Statistics

Fortitude Will
Death Knight

+1 every level

+1 every other level

Necromancer

+1 every other level

+1 every level

Wicca

+1 every other level

+1 every level

Skills
Bluff (Cha), Craft (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (nature) (Int), Perception (Wis), Stealth (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).
Skill Points per Level
4
Witch: Scratch Page

Vitae

Vitae is life energy, the quintessence of all living things, the warmth of the very world itself. It is the primary ingredient in any magical working, and obtaining it is a key prerequisite for casting spells.

A witch can harness a low level of Vitae at all times, simply by drawing power into herself from the environment. Thus, by default, spells require no Vitae to cast spells. However, there are many uses of Vitae, such as empowering spells, or converting it into pure life energy for healing. To use it in such a manner, a witch must first obtain a surplus of it.

Vitae is present in dense quantity in the blood of a living creature. Living witches can readily obtain Vitae by letting their own blood (see Let Blood), producing a very short-term supply of the vital energy.

Vitae is present in the warmth of the earth and sky. Drawing heavily upon it, more so than the gentle pull most spellcasting requires, causes the environment itself to rapidly cool, as its energy is transfered to the witch. This causes the witch to glow with blue flames, as her body is temporarily infused with an excess of power. This phenomenon is known as Frostfire. (See Heat Leech)

Vitae can also be drawn directly from the life force of a living or animated creature. See Lifedrain.

Limits on Vitae

At any given time, the maximum amount of Vitae you may possess is 5. Why 5? I don't know, maybe it has something to do with pentagrams.

Vitae decays at a rate of 1 per round in which you do not cast spells.

Uses of Vitae

Certain spells consume Vitae when cast, and cannot be cast without the necessary Vitae.

Vitae may also be consumed to enhance any Witch spell. Using a single point of Vitae allows you to apply any of the following augments to a spell as you cast it. You may use more than point at a time, applying multiple augments to the same spell.

  • Empower: Costs 1 Vitae. The power gains +100% effectiveness (2x).
    • 2 Vitae: +200% effectiveness (3x).
    • 3 Vitae: +300% effectiveness (4x).

Spells

Blood

Rank 1

Attack
  • Burning Blood: At-will, std, medium range, path 4; you let your own blood, converting it into a spray of fire. Inflicts light fire damage in each square. You may stack squares to combine damage.
  • Blood Boil: At-will, swift, medium range; subject's blood boils, inflict light fire damage each round for 5 rounds. Each time subject suffers physical damage, he becomes the center of a burst 1 inflicting light fire damage to himself and enemies. Each time subject suffers fire damage from your standard-action spells, he gains 1 stack of Blood Boil.
Control
  • Blood Calls to Blood: Encounter, swift, medium range; you control subject's physical actions (Will ends). Requires subject's blood; any time a creature suffers physical damage, it spills blood upon the creature, the weapon, and the ground nearby.
Debilitation
  • Blood Debt: At-will, swift, medium range, exclusive; each time subject inflicts damage to you or an ally, he suffers light damage as retributive damage. Lasts 5 rounds.
Enhancement
  • Hysteria: Daily, free, medium range, 5 rounds; subject flies into a bloody rage, gaining +50% melee damage, but suffering 20% of max hp in damage each round.
Healing
  • Purify in Flames: At-will, swift, touch or self; optionally, you absorb one, many, or all poison effects from subject. You then remove a designated amount of poison stacks from yourself, suffering 10% of your max HP in fire damage per stack removed. You may transfer and remove a maximum of 5 stacks per casting.
  • Transfusion: Recharge 33%, swift, touch; you suffer up to 50% of your max HP in damage, and subject is healed for the same percentage of his max HP. This spell cannot be modified by Let Blood.
    • Reversed: costs Vitae, you inflict 10%/Vitae of enemy's max hp in damage, and are healed for the same percentage of your own health.
Utility
  • Let Blood: At-will, free; you choose to suffer 10/25/50% of your max hp in damage, and gain 1/2/3 Vitae.

