The *unOFFICIAL* Character Sheet of Zuka (Updated)

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The *unOFFICIAL* Character Sheet of Zuka (Updated)

Postby Zuka Zamamee » March 20th, 2007, 10:06 pm

A. Common Name

Zuka Zamamee

B. Full Title and Rank

Zuka Telemnar Zamamee
The Lich King
The Lord of Death and Destruction
Ruler of Maladomini

C. Race

Former High Elf, now a demi-lich

D. Magical Affinity

Spirit

E. Military Division/Rank

Mage (in all actuality, he is a demi-lich)

F. Character Overview

A powerful demi-lich with a short temper and vast, unimaginable knowledge in the dark arts, Zuka constantly seeks more power through the death of his many enemies. Since his elevation to Lich King by John Irenicus II, Zuka has become more secluded and brooding.

G. Ability

Zuka's knowledge in the dark art of necromancy is vast and is the highlight of centuries of study. He is a little bit knowledgeable in the arts of fire, lightning (a branch of air), and ice (a branch of water), but these skills are severely lacking in comparison to his necromancy skills.

H. Physiology

Zuka's once ice blue eyes have now turned a hellish red, and his once magnificently tan skin has withered and rotted off, revealing a skeleton darker than obsidian. He once stood nearly six feet tall, but has shrunken in size due to the loss in body mass. His once flowing black hair has completely fallen out.

I. History

The history of Zuka Telemnar is a long tale of love and hatred, trust and betrayal, war and constant conflict. To tell the entire story of Zuka would take many hours, so here is the summary:

Born as the oldest child to the Telemnar family in Syl'arboreth, the capital of the Elvish confederacy in El'th'norann, Zuka became a swordsman quickly and his skills were remarkable. He grew up with another elf named Itarildë Calaelen, a sorceress, and the two fell in love. When Zuka was eight years old, the Second Great War between the elves and the undead, demons, and hordes of chaos broke out. Zuka was forced to join as a swordsman and quickly climbed in rank. Itarildë became a prominent sorceress, and pleaded with the head of the magic academy to allow Zuka to join. Finally, she relented and allowed the young high elf to join.

That was most important decisions in the course of Zuka's history. He learned magic quickly due in part to his blood, and not a moment too soon. Within the next year, the demons had located Syl'arboreth and began their weeklong siege. Infuriated, the king sent many legions of swordsmen and archers to their deaths trying to break the siege, but all their efforts to breach through failed. Finally, the cavalry and sorcery units led the final wave and nearly breached through when Zuka's warhorse was killed beneath him. He fell and disappeared into the mass of demons and undead. By the end of the day, much of Syl'arboreth had been destroyed, but the demons were finally defeated. Zuka's body was never found.

Little did anyone know he had been captured for his magical prowess and forced to join the ranks of the demons. For the next 720 years, Zuka was a pawn to the Pit Lord Akanzel, forced to serve him as a necromancer. However, Zuka quickly gained rank and power, slaying his opposition through magic, treachery, and assassination. Pleased with the results that the young necromancer was bringing, Akanzel eventually made Zuka a general, where he earned the nickname "The Destroyer."

Around the age of 730, Zuka's forced servitude was finally released when Akanzel attempted to remove Zuka as the commander of the legions. Angry, the necromancer incited a full-scale revolution in the pits of hell against Akanzel. Through the midst of chaos, Akanzel, Shanu, and Barglom (the three commanding Pit Lords) were finally captured by Zuka; however, Akanzel mortally crippled Iskhani (a Pit Lord who was Zuka’s closest friend). Enraged, Zuka had the three Pit Lords hung while in human form.

Eight years later, the necromancer found his way to Titan. He made a few friends, such as Carzal, TBeck, Gus, Ominous, zip, and (ironically) Akunosh, and had many adventures. He returned to El'th'norann with the Lich King's army and laid waste to Syl'arboreth. Afterwards, he and Carzal traveled to a minor version of hell to steal a magical dragon tooth and a demon priest's staff, which he still keeps to this day. Then, they traveled to the abandoned frozen world of Aewin to capture the Necromancy and other various magical Indexes, tomes of vast knowledge and spells. Several other adventures were undertaken, but there are far too many to list.

J. Mannerisms

Zuka will follow the law if it serves his needs and will comply with another's commands if he deems it logical enough. Besides that, he prefers to kill, maime, and be amongst undead creatures than amongst the living.

