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Luscinia's Spells

Jun 7th, 2021 (edited)
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  1. Spells will be an important part of combat for you. As a Necromancer you have access to all normal spells along with special spells that only Necromancers can use. You currently have several to use, but to get more spells you need to buy or find new spell books. For new Necromancy spells you need to find Necromancer spell books. You can also learn a few spells by simply leveling up.
  2. In combat, spells cost MP to use. If you run out of MP or don't have enough you will be unable to use spells. Your MP however will naturally recharge outside and inside of battle. Inside of battle your MP goes up by +1 per turn. Potions of Magic can also be used to instantly restore a certain amount of MP. Certain clothings and items can increase the rate that MP recovers.
  3. The spells you have:
  4.  
  5. Divine:
  6. -Cleansing Flame: this spell creates a circle of light that's about five feet, creating a column of holy fire the purges a Demon possessing a host or latching onto an object. This spell only works against Demons and Undead, trying to use it on someone that isn't Undead or possessed will cause the spell to fail. The possessed person or object must be in the circle when the spell is casted and more powerful Demons could possibly resist the effects of the spell.
  7. Dmg: 50-70 to Demons and Undead.
  8. MP: 40
  9. Spell Level: 0/10
  10.  
  11. Holy Ward: a simply ward that can be placed on any surface which wards away Demonic entities and Undead. Should a Demon or Undead wander into the vicinity of the ward a sufficiently weak Demon or Undead will be completely destroyed as the magic in the ward reacts to it's presence. Stronger Demons or Undead will only be hurt by it's effects, but the ward will also warn the caster that placed the wards down that it has been triggered. Immediately after use the ward is destroyed, so if you wish to protect an area be sure to place down several if you can.
  12. For the spell to work a writing utensil is required and as you place a ward down on a surface the caster must speak a prayer to a god of their choice. Not praying during the process will result in the wards becoming very weak.
  13. MP: 3 per ward
  14.  
  15. Sense Evil: the caster casts the spell which targets themselves or an ally of their choice and one enemy of the caster's choosing. Should the spell detect that the enemy possesses spells that deal damage or give conditions that are from evil magic the spell protects the chosen ally from those attacks or conditions for 3-5 turns. It can be casted outside of combat and lasts for an hour. Should the spell detect no evil it has no effect, but the caster doesn't lose the MP to cast the spell if it fails.
  16. MP: 50
  17.  
  18. Destruction:
  19. -Spark: The user casts a weak bolt of lightning at their target.
  20. Dmg: 32-37
  21. MP: 4
  22. Paralysis chance: 18%
  23. Spell Level: 4/10
  24.  
  25. -Firebolt: The user casts a small ball of fire at their target.
  26. Dmg: 25
  27. MP: 5
  28. Burn chance: 10%
  29. Spell Level: 2/10
  30.  
  31. Cold Snap: a cone of freezing air and ice leaves a caster's hoof in a fifteen foot cone, enough to get three ponies in the cone at once. The cold is also powerful enough to lower the temperature in a room or put out a small fire.
  32. MP: 10
  33. Dmg: 15-18
  34. The spell can hit up to three enemies at once.
  35.  
  36. Protection:
  37. -Minor Shield: The user casts a weak shield in front of them or in front of an ally, blocking some damage.
  38. Blocked Dmg: 30%
  39. MP: 15
  40. Spell Level: 1/10
  41.  
  42. -Armas' Thorn: The caster creates a magical bond with a person of their choosing. Whenever an attack hits the connected target the caster that's connected to them takes the full damage instead rather than the target.
  43. MP: 50
  44.  
  45. -Lesser Foresight: when this spell is cast the caster attempts to look into the future of what an enemy may potentially do. The caster guesses what an enemy's next spell attack is and if the guess it correct there is a 20% chance of the spell automatically failing and the creature is unable to use said spell for 2-5 turns. Further, if the spell doesn't fail, hits, and comes with a condition the chance of being afflicted by the condition decreases by 15%
  46. MP: 30
  47.  