Rank 2

Attack
  • Blood Spear: At-will, std, long range; heavy physical damage, and embeds into target, inflicting a 50% damage and movement penalty until removed (a swift action that inflicts heavy damage again). Also, on strike, subject is infected with one stack of disease of your choice.
  • Ring of Fire: At-will, swift, centered circle 3, 3 rounds, consumes 3 Vitae. A low ring of fire surrounds you, inscribing a pentagram. Does not block line of sight, but does block line of effect of hostile magic and projectiles. Enemies suffer heavy fire damage upon entering or starting turn within area.
Debilitation
  • Anemia: Recharge 33%, swift, medium range; subject gains 50% resistance to healing spells for 3 rounds.
Enhancement
  • Blood Reserve: At-will, swift, short range, reserve; saps subject's strength gently over time to provide a powerful reserve of energy. Has no effect until activated. After at least one hour, the spell may be activated as an immediate action, healing subject for 10% of max hp per hour since casting (max 100%), and granting subject +25% to current hp, max hp, and effectiveness for 1 round per hour since casting (max 10).
Healing
  • Blood Chain: Recharge 33%, swift, medium range, chain 5/2, 5 rounds; whenever the first subject receives healing, the others are healed for 50% of that amount.
  • Mark of Blood: Recharge 33%, free, medium, exclusive category (mark); when you or an ally strikes subject, attacker is healed for light damage.
Summoning
  • Blood Worms: Encounter, swift, short range; you summon 1 worm per level, which can move up to 4 squares/rd, and burrow into a creature as a standard action, inflicting light ongoing physical damage until the creature is dead, or until the worms are unsummoned after 3 rounds. While outside of a creature, the worms can be attacked and slain (100% of your hp). When a worm inflicts damage, it heals you for 200% of the amount inflicted. If a creature dies while a worm is inside it, the worm is free to seek other targets. If a worm is ever slain, it creates a close burst 3, healing all subjects for medium damage.

Rank 3

Attack
  • Blood Bead: Maneuver. At-will, free; you create a bead of your own blood, which hardens. At any time, as a free action, a creature can crush the bead, healing himself for heavy damage. No creature may possess more than one bead at a time. Beads not possessed by a creature melt into liquid blood and are wasted.
  • Blood Bolt: At-will, std, long range; inflicts fire damage equal to the amount of hit points you are currently missing, if any.
  • Blood Nova: Recharge 33%, std, medium range, burst 3; inflicts fire damage equal to the amount of hit points subject is currently missing. Affects enemies only. Damage inflicted by this ability is mitigated by elite/boss resistance.
Debilitation
  • Hemophilia: Recharge 33%, swift, medium range; all physical damage subject suffers becomes ongoing for 3 rds. This effect lasts for 3 rounds.
Defense
  • Ironguard: Encounter, free, 3 rds; you become immune to metal weapons. They simply pass through you, as if they were made of nothing at all. Has no effect on wooden or glass weapons.
Healing
  • Blood Rose: Encounter, free, medium range; a blood-red rose appears in targeted square. The rose has one petal per rank of Witch. Anyone standing in the square gains +100% effect from healing spells. Each round, one petal falls from the rose. When all petals are gone, the spell ends.

Rank 4

Attack
  • Blood Furnace: Encounter, swift, emanation 10, 5 rounds; enemies suffer light damage each round as your blood spills to the ground, becoming fire. Each time you suffer damage, the damage of this spell increases by 50%.
  • Remove Heart: Recharge 33%, swift, touch, subject must be pinned or helpless; you remove subject's heart, killing subject instantly.
Defense
  • Living Flame: Daily, immediate, 5 rounds; your blood burns, and you appear to be immolated. However, you suffer no damage. You become immune to fire damage; all fire damage heals you for as much as it would normally hurt you. Also, each time you suffer fire damage, you gain +100% damage with your own Blood spells. You may only gain this effect 3 times; after gaining the 3rd stack, you lose your immunity to fire damage, though you retain the damage bonus until the end of the duration.
Healing
  • Engorged Regeneration: At-will, swift, short range, reserve; subject gains Fast Healing 10%, which is nullified while subject is below 50% hp. If subject reaches 0 hp, he is healed to 50%, and the spell ends.