K. Properties of Choice

Rev'zhan - A recently forged staff, Rev'zhan is now Zuka's personal weapon. Karzna, Zuka's former staff, and the Demon Priest's staff, were both infused into this frightening concoction. The obsidian staff is hollow in the center, its mythril core filled with the blood of several beholders and dragons, amplifying the magical capabilities of its caster. Rev'zhan also still retains Karzna's original soulstealer curse, allowing none other than Zuka to wield it without risk of losing his or her soul.

Eh'Vritsu Dagger - A unique soulstealer dagger, wrought by the hands of Irenicus and allows the wielder to trap the victim's essence in it. The soul is then only removable by magical means.

Robes of the Lich - A dark and ineffably evil creation, these robes grant Zuka the capability of summoning shades, skeletons, or other undead creatures to fight by his side at a moment's notice. They also amplify his necromantic powers by fifty percent and decrease casting time by thirty-five percent.

Marillakk - The very armor that encases and protects the demi-lich from harm. An ineffably evil ritual was undertaken to craft this dark armor. Darksteel (stronger than steel, slightly weaker than mythril) was forged into full plate armor while being interwoven with two substances. First was the flesh of a female elf that was still living at the time of the enchantment, and second, the hair from a Unicorn's mane. These combinations make the armor quite powerful and evil. The wearer is not only immune to fear and horror, but also experiences a reverse of the effects as it gives them courage to fight on through insurmountable odds.

When the armor was finally forged and cooled, it was then soaked with the intermingled blood of elves before being infused with the souls of dead beings. These final acts allow the armor the capability of making the wearer immune to death spells.

The Crown of the Lich King - Zuka's obsidian crown grants him vast telepathic powers over his armies and ensures that he will be able to effectively communicate with his armies and commanders at all times.

Ring of Unlife - A unique ring forged by John Irenicus himself, this ring amplifies and boosts the wearer's influence over any demon, undead, or evil creature that would be well beyond the control of a normal necromancer.

Soulstone Amulet - An exquisite amulet that holds a red soulstone as a pendant and is one of Zuka's eight soulstones. The other seven are held by powerful and loyal vampires given the noble task of protecting them for all eternity. These soulstones are the trinkets that keep Zuka's phylactery safe, for no harm can befall it while any of the soulstones remain intact.

Phylactery - The phylactery is the very stone that keeps Zuka's precious essence. Without it, Zuka would perish for all eternity, and for this reason he made certain it would be nigh impossible to destroy. While all eight soulstones remain intact and the Takrin staff separated, none could ever hope to destroy the stone.

L. Sociology

Secluded, dark, mysterious, and brooding, Zuka never forgets a grudge. He is a master of revenge, even if it takes many years to exact it upon those who inflicted harm upon him.
Last edited by Zuka Zamamee on August 8th, 2007, 10:31 pm, edited 4 times in total.
My Signature

I am the freezing touch that takes life away,
I am the one whose soul is unclean.
A master of dreams, awakened to the night
I haunt the Astral and reap the mortal life


Through the moonlight's mist
I enter your soul
Which withers from purity I defile
I am the Darkness, the Night that lasts forever


The Lich King
Lord of P'leik
User avatar
Zuka Zamamee
Ham
 
Posts: 759
Joined: September 21st, 2005, 7:40 pm
Location: Manor, TX

Postby Agustus » March 20th, 2007, 11:15 pm

WTF?!?
your back? i thought you killed this char off?
what changed your mind you necromancer
Agustus
Clan Member
 
Posts: 1086
Joined: September 13th, 2005, 10:55 pm
Location: Cali

Postby Zuka Zamamee » March 21st, 2007, 5:36 pm

Decided that the RP that killed off Zuka was too god-modded and the world needs more truly evil figures to give the good guys something worth fighting against.

