EPRP - Death Magic!

Published by Eight Star in the blog Eight Star's Work Load. Views: 495

Listed in order of power level.

Power Level = Willpower minus one.
General Magic Cutie Mark Power Level = Willpower
Purity Cutie Mark Power Level = Willpower plus two.
Death Source Cutie Mark Power Level = Willpower plus four.

To get a spell you must have its requires Power Level when choosing the spell. If your Power Level drops below it at any time, it cannot be cast.


1. Sickness

Type: Active Combat Death Spell
Cost: 8 Stamina
When cast upon a target, the caster rolls 2d12+Willpower, and the target rolls 2d12+Resilience. If the caster rolls higher than the target, then the target will contract a random local sickness. (Like the flu, cold, bronchitis, etc.) If the caster ends up with at least twice the target’s roll, they can choose the sickness. This sickness will then need to be cured by normal means.

2. Weakness
Type: Active Combat Death Spell
Cost: 4 Stamina
Targets a single opponent, the caster can roll 2d12+Willpower, and the target will roll 2d12+Willpower. If the caster succeeds, the target loses 1 Ferocity and Resilience until the end of combat.

3. Ghost of Truth
Type: Support Death Spell
Cost: 10 Stamina
Summons the spirit of a dead body, and gives it the power to converse with the caster. Only bodies that haven’t been dead for more than 24 hours may be the targets of this spell. The ghost may not realize it is dead, and will not always be obligated to answer the caster’s questions. However, the ghost may not knowingly lie when asked a question. This spell can last until the 24 hours are over, or the caster dispels it.

4. Crippling Blast
Type: Active Combat Death Spell
Cost: 8 Stamina
Blasts the target with the energy of death. The caster and target both roll 2d12+Willpower. If the caster succeeds, then they choose one of the d12s. The chosen dice deals its damage to the target’s Stamina. The remaining amount is dealt to the target’s Health.

5. Animate Skeleton
Type: Summoning Death Spell
Cost: 10 Stamina, 2 Per Turn
Using the powers of necromancy, this spell causes a corpse to rise from the ground as a skeleton under the caster’s command. This skeleton will follow any order the caster gives it, and will continue to do so until it is either destroyed, or the caster dispels it. The caster may have one undead summoned for every 3 Willpower.

6. Animate Zombie
Type: Summoning Death Spell
Cost: 10 Stamina, 2 Per Turn
Using the powers of necromancy, this spell causes a fresh corpse to rise as a zombie under the caster’s command. This zombie will follow any order the caster gives it, and will continue to do so until it is either destroyed, or the caster dispels it. The caster may have one undead summoned for every 3 Willpower.

7. Death Blade
Type: Active Combat Death Spell
Cost: 8 Stamina
This calls a spectral blade to slice through the target’s life force. The caster and target both roll 2d12+Willpower. If the caster wins, then they deal damage to the target equal to their roll.

8. Summon Ghost
Type: Summoning Death Spell
Cost: 12 Stamina, 6 Per Turn
Using necromantic powers, the caster calls forth a lost soul to serve them. This ghost will perform the caster’s bidding in what it can do, and will use limited communication to respond. The caster may have one undead summoned for every 3 Willpower.

9. Bone Cage
Type: Active Combat Death Spell
Cost: 15 Stamina
Boney claws reach from the ground around the target, latching to them and holding them in place! The caster rolls 2d12+Willpower, while the target rolls 2d12+Resilience. Should the caster win, the target is Entangled until they can beat the total roll for the spell. This total gets easier by 2 points at the end of every turn the target takes, after struggling against it.

10. Ghost of the Past
Type: Support Death Spell
Cost: 15 Stamina
This spell summons the soul of a deceased (within 24 hours,) to enter the caster, or another target, and show them requested memories that they have experienced. Casting this spell keeps control of the spirit until the expiration of their soul.

11. Weight of Life
Type: Active Combat Death Spell
Cost: 10 Stamina
Blasts the target with death energy. The caster and target roll 2d12+Willpower. As long as the target rolls less than the caster, the caster chooses one of the rolled d12s to reduce the target’s Awareness by, while the remaining amount reduces the target’s Speed. These can take them into the negatives. This spell lasts an amount of turns equal to how much the target's Awareness was reduced by or until it is dispelled.

12. Animate Wight
Type: Summoning Death Spell
Cost: 20 Stamina, 10 Per Turn
Using the powers of necromancy, this spell causes a corpse to rise from the ground as a wight under the caster’s command, gaining ethereal magical armor. This skeleton will follow any order the caster gives it, and will continue to do so until it is either destroyed, or the caster dispels it. The caster may have one undead summoned for every 3 Willpower.