Rank 5

Attack
  • Blazefire: Recharge 20%, std, medium range; white fire engulfs the subject, inflicting heavy fire damage instantly and on turn start, forever. Each time the fire inflicts damage, it also inflicts a 20% Con penalty for as long as the fire burns. The Con penalty cannot be increased with Empower Spell.
  • Blood Drain: Recharge 20%, std, medium range; removes all blood from subject, killing it instantly. Elites suffer 50% max hp physical damage, bosses 10%. You gain +200% to the next fire or blood spell you cast.
Control
  • Call of Blood: At-will, swift, unlimited range, target must have suffered damage from you in the past; subject is dominated.

Elements

Rank 1

Attack
  • Frost Fever: At-will, swift, medium range, 5 rds; target suffers light ongoing frost damage plus 20% movement penalty (stacks and refreshes, max 5 stacks). Upon suffering damage from your standard-action frost spells, subject gains 1 stack.
  • Frost Lance: At-will, std, long range; you leech all heat from the air, causing a lance of frost to form. You then hurl the lance at your target, inflicting medium physical damage plus medium frost damage. Casting this spell grants you 1 Vitae, or 2 Vitae if it critically hits.
  • Frost Nova: Recharge 33%, swift, medium range, burst 2; medium frost damage plus rooted (Fort ends).
Defense
  • Frost Barrier: Recharge 33%, swift; you gain absorb 100% (all) to a limit equal to medium damage. While active, grants 50% frost resistance.
Healing
  • Dormancy: Recharge 33%, swift, touch; one ongoing harmful effect is slowed. Its normal effect each round now occurs only once per minute (also applies to saves to end). Lasts for the rest of the effect's duration (as lengthened), or until the next sunrise.
Shaping
  • Thin Air: Recharge 33%, swift, medium range, circle 3; area is evacuated of air, nullifying all sound and making it impossible to breathe or to cast spells with verbal components. Lasts 3 rounds.
Utility
  • Witchfire: At-will, swift, short range; target object is immolated by heatless blue fire, which illuminates as well as a torch. The light can only be seen by your allies or those actively detecting magic.

Rank 2

Attack
  • Howling Winds: Recharge 33%, immediate, close burst 3, consumes 1-5 stacks of Vitae; enemies suffer medium frost damage (per stack) and are pushed a number of squares equal to Short range.
Control
  • Master the Elements: Recharge 33%, swift, medium range; you take control of an elemental creature, or an ongoing spell inflicting elemental damage (fire, lightning, frost, wind, water, earth, etc). In the case of an elemental, subject is dominated (Will ends). In the case of a spell, you may redefine its "allies" and its targeting immediately; duration is unaffected. You may ready this spell to take hold of an enemy's spell as it is cast, turning it against him.
Debuff
  • Mark of Frost: Recharge 33%, free, medium, exclusive category (mark); you and allies gain +50% critical power vs. subject.
Shaping
  • Wall of Ice: Encounter, swift, medium range, wall 1/level; 20-ft high wall of ice blocks line of sight and effect. Wall has HP equal to 200% of heavy damage. If shattered, wall can be crossed, but doing so inflicts medium frost damage plus chilled (50% movement penalty) for 2 rounds. Wall reforms 1 round after being shattered. Lasts 5 rounds.
Utility
  • Icewalker: At-will, swift, emanation 10, reserve; you gain the ability to walk on water, by freezing it on contact into a solid surface. You impart this upon all allies within the emanation.

Rank 3

Attack
  • Frost Bomb: Recharge 33%, standard, long range, consumes 5 stacks of Vitae; an orb of frost energy appears in the air, 20 feet above the targeted square. It descends slowly. On your next turn, it strikes the ground, causing a close burst 20, inflicting 500% heavy frost damage to those within 20 squares. As a free action, you may delay your Frost Bomb by 1 more round, slowing its descent, and granting +100% damage to the final explosion. You may do this no more than 3 times to a given bomb.
  • Frost Tomb: Recharge 33%, swift, medium range, exclusive; subject is frozen (invulnerable and unable to act) in a block of ice, until the ice block is destroyed. The ice block has hit points equal to 100% of the target's max hp (50% for elite, 10% for boss). On turn start, subject suffers 20% of his max hp in damage, and ice block suffers 20% of its max hp in damage.
Defense
  • Ice Form: Daily, free, 3 rds; you become immune to poison, removing any such effects from your body. You gain 100% fortification and immunity to frost damage. Additionally, you gain ablative armor; the next 3 instances of physical damage that you suffer cannot inflict more than 10% of your max hp in damage. When you lose all 3 charges, the spell ends. Can be cast while incapacitated.
Healing
  • Frozen Blood: Daily, immediate, consumes 1-5 stacks of Vitae; your hit points cannot change, up or down. Lasts up to 1 round per stack, or until dismissed. You suffer a 50% movement penalty while the effect is active. When the effect ends, you suffer 50% healing resistance for an equal duration thereafter.