  48. Insight: the caster casts the spell targeting an enemy creature. The spell allows the caster to see all of the attacks and spells that the enemy has at their disposal.
  49. MP: 10
  50.  
  51. Resistance: the caster touches one willing creature of their choice while casting the spell where a mote of light will form in front of the creature and begin to orbit them for 3-5 turns. The caster chooses the type of damage that the spell targets (e.g. slashing, bludgeoning, fire, ect.) and if the creature is hit by that damage type they take 50% less damage from the attack or spell.
  52. MP: 20
  53.  
  54. Illusion:
  55. -Minor Image: results in the creation of a sound or object that lasts for a minute or until it's touched, it can also be ended by the caster dismissing it. If you use it to create a sound you can make it as quiet or as loud as you want. It can be a voice, whether your own or someone else's, a roar of a creature, the sounds of an instrument, or any sound that you have heard before. The sound can either go on for the entire duration or be set to go on and off at different intervals. Creating an object, it must fit within the space of a 10 foot cube. The object cannot create any sound, light, smell or any other effects to the senses and it cannot be touched. If it's touched the illusion will break and then disappear.
  56. MP: 15
  57.  
  58. -Disguise: while you can disguise yourself using Minor Image a disguise using Minor Image will be unable to stay with your movements while this one will. You can make yourself, everything from coat color, clothing, armor, weapons, and other things on your person look different until the spell ends or you dismiss it, the spell lasting an hour though it can be recasted. You can make yourself appear taller or shorter, fatter or thinner or something in between. Changing body type with the illusion isn't possible, meaning you can't transform into something with two legs.
  59. Do be careful with the changes made by the spell. The illusion can be touched, but if you add something like a hat, objects will be able to pass through it. If you use the spell to appear thinner or fatter than you actually are, their hooves will bump into you or pass through you instead.
  60. MP: 20
  61.  
  62. Object Invisibility: Any object that the caster touches becomes invisible to the eye, the object appearing to have never existed and able to see anything behind it. The spell ends after an hour passes, or something makes contact with the object. The object that you want to turn invisible must be able to fit in a 10x10 foot cube. There is also an invisibility spell for creatures, but that is more advance than this spell.
  63. MP: 30
  64.  
  65. Tongues: The spell causes the caster to be able to understand any spoken language of their choosing. Any spoken language said in the presence of the caster will be heard to the caster as a language they can understand and the words they speak in response come out as the language they heard. The spell lasts for eight hours and requires one other target other than the caster who can speak the language that the caster wishes to understand. This spell only works on heard language, written language remains the same to the caster.
  66. MP: 60
  67.  
  68. Restoration:
  69. -Minor Healing: The user casts a weak restoration spell on themselves or an ally, healing some damage.
  70. Restored HP: 45-60
  71. MP: 10
  72. Spell Level: 5/10
  73.  
  74. Summoning/Conjuration:
  75. -Weak Magic Blade: the caster summons a basic weapon in their hooves made out of magic. Despite it's properties it can slice and bludgeon like a normal weapon and inflict wounds as normal. Unlike normal weapons it does not deteriorate or break and has the magic property. The weapons it can form are fairly basic though and not too strong. The weapons it can form include: daggers, spears, shortswords, hammers, maces, and bows.
  76. MP: 30
  77. Dmg: 30-35
  78. Spell Level: 0/10
  79.  
  80. Hypnosis:
  81. -Suggest: This spell is one of the most basic spells in this book. The caster simply casts the spell on the target and make their suggestion, maximum of two sentences, and the suggestion must be worded in a way that sounds reasonable to them. For example, using this spell and commanding them to harm themselves won't work as it will be seen as unreasonable. You may also specify certain conditions that could trigger the activity you suggest them to do. The spell will automatically work on a willing target, though an unwilling one may resist the effects of the spell.
