Carneficine

Necromancy

Mar 28th, 2017
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  1. Abilities & Weapons
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  3. About her abilities
  4. Aurelia is a necromancer and currently she is just learning to use necromancy. That is her main ability, but she also has others. Being that she's just learning, however, many of these powers you see won't be put into action for quite a while. She has to 'grow into' them, because currently she doesn't have the strength to carry out advanced moves without the risk of it taking a horrible toll on her body, mentality or even killing her. You have to walk before you run, right? Each ability, however, always has a backlash or risk with it - making her capable of only using certain powers for a set amount of time or amount of times. Some even risk death straight from the get go.
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  7. Scry - The ability to divine the past, present or future through any reflective surface, typically water.
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  9. Dream Walking - The ability to enter another's dreams. The caster can alter the dream as much as they want until the dreamer attempts to take control, in which case the dreamer has greater influence. This makes the spell potentially dangerous for the caster if the dreamer realizes he has control. This spell can be cast from any distance as long as the target is asleep
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  11. Dream Eater- In order to harness and devour the dreams of others, the user must also use dream walker This mutation allows the user to 'eat' the dreams of their chosen target, and like regular food, each dream has their own specific taste depending on the one whom devours them. This mutation occurs mostly in spirits, for it would seem as if the dreams of a living being may help them keep their bodies from disappearing
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  13. Telepathy - The ability to speak to others telepathically. Distance depends on magic level, and higher levels can even force their words through the target's mouth.
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  15. Warg - The ability to see through her soul shadow's eyes or those of her undead and communicate with them over great distances. While looking through their eyes, the character cannot see through their own eyes, making the spell slightly dangerous
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  17. Dowsing - The ability to track creatures or objects with magic. Higher magic levels can pinpoint exact locations, lower levels can only sense the general area. Prolonged use can become tiring.
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  19. Spell Block - The power to create a magical shield in battle, blocking a single cast. Repeated uses are extremely draining, and even experienced users are rarely able to use it more than twice in a single battle
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  21. Familiar - The ability to compel one specific species of plant or animal to adore you and do your bidding. The caster's hold and draw on their creatures increases with magic level. Beginners may easily hold one creature, masters may hold whole groups in thrall.
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  23. Seether - The ability to bend the shadows to the caster's will, changing their shape, darkness or density. Seethers can also turn into shadows themselves, becoming a dark, wisp-like smoke that is transparent and relatively unaffected by physical harm.
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  25. Spirit Walker - The ability to project one's soul from their body, so as to use it to accomplish tasks far away. While not tangible, an expelled soul can be used to send messages or cast weakened magic. While outside of the body, their soul is in a vaporous form that glows faintly, and the remaining body is unconscious and helpless. Master spirit walkers can even strip pieces of another's soul and manipulate it into a temporary spirit being
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  27. Soul Shift - A necromancer with this power gains the ability to take over the body of a human or animal, feeling what they feel and using their body as their own. The inhabited one's mind can fight back for control of the body, with bigger and more intelligent animals being harder to overcome. This ability can be extremely dangerous, for if the battle for supremacy is lost, the caster may find themselves both unable to leave the body without the inhabitant's cooperation and unable to effect anything around it, trapped behind the inhabitant's eyes until they escape. While activated, the caster's original body is conventionally empty, and if the body dies (whether by starvation or injury), the caster is trapped in the new body. If the inhabitant dies, the caster dies with it
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  29. Phantom Weapon - The ability to summon a solid object to use as a weapon, such as a giant claw or a boulder, even weapons like blades. Magic level determines how large the object can be and how long you can maintain it.
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  31. Absorb - The ability to absorb some health from your opponent, damaging the target and healing the caster. The amount of health/damage transferred depends on magic level. This spell is considered difficult to wield, and cannot be cast more than twice per battle. It cannot be used to heal anyone other than yourself.
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  33. Enigma - This power enables the woman to cast illusions over their physical surroundings. They may alter the colors, shapes, and entire mood around them; for example changing day to night, spring to winter, cold weather to warm, ect. These illusions come with whatever sounds, smells, details the weaver wishes. These illusions are however, not real; and such surroundings cannot physically effect or inflict harm on an opponent and are used mostly to frighten, intimidate, or simply amaze.
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  35. Symbiosis - This power gives the user the ability to host a soul whose body recently died. Both host and parasite must have a kind of bond. This is a great counter to the Soul Eater power. If the soul finds an empty shell, the soul may attempt to inhabit it. This is easier said than done as bodies often reject souls that do not 'fit' properly, and the initial host's body may trap the roaming soul.
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  37. Flayer - The caster can conjure illusionary wounds all over the target's body that look and feel real, though they fade once line of sight with the caster is broken. The amount of wounds castable depends on the caster's magic level, and the pain is accurate to the type and severity of the wound created.