Rank 4

Attack
  • Freezing Gaze: Recharge 20%, std, short cone; subjects are frozen solid (Fort negates). Upon being frozen, subjects lose 20% of max hp per round. Subjects who pass the save, or are immune, instead suffer medium frost damage for 5 rounds.
  • Iceberg: Recharge 20%, std, long range, circle 4; you drop an avalanche of snow and ice onto area, causing heavy physical damage plus pinned (Fort ends) to all subjects. Subjects suffer heavy frost damage each time they fail the save to end.

Rank 5

Attack
  • Biting Cold: Encounter, swift, emanation 10, 5 rounds; enemies suffer medium frost damage on turn start. If they do not move at least 50% of their maximum movement speed in any given round, they gain 100% vulnerability to this spell, stackable.
  • Flash Freeze: Recharge 20%, std, close burst 10; you channel the winds of the north, coccooning yourself in ice, becoming invulnerable and unable to act. One round later, frigid energy bursts forth from you, inflicting critical heavy frost damage, plus all subjects are frozen as in Frost Tomb.

Shadow

Rank 1

Attack
  • Lifedrain: At-will, std, touch; you drain subject's life force, inflicting heavy shadow damage plus 2 Con damage. Can be cast at medium range, but inflicts only medium damage plus 1 Con damage in that case. Casting this spell grants you 1 Vitae if used at range, and 2 if used by touch.
  • Death Coil: Recharge 33%, swift, medium range, burst 3; you hurl an orb of green fire, which bursts into a swarm of wailing souls, inflicting medium shadow damage, plus causing fear (Will ends), all against enemies only. Also heals your undead minions for medium damage.
  • Shadow Plague: At-will, swift, medium range, 5 rds; subject suffers light ongoing shadow damage plus 20% damage penalty (stacks and refreshes, max 5 stacks). When you inflict shadow damage with a standard-action spell to a target with at least one stack, you add one stack.
Defense
  • Absorb Magic: Recharge 33%, immediate; you outstretch your left hand, drawing in the energy of harmful spell targeted or centered upon you. Roll a Fortitude save; on success, you absorb 100% of the spell, negating it, and on failure, you absorb 50% of the spell, reducing its effect by half for all targets. If you absorb 100%, you gain 2 Vitae, and if you absorb 50%, you gain 1.
Enhancement
  • Glamour: At-will, swift, reserve; you change your form, taking on any visage you prefer, and amplifying your beauty to dizzying proportions. You gain a bonus of +3 per Witch rank to Charisma-based skill checks.
Healing
  • Anti-magic Touch: At-will, swift, touch; touched magic effect is dispelled, and you gain 1 Vitae.
  • Death Pact: At-will, free, medium range; an undead minion under your control dies, and you are healed for 100% of its max hp.
Utility
  • Raise Ghoul: Encounter, swift, short range, circle 3, consumes 1-5 stacks of Vitae; you raise one corpse per stack as a ghoul. Ghouls have the same abilities as the subject did in life, but are under your command (you may release them to their own will, if desired). Ghouls last 5 rounds, then collapse again.