:D
My Signature

I am the freezing touch that takes life away,
I am the one whose soul is unclean.
A master of dreams, awakened to the night
I haunt the Astral and reap the mortal life


Through the moonlight's mist
I enter your soul
Which withers from purity I defile
I am the Darkness, the Night that lasts forever


The Lich King
Lord of P'leik
User avatar
Zuka Zamamee
Ham
 
Posts: 759
Joined: September 21st, 2005, 7:40 pm
Location: Manor, TX

Postby Agustus » March 21st, 2007, 6:34 pm

....
*sigh* as if there is enough rpers here to make that true...
Agustus
Clan Member
 
Posts: 1086
Joined: September 13th, 2005, 10:55 pm
Location: Cali

Postby Ominous » March 24th, 2007, 3:59 pm

Wanna duel again sometime, then? :P

Maybe I'll win since he's not so godmoddy anymore.
Image
User avatar
Ominous
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Posts: 1052
Joined: September 13th, 2005, 7:13 pm
Location: Oberlin, OH

Spells

Postby Zuka Zamamee » June 20th, 2007, 4:02 pm

*****DISCLAIMER: Zuka has a wide arrangment of spells, but in order to keep it fair I've added decent casting times to offset the number of spells he has. I can add more time to the casting time if it is deemed necessary by the RP Council.*****

Auras
Aura of Death:

This aura causes the stench of death to surround the necromancer and drain the will of the enemy to fight. Any enemies within the aura that succumb to its effects cannot fight and begin to vommit uncontrollably. The radius is thirty feet.
Casting time: 10 seconds

Aura of Evil:

This aura protects the necromancer against holy auras and offers a better chance of resisting holy magic. Aside from its protection, it also heals the necromancer's undead minions and immediately identifies him/her as an evil being. The radius is thirty feet.
Casting time: 10 seconds

Aura of Fear:

This aura taps primal fears of its victims and, if they fail a will save, causes them to flee in terror from the necromancer. The radius is thirty feet.
Casting time: 10 seconds

Aura of the Lich:

This aura is well feared by followers of the light and is well-respected by other followers of the dark. Aura of the Lich drains the health of any hostile creature towards the necromancer/lich and heals him/her and his/her minions and allies. At the same time, it saps away at the enemy's will to fight the necromancer/lich, reduces their reaction times, and the victims suffer penalties to all their attributes.
Casting time: 30 seconds

Verata's Aura:

This aura causes all demons and undead hostile to the necromancer to cease their hostile actions and bond under the necromancer's banner as long as this aura is in effect. Those controlled by a master are still affected.
Casting time: 20 seconds

Blood Spells
Blood of the Master:

This spell, at the expense of some of the necromancer's blood, can heal all of his/her minions and increase their capabilities. The more blood the necromancer sacrifices, the faster his/her minions are healed and the better they fight.
Casting time: 10 seconds, blood required

Rain of Blood:

This spell causes a torrential rainfall of diseased, cursed, or poisoned blood that will affect all targets within a five-meter radius of the area the spell was casted on. Damage sustained from this spell can only be reversed through magical means, and can possibly kill the victims if they do not seek magical treatment. Casting of this spell is a truly evil act.
Casting time: 35 seconds

Blood Lightening:

This spell is one of pure evil and was created for evil intentions. When casted, any exposed blood within a ten-foot radius of the caster becomes cursed and fires itself at any targets within a ten-foot radius of the target. The victim then suffers half damage to their life force, lose all their defensive magic spell and enchantments (though they can be recasted), and become infected with the curse Contagion. Continuous splash damage can occur if another target is available within three feet of the victim, making it a deadly spell against armies marching in formation. Armor is negated unless it is been heavily enchanted Holy.
Casting time: 30 seconds

Dark Bond:

This spell allows a necromancer to transfer all negative conditions, abnormalities, and magical encumbrances to an undead ally or, if the necromancer is skilled enough, an unwilling victim.
Casting time: 30 seconds

Dark Pact:

By sacrificing a bit of blood and commencing this dark ritual, the necromancer calls upon the aid of a powerful demon or demons, which in turn bestow their powers temporarily on the necromancer.
Casting time: 60 seconds

Demonic Flesh:

By sacrificing a good portion of blood, a thick, scaly, demonic flesh encompasses the entire necromancer and renders him immune to normal and lightly enchanted weapons for several minutes. At the end of this spell, the necromancer’s flesh returns to its regular state.
Casting time: 60 seconds

Life Siphon:

A very dark ritual used by skilled and sadistic necromancers, the spell requires that the necromancer choose a specific target while sacrificing much of his own blood. However, the benefits of the spell are greater than the cost in that the spell siphons the life force of the victim at the same rate the necromancer loses blood and adds the victim’s life force to the necromancer’s, thus replenishing his own supply of blood. Life Siphon allows a sadistic necromancer to slowly (or quickly) kill victims without fear of being killed himself.
Casting time: 30 seconds

