes in a warm clime to naturally dry off (faster if done artificially). Wiping dry the hands and items in use will negate any of the penalties (once the spells has expired). Regardless, a change of clothing is recommended due to the sweat-induced odor lingering on the material (not even the strongest deodorant will help out here). Beings covered in fur will continue to smell of a dirty, wet dog until they bathe with soap. |