Rank 2

Attack
  • Corpse Explosion: At-will, swift, medium range; target corpse explodes, inflicting heavy physical damage in a close burst 2. Any other corpses hit by the blast explode in the same manner (though their explosions do not trigger other explosions), as do the bodies of anyone slain by the initial burst. All damage is against enemies only. Once exploded, a corpse cannot be exploded again. Any diseases present on an exploded corpse are spread to all targets. A controlled undead minion may be targeted with this effect at any time, even if it isn't "dead"; in that case, its current hit points are added to the base damage.
  • Death and Decay: Recharge 33%, standard, medium range, circle 4, consumes 3 Vitae; enemies suffer shadow damage equal to the damage they have already suffered. Elites and bosses suffer only 50% or 10% of that amount, respectively.
  • Necrosis: Encounter, swift, medium range; part of subject's body dies, then grows into a new limb, head, or whatever is needed, which wields the subject's own strength against it and its allies. Each round, for 3 rounds, you may choose one of the subject's own maneuvers or spells and execute it, with the subject's own damage statistics.
  • Plague Bolt: At-will, std, long range; inflicts light disease damage per stack of disease on subject.
Debilitation
  • Mark of Death: Recharge 33%, free, medium, exclusive category (mark); subject loses up to 50% resistance to disease and negative energy effects, and cannot remove such effects until the mark is removed. If subject was not resistant to such effects, it gains Vulnerability 50% tothem.
  • Pestilence: Recharge 33%, swift, medium range; spreads all diseases on target to all enemies within 3 squares of target. Renews duration of diseases on target and all secondary targets.
Healing
  • Death Drain: At-will, swift, short range, 5 rounds; target undead suffers 10% max hp in damage each round, and you are healed for light damage.
  • Spell Return: Recharge 33%, swift; you remove a harmful spell currently affecting you, and gain the ability to cast it, either immediately, or at some point within the next 3 rounds (at the normal casting time).

Rank 3

Attack
  • Chains of Darkness: At-will, standard, medium range, 3 rounds, consumes 5 stacks of Vitae; a dark portal appears on the ground in targeted square, and from it surges 5 snake-like spiked chains, animating as you direct. The chains are anchored to the portal, and have a reach of 5. Each chain immediately attacks an enemy in reach, inflicting heavy physical damage plus pinned (Fort ends), on success, it also pulls the target 2 squares toward the center. On each of your next 2 turns, the chains attack again. You may direct chains to attack the same or different targets.
    • Upon reaching the center square, subjects are pulled into the Shadow realm (unless immune to death effects, in which case they suffer heavy shadow damage each time they avoid this fate). There are only 5 chains available, so if 5 targets are currently pinned, no more creatures will be attacked until one escapes or is sucked into Shadow.
  • Hasten Death: Recharge 33%, swift, medium range; you target any one ongoing damage effect on subject, or a shaping damage effect for which target is in the area. You consume the effect, instantly inflicting all damage remaining to the target (and any others in area, if targeting a shaping spell). If more than 5 rounds of effect remain, you only remove 5 rounds, not consuming the effect, and inflicting damage based on only 5 rounds of duration. Any metamagic or item enhancement that increases spell duration also applies to the 5 round limit.
Defense
  • Anti-Magic Zone: Daily, immediate, centered circle 1-3, consumes 1-5 stacks of Vitae; you are surrounded by a globe of anti-magic. Everyone inside gains resistance to magic effects; the amount is based on the radius you selected (1-75%, 2-50%, 3-25%). Lasts 1 round per stack; cannot be modified by Extend Spell.

Rank 4

Attack
  • Grudge: Recharge 33%, standard, touch; subject suffers shadow damage equal to all damage subject has inflicted upon you in the last 10 rounds. Damage which you avoid, mitigate, or resist does not count, though damage to which you are immune does count. If you suffer an instant-death effect, that counts as 100% of your max hp.
  • Kiss of Death: Recharge 33%, standard, touch; subject dies (Fort negates). If spell succeeds, you gain 1 Vitae per rank of the target.

Rank 5

Attack
  • Malleus Maleficarum: Recharge 33%, std, long range, 1 square, consumes 5 Vitae; a pillar of shadow energy fills the target with unbearable agony, even as it rots his flesh and rends his soul. You feel the subject's pain sympathetically, limiting the spell's effectiveness by your own pain threshold. Subject suffers Con damage equal to your own Con score. This damage is not mitigated by elite/boss resistance, nor is it subject to negative energy protection. If subject dies from this damage, his body disintegrates into ash and dust.