  82. The spell lasts for a day or when the target finishes what they were asked to do.
  83. MP: 30
  84.  
  85. -Sleep: an area of effect spell that can put several Ponies into a deep sleep. The spell effects the weakest target first and then goes up to the stronger. Once it has a hold the Pony falls asleep for eight hours, though if they can be nudged awake and hurting them will also wake them up. A pony with a strong willpower can resist the effects and stay awake, so be warn!
  86. MP: 35
  87.  
  88. Necrotic:
  89. -Minor Dark Healing: User casts a healing spell from dark magic on itself or an ally. Heals quite a bit, but takes a lot of MP.
  90. Restored HP: 60
  91. MP:25
  92. Spell Level: 1/10
  93.  
  94. -Minor Dark Resurrection: using the powers of Necromancy you can resurrect any corpse from death as long as it's been dead for less than twenty-four hours, past that and it won't work. Only some of their injuries will be healed, but they will be restored to life with all their memories intact. This resurrection spell will also caused the revived's soul to forever be linked to the Necromancer that revived them, so if the Necromancer dies they will die as well.
  95. HP restoration: 25% of HP returned
  96. MP: 50
  97.  
  98. -Deathbolt: User fires a small bolt of necrotic energy at the target.
  99. Dmg: 33-39
  100. MP: 15
  101. Spell Level: 3/10
  102.  
  103. -Will-o-Wisp: User surrounds the target in Ghoul Fire. Does very little damage but guaranteed ghoul burn.
  104. Dmg: 5-6
  105. MP: 15
  106. Burn chance: 100%
  107. Spell Level: 0/10
  108.  
  109. -Soul Rend: The user rips the soul out of a target. Kills the target instantly, but as it's a living soul there is a high chance that it'll resist and the spell will fail, requires a large amount of MP as well. If Soul Rend fails on a target the user will be unable to target them again with Soul Rend.
  110. Dmg: instant death
  111. MP: 30
  112. Failure Chance: 75%
  113.  
  114. -Skeleton: Summon an undead skeleton to aid you in battle. Very weak however since it's a skeleton. Requires a nearby body to summon a skeleton.
  115. HP: 15
  116. Dmg: 20-25
  117. MP: 25
  118. Spell Level: 1/10
  119.  
  120. -Raise Zombie: Raise a Zombie to aid you in combat. It's a bit stronger and more intelligent than the skeleton though it's still a weak type of undead. It can wear armor and wield basic weapons to increase it's strength and durability in combat. Zombies don't require a soul to raise, but a body has to be nearby to raise one.
  121. HP: 50
  122. Dmg: 30-37
  123. Def: 3
  124. MP: 35
  125. Spell Level: 0/10
  126.  
  127. -Raise Spirit: you can raise a Spirit in combat. A Necromancer targets a free floating soul or a soul they have in a Soul Jar and casts the spell to turn the soul into a full-fledged Spirit. A Spirit has the ability to weakly interact with the world like opening doors and picking up small objects, and the Spirit can speak without issue. It can't wear armor or use weapons, but it's incorporeal nature makes it hard to hit and it has claws that it can attack with.
  128. Spirits can possess other creatures. The creature makes a roll and if it fails the Spirit possesses their body and takes full control of it, able to use it's stats and equipment. The possession ends when the body drops to 0 HP or it's forced out with a check the possessed can make once each round.
  129. HP: 45-55
  130. Dmg: 35-45 (unpossessed)
  131. Def: 6 (unpossessed)
  132. MP: 60
  133. Spell Level: 0/10
  134.  
  135. Disguise Dark Magic: Dark Magic already naturally disguises itself, but this spell adds a layer of protection in the disguise, helping to hide it better in public. Users of the spell should still practice caution as the disguise can be noticed and dispelled by a Dispel Magic spell.
  136. This spell is a passive spell that runs automatically. Higher rolls are now required for anyone trying to notice the spell.
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