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Necromancy

First Circle

Black Rays (black)
As an action, you may point at a creature, making a ranged spell attack. On a hit, that creature takes necrotic damage based on your cantrip dice, and it is marked until the end of your next turn. If a creature marked by black rays takes damage from any source, it takes additional necrotic damage equal to your casting ability modifier.

  • Enfeebling Rays: (2+ FP) (Up to 3 targets, +1 per additional FP. Targets takes penalty equal to your focus die on strength-based ability, attack, and damage rolls, and to strength-based saving throws for 1 minute; constitution saving throw negates. Creatures marked by black rays suffer disadvantage to this saving throw. May sacrifice hit die, dealing necrotic damage equal to the sacrificed hit die result.)
  • Ray of Death: (3+ FP) (Target takes 6d8 lightning damage, is marked by black rays, and you may sacrifice hit dice, attacking additional targets equal to the number of hit dice sacrificed. +1d8 lightning damage per extra FP spent to each target)
  • ''Terrible Enervation:' (5 FP) (Target takes 8d8 necrotic damage, is marked by black rays, and must save against ray of enfeeblement)

Command Undead (black)
(may make intimidation checks against undead creatures it force them to do your bidding, up to a limit.)

  • Control Undead: (take control of a mindless undead, requiring a bonus action to direct up to a maximum of proficiency bonus in creatures)

Disrupt Living (black)
(melee spell attack deals necrotic cantrip damage, may sacrifice your own hit dice to deal two rolls of your spell die as bonus necrotic damage. May apply the following effects with hit die sacrificed in addition to the damage dealt)

  • Disorient: You may sacrifice 1 hit die to cause the target to become confused for a number of rounds equal to the roll of your spell die.
  • Exhaust: You may sacrifice 2 hit dice to apply one level of exhaustion to the target, and may apply multiple levels of exhaustion so long as you sacrifice 2 hit dice for each.
  • Stagger: You may sacrifice 1 hit die to cause the target to choose either to have its speed reduced to 0, or lose its action and bonus action until the end of its next turn.

Haunting Ward (green)
(as ritual, make alarm that warns against danger, preventing ambush)

  • (1 FP) (when rolling initiative, gain focus die to your initiative checks, cannot be surprised)
  • (3 FP) (aoe around self causes rough terrain and necrotic damage)

Numb the Flesh (black)
(Buff: affected creature may spend reaction to sacrifice a hit die to reduce damage taken by hit die result + your cantrip die)

Poltergeist Blade (green)
(May create a weapon as a bonus action that deals force damage equal to focus die, and can affect incorporeal creatures)

  • (spiritual weapon; scales on cantrip die)

Psychometry (blue)
(lets you read memories left on an object, or imprint memories into objects)

Resuscitate (white)
(heal recently deceased creature, amount required to revive is based on time it has been dead.)

Second Circle

Create Artificial Soul (green)
(Sacrifice a hit die to create a small spirit that functions as a familiar. spirit has hit points equal to sacrificed hit die result)

  • Animate Vessel (spirit controls a soulless vessel for a time)
  • Hypnotic Spark (spirit charms an undead or fiend for a short duration)

Soul Capture (black)
(learn how to create a vessel for storing souls; when a creature dies and you have an appropriate vessel, you may absorb it into the vessel. A successful charisma saving throw avoids being absorbed.)

  • Call/Banish Soul: (3 FP) (Summon a creature who's soul you have in a vessel; it has a temporary spiritual body based on when it was absorbed. Creature is only under your control for 10 minutes, and may have to be banished back into its vessel by casting this spell again)
  • Drain Soul: (4 FP) (deal necrotic damage to target, charisma for half. If creature is killed by this, may immediately capture it into an appropriate vessel)

Voracious Spirits (black)
(sacrifice hit dice to create spirits that persist until you complete a short rest; these spirits can be directed as an action to drain life from a creature, charisma negates, dealing necrotic damage equal to your cantrip die and gaining temporary hit points equal to your focus die. As a bonus action you may consume a spirit or direct it to be consumed by an ally, healing them for its current hit points and temporary hit points.)

  • Consume Magic: (sacrifice spirit to consume a spell as it is being cast; you regain FP equal to the amount spent on that spell)

Third Circle

Fourth Circle

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Page last modified on July 23, 2022, at 06:34 AM