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  39. Necrosis - An even more advanced form of bone modification where the caster is able to only manipulate the bones of dead bodies to 'reanimate' them, much like a walking corpse. Weaker levels of Necrosis will only be able to control a full skeleton but as they advance in power, however, they'll be able to control the whole body. Those able to control a full body can gather remaining memories left behind by that body
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  41. Sica - Sica, meaning dagger, is one of the more grim powers. It allows a bundle of magic to be discharged from the chest of the user, and aimed like an arrow towards an enemy. The bundle takes a dagger-like shape once it leaves the body, and each Sica is unique according to its user. Depending on the user, they may be shaped like shards of ice, wisps of smoke, or sleek blades. If a Sica meets its mark, it will dissipate, and does not leave a physical wound. It cannot kill a being, but magically weakens the opponent. The intensity and pain of a Sica depends on the strength and level of aggression within the user that wields it. The Sica is tiring to use, and may only be used up to 3 times during spars.
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  43. Summoner - A user with this power has very diverse abilities. Within Victus; the user may force its spirit to leave the body and wonder freely at amazing speeds across Victus; often using a hovering or flying path through the skies. They cannot speak in this form; nor touch another mortal and no mortal may see or touch them. With this ability the user also may call upon other spirits, pulling them into Victus and using them at their will if they are strong enough. With this power, the user also can cross into the lands of Ferus; the realm of the dead. It is dangerous to do so though; as a spirit may become lost or trapped. In either state; the mortal body must be well hidden or guarded. If the mortal body is killed, the user is cursed to wander forever as a spirit.
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  45. Possession - This power may temporarily allow one to possess the body of another creature or even the deceased, depending on how high the user is in magic level. While possessing, the true body must be kept safe to avoid damage and the host body must be within a 2 mile radius for the return of the soul to the original body. Users with higher skill levels may travel further distances from their body.
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  47. Mnemokinesis - A power that is as treacherous as it is advantageous; drawing from memory in order to craft and create. The user is able to reach into their own, or others' memories, and essentially rebuild what it is they have seen. This ranges generally from inanimate objects to plants and small landscapes, though it may be possible for the masters of magic to breathe life into a living being from memory. This power does not directly tamper with the mind, nor the memory itself; it simply pulls from the memory. As memory is faulty, and subject to misbeliefs and bad recollection, toying with it is a hazard and best left to those who train in the art of mnemokinesis their entire lives.
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  49. Marionette - A powerful ability related to that of Seether, where the user is able to control the shadow of a being, and by controlling that shadow, it is used as 'strings' to control the movement of the being, such as a puppeteer uses strings to control the puppet. The more predominate the being's shadow is the stronger the hold the user has on the being's movement
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  51. Stasis - Only usable if the user's intended soul cradle has Symbiosis. A strange and enigmatic power associated with the sleeping Gods; the ability to put oneself- or another- into a state of potentially infinite hibernation. In doing so, the user's body dies, the soul remaining in tact and in the care of a chosen vessel. When the soul is awakened, it may formulate a new body of its choosing, leaving the vessel to become its own self once more. In essence, the user of Stasis is reborn, and is thought to be touched by the Gods for their ability to die and live of their own free will. Only the most powerful and practiced users are capable of casting and surviving this feat. The user's mind and memories remain in tact, though most are said to gain omniscience from the experience. Its purpose is, after all, to declare oneself a God.
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  53. Retribution (Advanced) - The darkness to Phoenix's light, Retribution is the ability to curse someone using the caster's death. This spell can be cast at any time, and will permanently assign a custom curse to the target- in return, the caster will die the moment the spell takes hold. The curse can only be lifted by the caster's forgiveness, which of course means it rarely happens, as that would require contacting someone from beyond the grave
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  55. Resurrection - Resurrection is a complex power, it enables the user a chance to bring the dead back to life, to reincarnate souls while a child is still in the womb of the mother, and to speak to the dead no matter where they are. It is incredibly rare, and even with the ability to use it, it's not always guaranteed to work. A user must have a mastery level in their skill to attempt such task. The power itself is incredibly draining, and the user that uses this power risks their own death.
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  57. Soul Eater (Advanced) - Soul Eater is the power to inflict pain and bring about one's death by painful and torturous means. The soul eater is a dark and corruptive power, and may occasionally break and take over the mentality of a being if they cannot control its urge to destroy and feed. This ability is a gruesome and painful process of ripping a soul from the body, which can cause a variety of effects on the physical body, especially if the victim lives and the ripping cannot be completed. In this case, it is often due to the user suffering great damage as well in the use of this ability. Death is an incredibly rare occurrence with its use on adults; generally they just suffer a great agonizing torture until the power has worn out the user. On those pregnant it can be quite effective on a single child, destroying an entire litter of a beast or even twins is much more difficult. A necromancer must be at a master's level to use this power.
  58. To be continued and organized later...
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