13. Call of the Grave
Type: Active Combat Death Spell
Cost: 20 Stamina
Cast upon a target with a large area of effect, the caster rolls 2d12+Willpower. Any enemy within a 50’ radius of the original target rolls 2d12+Willpower. Each target who rolls less than the caster receives a 3 point penalty to their Resilience, Speed, and Willpower. They will then gain 1 point back in each at the end of each turn until they are back to their normal amount. This spell can stack.

14. Animate Ghoul
Type: Summoning Death Spell
Cost: 20 Stamina, 15 Per Turn
Using the powers of necromancy, this spell causes a fresh corpse to rise as a ghoul under the caster’s command. The ghoul has its own will and memories, but is bound to obey any verbal command the caster gives it. It will continue to do so until it is either destroyed, or the caster dispels it. The caster may have one undead summoned for every 3 Willpower.

15. Necrosis
Type: Active Combat Death Spell
Cost: 16 Stamina
Cast upon a single target, the caster and target both roll 2d12+Willpower. If the caster succeeds, the target takes damage equal to the caster’s roll, minus the target’s Willpower. At the beginning of each round thereafter, the target will take damage equal to the last damage they took, minus their Willpower again. The spell continues until the taken damage reaches zero.

16. Soul Sucker
Type: Active Combat Death Spell
Cost: 20 Stamina
Cast upon a single target, the caster and target both roll 2d12+Willpower. If the caster rolls higher, the target takes the caster’s roll, minus the target’s Willpower in Stamina damage. The caster restores Health equal to the damage dealt.

17. Cloud of Death
Type: Active Combat Death Spell
Cost: 25 Stamina
Cast upon a targeted area of a minimum 15’ radius, and a maximum of a 30’ radius. The caster rolls 2d12+Willpower when this spell is cast. At the beginning of each turn, any character who is inside of the cloud of death will take the caster’s roll minus their Willpower. The cloud will stay for an amount of turns equal to the higher d12 rolled when casting.

18. Summon Wraith
Type: Summoning Death Spell
Cost: 30 Stamina, 30 Per Turn
Using necromantic powers, the caster calls forth a wraith from the realm beyond. This undead will slay the caster’s enemies without remorse, and cannot be dispelled by the caster once summoned. If the caster runs out of the upkeep, the wraith has its own will to destroy the living. It can decide to leave of its own accord if the battlefield is empty. The caster may have one undead summoned for every 3 Willpower.

19. Wall of Skeletons
Type: Support Death Spell
Cost: 40 Stamina
Cast upon a straight area of terrain between two anchor points, this raises a literal wall of undead skeletons. Each square of the wall has Health equal to four skeletons, and at the beginning of any character’s turn who is next to the wall, two skeletons may attack them before they take their action. This wall lasts until destroyed, and can be up to 40’ long.

20. Army of Darkness
Type: Summoning Death Spell
Cost: 50 Stamina, Variable Per Turn
The more powerful necromancer is able to summon forth an army of undead without much effort! This spell animates all corpses within a 50’ radius of the caster as skeletons, zombies, and ghosts. The caster may have up to their maximum limit in undead, but may apply their power level to their limit, instead of just their Willpower for this spell. Each undead has its appropriate sustain cost.

21. Death Ray
Type: Active Combat Death Spell
Cost: 25 Stamina
Cast upon a single target, the caster rolls 2d12+Power Level+Willpower. The target rolls 2d12+Willpower. If the caster gets higher than the target, they deal their total roll in damage to the target. The target also loses Stamina equal to the caster’s Power Level.

22. Death Knight
Type: Instant Support Death Spell
Cost: 100 Stamina
Cast upon an ally at the point of their death. This turns the target ally into a Death Knight. This spell is irreversible.

23. Grand Lichery
Type: Support Death Spell
Cost: All Stamina
Cast upon ones own phylactery within the hour of a ritualistic death. This will bound the caster’s soul to the phylactery, and their body will be inhabited by their spirit, turning them into an immortal lich, destroyed only once their phylactery shatters.

24. Shatter Soul
Type: Active Combat Death Spell
Cost: 60 Stamina
Cast upon a single target. The caster and the target roll 2d12+Willpower. If the caster wins, the target dies, and their soul does not receive the 24 hour period before expiring. If the target wins, the caster loses half of their remaining Stamina.
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