Well of Blood:

By sacrificing a few drops of blood, this spell creates a one hundred gallon reservoir of Elven, Draconic, Orcish, Dwarven, or human blood inside of a suitable container. This aids greatly in rituals requiring blood or in feeding a large host of vampires without resorting to hunting for prey.
Casting time: 120 seconds

Blood Bond:

By mixing the blood of the necromancer and the victim in a dark and mysterious ritual, an extremely powerful and almost unshakeable bond is formed between the two. The necromancer assumes the role of master while the victim becomes the submissive servant to the necromancer. This spell can be used to humiliate former enemies and captives or can be used to ensure the loyalty of an apprentice. This spell allows both members to know where the other is and whether or not they require help. The bond continuously strengthens until they know every secret and thought of the other.
Casting time: 1 hour

Awaken the Blood:

A mix between Vampiric and necromantic abilities, this spell has multiple functions. It can serve to reaffirm or strengthen the bond between the necromancer and his Blood Bond partner, strengthen the brood of progeny that the vampire has created, or to bolster the effectiveness of other Blood spells.
Casting time: 300 seconds

Curses
Defile Touch:

This curse will, by nefarious means, reduce an enemy's chances of successfully healing or casting spells by 2/3, significantly increasing the enemy's failures at casting spells. This curse lasts a full minute.
Casting time: 5 seconds

Enfeeble:

This curse causes an enemy's strength to be sapped away in a matter of seconds until they are only half as strong as they were originally. This curse lasts twenty seconds.
Casting time: 5 seconds

Enfeebling Blood:

This curses causes a group of enemies to be drained of their strength in just a matter of seconds until they are only half as strong as they were originally. This curse lasts twenty seconds.
Casting time: 15 seconds

Faintheartedness:

This curse causes an enemy's attacks to be reduced in speed and tenacity, thus making his/her attacks 50% weaker and slower. This curse lasts thirty seconds.
Casting time: 10 seconds

Malaise:

This curse drains the energy (but not necessarily health) out of an enemy and adds it to the spellcaster. This spell lasts twenty seconds.
Casting time: 10 seconds

Weaken Armor:

This curse rapidly decays armor in just a matter of seconds, turning steel and other materials into rust. This curse lasts for thirty seconds or until the armor has been destroyed.
Casting time: 15 seconds

Wither:

This curse rapidly degenerates an enemy's strength and their health, making them weak and wounded in a matter of seconds. This curse lasts for thirty seconds, but the effects must be removed magically or by natural healing.
Casting time: 5 seconds

Corrupt Enchantment:

Considered to be a very dark and insidious curse, it causes an enemy’s magical enchantments to be corrupted with dark, demonic powers. If the enemy fails to react, the curse then quickly begins to corrupt the unfortunate victim.
Casting time: 15 seconds

Ulcerous Lungs:

The use of this curse is extremely evil and displays how little humanity the necromancer has left in him. Through the most nefarious means, the curse causes the arteries and veins inside of the victim’s lungs to rupture, resulting in the victim drowning in their own blood.
Casting time: 20 seconds

The Ravish of Time:

Considered to be one of the more sinister and evil curses, this particular curse subjects the victim’s body to the destructive force of time. Within seconds, the victim’s body is aged by a thousand years, which can cause rapid death to short-lived mortals.
Casting time: 30 seconds

Vile Touch:

This spell allows a necromancer to cause an enemy to succumb to a disease that rapidly destroys the body. Within seconds, boils, cancerous tumors, lesions, blotches, seeping abscesses, and other disfiguring symptoms appear and worsen over time. If left untreated, the body's organs will shut down in a matter of hours.
Casting time: 15 seconds

Contagion:

This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. It can only be stopped by magical means, and further magical healing is needed to reverse the effects.
Casting time: 10 seconds

Death Nova:

Similar to Wave of Death, this spell requires a corpse to cast. The corpse rapidly fills with nitrogen and other gases and, within seconds, a volatile chemical reaction occurs. The corpse explodes violently, spewing acid and other chemicals in random directions within a ten-foot radius.
Casting time: 20 seconds

Rotting Flesh:

This dark spell allows a necromancer to cause a victim’s flesh to rapidly deteriorate and rot as if it were a corpse buried beneath the ground for many decades. The results are devastating, as the victim loses most of their muscle mass and strength.
Casting time: 30 seconds

Necromancy
Soul Reap:

This spell automatically harvests the souls of nearby fallen enemies, allies, animals, and other creatures and restores power, health, and energy to the necromancer.
Casting time: none

Verata's Gaze:

This spell allows a necromancer to control a hostile demon or undead minion simply by gazing at them. If the demon or minion has a master or is masterless, it falls under the sway and power of the necromancer casting the spell.
Casting time: 15 seconds

Locate Remains:

This spells reveals the location of the remains of any victim simply by thinking of the victim. Unseen psionic magic will search for the corpse and reveal its location to the spell caster while also revealing nearby enemies.
Casting time: 20 seconds

Chill Touch:

When the caster completes this spell, a blue glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. Damage must be cured magically or healed naturally. This spell has a special effect on undead creatures, which causes them to flee in terror.
Casting time: 5 seconds

Improved Chill Touch:

When the caster completes this spell, a dark blue glow encompasses his hand. This energy attacks the life force and magical essence (if any) of any living creature upon which the wizard makes a successful melee attack. Damage must be cured magically. This spell has a special effect on undead creatures, which causes the magic binding their bones to dispel.
Casting time: 15 seconds

Ghoul Touch:

When the caster completes this spell, a green glow encompasses his hand. This energy attacks the nervous system and life force of any living creature upon which the wizard makes a successful melee attack. The victim cannot move or react while this spell is in use against them. Damage must be cured magically or healed naturally. This spell has a special effect on undead creatures, which causes them to self-destruct.
Casting time: 5 seconds

Animate Undead:

This spell creates the lowest of the undead monsters--skeletons or zombies--usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes existing remains to become animated and obey the simple verbal commands of the caster. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat or are turned; the magic cannot be dispelled.
Casting time: 20 seconds per undead

Animate Undead Army:

This spell creates a small army of 50 of the lowest of the undead monsters--skeletons or zombies--usually from the bones or bodies of dead humans, demihumans, or humanoids. The spell causes existing remains to become animated and obey the simple verbal commands of the caster. The skeletons or zombies can follow the caster, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The undead remain animated until they are destroyed in combat or are turned; the magic cannot be dispelled.
Casting time: 30 seconds

Hold Undead:

When cast, this spell renders immobile up to three undead creatures. No more than three undead can be affected by a single spell. To cast, the wizard aims the spell at a point within range and the three undead closest to this are considered to be in the area of effect, provided all are within the field of vision and spell range of the caster. Undead of a mindless nature (skeletons, zombies, or ghouls) are automatically affected. Other forms of undead can negate this effect. If the spell is successful, it renders the undead immobile for the duration of the spell.
Casting time: 5 seconds

Lorlich's Minor Drain:

This spell allows a necromancer to slowly and painfully inflict minor wounds onto a victim, draining their life force and adding their vitality points (or health) to his own.
Casting time: 10 seconds

Lorlich's Major Drain:

This spell allows a necromancer to slowly and painfully inflict critical wounds onto a victim, draining their life force and magical essence and adding it to his own.
Casting time: 20 seconds

Vampiric Touch:

This spell allows a necromancer to drain a victim of his life force simply by touching him.
Casting time: 3 seconds

Improved Vampiric Touch:

This spell allows a necromancer to rapidly drain a victim of his life force and soul simply by touching him.
Casting time: 5 seconds

Dark Pulse:

This spell is conjures a black bolt of force that unerringly strikes its target, as per a magic missile spell. This tiny black mote of energy corrupts the target’s natural body systems, as concentrated Underdark radiation causes internal shuttering and rapid, erratic muscle movement. In addition, the caster can either have the damage occur instantly, or delay the damage. The last use of this spell will prevent most spellcasters from casting spells while they are suffering damage. Unlike the magic missile spell, a dark pulse is not stopped by a shield spell.
Casting time: 10 seconds

Corpse Link:

With this versatile spell, a wizard establishes a sensory link between himself and a corpse or freshly animated zombie of a human, demihuman, or humanoid within the spell's range. This link allows the caster to gather sensory information from the vicinity of the cadaver or undead being, including Sight, Smell, Taste, Hearing, and Feeling.
Casting time: 20 seconds

Phantom Armor:

When this spell is cast, the wizard creates a quasi-real suit of plate mail. This semi-illusory material covers the subject and actually gives some real protection unless a dispel magic or dispel illusion spell is cast upon it, or a wand of negation affects it. This spell will not function with any other form of magical protection. Until gone, or disbelieved, the armor protects the wearer as if it was plate mail. When the armor has absorbed too much damage, it is dispelled and vanishes. Any remaining damage occurs to the wearer. The armor in no way affects the movement or spellcasting abilities of the wearer. Phantom armor is not subject to rust.
Casting time: 12 seconds

Spirit Armor:

This spell allows the wizard to surround himself with a portion of his own essence, which takes the form of a shimmering aura. The spirit armor offers protection equivalent to splint mail and grants the wizard higher defense against magic. The spirit armor's effects are not cumulative with other types of armor or magical protection, but Dexterity bonuses do apply. The spirit armor is effective against magical and nonmagical weapons and attacks. It does not hinder movement or add weight or encumbrance. It does not interfere with spellcasting. When the spell ends, the aura dissipates and the caster might sustain some damage to his essence, which can only be healed by magical means.
Casting time: 15 seconds

Death Army:

When casted, this spell summons forth a temporary army of invincible powers that will seek and destroy everything (except allies) within a ten-meter radius of the summoner. The army only remains for a total of twenty seconds before being forced back into the realm in which they were summoned from. If the summoner moves, the army will follow and continue to kill until they are gone. This spell can only be casted once a day or three times a week.
Casting time: 75 seconds

Preserve Dead:

This spell allows the user to prevent any number of bodies from rotting for up to three months or until it is dispelled. The corpse does not require any further attention once it is casted.
Casting time: 1 second

Ray of Fatigue:

This spell, when casted, projects an energy beam that will target and sap away the energy, strength, and stamina of a victim until they either become unconscious or are able to flee far enough away that the caster cannot reach them (usually beyond fifteen feet).
Casting time: 10 seconds

Shadow Drain:

When cast, a Rift is created between the Plane of Shadow and whichever Plane the caster is on through which many Shadows (as per the Monster Manual) "lash out" at the target for just an instant. Unless immune to the affects of a Shadow's touch, the victim suffers moderate wounds and is prone to becoming warped into a phantom unless it is counteracted by holy magic.
Casting time: 20 seconds

Corruption:

This spell inundates the target with an emotional flurry of corruption and greed. A person who fails to stop all hostile actions against the caster will temporarily succumb to the temptations of dark power and becomes transfixed, lost among delusions of grandeur, and unable to take any actions for the duration of the spell. Successfully stopping hostile actions allows the person to be completely free of the spell's effect. After the spell expires, a person who was hostile in the beginning might be predisposed to favoring the caster. If the victim remains hostile, the target will hesitate for one minute before attempting any offensive move against the caster, his minions, or property.
Casting time: 40 seconds

Remove Disease:

This spell will effectively remove any disease inflicted upon the caster by successfully counteracting its powers. Any further damage done by the disease must be healed naturally or through magic.
Casting time: 10 seconds

Delay Death:

Through the powerful kinship that a necromancer shares with death, he is able to use this spell to delay his inevitable downfall should he be mortally wounded. Depending on the severity of the wound, he can usually survive for several more hours or even a few more days. Unless, of course, if he is decapitated.
Casting time: 60 seconds

Cause Blindness:

The blindness spell causes the victim to become blind, able to see only grayness before its eyes. Various cure spells will not remove this effect, and only a dispel magic or the spellcaster can do away with the blindness.
Casting time: 15 seconds

Organic Disruption:

This spell allows the caster to strike at life-shaped creations and those who use them. When the spell is cast, a 10 ft. radius sphere of dark energy appears around the desired location and quickly fades. All life-shaped creatures within the sphere must flee or be slain instantly. Nonliving organic material such as wood, and leather must be moved or it will crumble to dust.
Casting time: 35 seconds

Paralyzing Touch:

When the caster completes this spell, a red glow encompasses his hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. The victim will be unable to move or defend himself until the caster ends the spell, and the victim will be rendered petrified for several seconds after the spell has ended. Damage must be cured magically or healed naturally. This spell has a special effect on undead creatures, which causes them to flee in terror.
Casting time: 10 seconds

Ray of Paralysis:

This spell, when casted, projects an energy beam that will target and viciously assault the nervous system of a victim until they either become paralyzed or are able to flee far enough away that the caster cannot reach them (usually beyond fifteen feet).
Casting time: 5 seconds

Stench of Death:

This spell, when casted, causes the overwhelming and nauseating aroma of death to permeate thickly in the air around the area targeted. Wind, magical or natural, will cause the spell to spread. Any who are affected in the area (except for the caster and his party) suffer from suffocation and horror from the stench.
Casting time: 5 seconds

Tendril Drain:

This spell projects a dark energy beam that will sap the life force of a target and temporarily add it to that of the caster. The magical essence of the victim is also sapped and added to the caster's own. The maximum range of the spell is twenty feet.
Casting time: 10 seconds

Evil Glare:

This spell causes enemies to be petrified in fright and will be unable to attack or flee from the necromancer unless if the victim has exceptional willpower to resist the effects.
Casting time: 5 seconds

Detect Undead:

This spell allows the caster to detect undead simply by concentrating in a specific direction. Range is one hundred meters.
Casting time: 5 seconds

Greater Detect Undead:

This spell allows the caster to detect undead simply by concentrating, but doesn't require a specific direction. Range is one hundred meters.
Casting time: 15 seconds

Control Demon:

By determination, a necromancer can break even the most stalwart demon to his or her will. As time progresses, this spell requires less and less effort as the caster becomes more successful at breaking demons' wills.
Casting time: 10 seconds

Infravision:

Always active, this allows the necromancer to detect heat emitted from bodies or other sources during the night. It is also the standard sight for necromancers, elves, orcs, and Drow at night.
Casting time: none

Possession:

The necromancer's spirit temporarily leaves his body and attempts to possess another. This lasts until next sunrise or until the necromancer ends it. All of the possessed one's knowledge is transferred to the necromancer permanently, causing "amnesia" to the victim. Only one of stalwart will can resist this effect.
Casting time: 30 seconds

Bloodbridge:

This simply allows the necromancer to heal himself by draining the blood of a victim.
Casting time: 10 seconds

Preservation:

This spell can allow a necromancer to preserve corpses or other objects for an indefinite amount of time until dispelled or dismissed.
Casting time: 5 seconds

Armor of Bone:

This allows a necromancer to summon an exoskeleton armor made entirely out of bones. It originally starts out as human bones, but as the necromancer becomes stronger, the armor becomes stronger and changes substance: the first upgrade is elf bone with the second upgrade being dragon bone.
Casting time: 30 seconds

Energy Drain:

This spell allows the spellcaster to drain the magical essence out of a victim and regenerate his own stores.
Casting time: 20 seconds

Paralyze:

Either by touch, range, or sight, a spellcaster can paralyze his enemies in fear if they fail a will save.
Casting time: 5 seconds

Necropresence:

The presence of a powerful necromancer is a fearsome sight to behold, and it inspires his or her minions to fight even harder against an enemy. Every minion under the necromancer's control is given a large save bonus and can easily obliterate otherwise difficult targets.
Casting time: none, but physical presence is required

Soul Trap:

By the darkest and most secretive means, a spell caster can use this spell to trap an enemy's soul (essence) into a soulstone, soul gem, phylactery, or other suitable container.
Casting time: 60 seconds

Life Transfer:

With years of training, dedication, and skill, a necromancer can learn to transfer his own soul to another suitable corpse or, if he dares, transfer the soul of victim to another body.
Casting time: 120 seconds

Soul Bind:

A necromancer of considerable skill can forcibly bind the soul of an unwilling victim either to an object (such as armor or a weapon), himself (to gain more power), or to any other living being. Soul Bind can also be used by a lich whose physical body has been destroyed (with the phylactery still intact) and seeks an alternative to possession or rebuilding a physical body. The result is similar to possession, but the victim’s soul is infused into the lich’s.
Casting time: 300 seconds

Feast for the Dead:

A true necromancy spell, this spell causes all allied undead to frenzy and viciously feast upon the flesh of all nearby enemies (dead and alive). The result: a stronger, fully healed, and revitalized undead army ready to reengage in combat.
Casting time: 60 seconds
My Signature

I am the freezing touch that takes life away,
I am the one whose soul is unclean.
A master of dreams, awakened to the night
I haunt the Astral and reap the mortal life


Through the moonlight's mist
I enter your soul
Which withers from purity I defile
I am the Darkness, the Night that lasts forever


The Lich King
Lord of P'leik
User avatar
Zuka Zamamee
Ham
 
Posts: 759
Joined: September 21st, 2005, 7:40 pm
Location: Manor, TX


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