Rituals

Rank 1

  • Command Undead: At-will, swift, short range; you dominate targeted undead creature (Will ends, 3 strike rule, 10% penalty per failure). May slot reserve to bind until sunrise.
    • Reversed: At-will, swift, short range; you release targeted undead creature from the domination of another. Subject is allowed 3 Will saves to end domination, only 1 success if needed. If all 3 fail, subject cannot be freed by this ritual until after sunrise.
  • Death Sight: At-will, concentration; you see through the eyes of an undead minion under your control, and establish a telepathic link through which you may command it; max range 1 mile/level.
    • Reversed: Recharge 33%, swift, medium range; subject undead is blinded (Fort ends).
  • Evoke Flame: Free, medium range; targeted blood, freshly spilled within last 3 rounds, burst into flames, providing heat and light and igniting flammable objects as normal. Blood burns as long as you remain in long range, or until the sun rises.
    • Reversed: Free; you suffer medium physical damage, letting your blood flow, which you then cast in a short cone. Any fires in the area, natural or otherwise, are immediately quenched.
  • Create Phylactery: 10 minutes, reagent cost (1 sp plus a sympathetic component); you create a phylactery: being an object that uses sympathetic magic to create a thaumaturgical connection to another creature. The key ingredient is a sympathetic component, such as blood, hair, or even a prized possession. The object's composition does not matter much; usually, it is a simple doll. The phylactery allows the following uses:
    • Locate Creature: at-will; as you concentrate, you sense the direction of the creature, and the rough distance (1 yard, 10 yards, 100 yards, 1 mile, 10 miles, 100 miles, etc).
    • Spirit Link: at-will; you create a mental link to the creature. You may speak to the subject through that creature. You perceive the subject and its most immediate surroundings (a few feet). Lasts as long as you concentrate.
    • Transmit Weal or Woe: at-will; you may cast a spell or use a physical attack against the doll. This transmits the effect of the spell or attack to the subject, over any distance, bypassing all wards. Each such attack has a 25% chance of destroying the doll permanently.
    • Recall Spirit: 1 minute cast, concentration, subject must be dead; you conjure the creature's spirit, allowing communication. If unwilling to cooperate, you may force the subject spirit to answer questions (Will ends effect, one save per question). Destroys phylactery.
    • Steal Visage: 1 minute cast, reserve; you take the form of subject, down to the most minute detail. You know important knowledge the subject would know, such as the names and faces of his close companions. To recall an important detail, such as a secret only he would know, when prompted for it, you may force it from the phylactery (Will ends; a passed save means you can conjure no more secrets this casting). Destroys phylactery.

Rank 2

  • Death and Rebirth: 10 minutes, reagent (1 living creature of the same type as the subject, e.g. "natural humanoid"); you sacrifice a living creature, and use its passing to resurrect a subject who has been dead for up to 1 day/level.
    • Reversed: Dead subject quickly decays into dust; in a radius around the subject, verdant life springs forth from the ground, in full bloom. Radius is based on the level of subject (10 yards for minor creatures, otherwise 100 yards per level). Optionally, subject's bones remain.

Rank 3

  • Create Hearthstone: 10 minutes, reagent (a stone from the destination hearth, plus 10 gp); you create a stone which allows you to teleport to the destination hearth. A hearthstone has a 1 hour cooldown.
    • Reversed: 10 minutes, reagent (one hearthstone); you destroy the hearthstone, and the hearth to which it is meant to teleport its user, negating the function of any other hearthstones connected to it.
  • Create Greater Phylactery: 1 hour, reagent cost (1 gp plus a strong sympathetic component); as Create Phylactery, but requires the strongest of sympathetic components, such as a vial of fresh blood (no more than 5 minutes exposed at start of ritual) or a portion of subject's soul. Allows all uses of a standard phylactery, plus:
    • Transmit Weal or Woe: same as normal, except phylactery can suffer 5 "hits" before being destroyed.
    • Steal Visage: same as normal, but does not destroy phylactery.
    • Steal Spell: at-will; you may cast a spell that the subject knows, as if you knew it.
    • Magnify Harm: constant; any harm you inflict upon subject directly (not through Transmit Weal or Woe) is increased in effectiveness by 50%.
    • Domination: at-will, concentration; you may control subject's actions (Contest of Wills).

Rank 4

Rank 5

Paths

Witch

Level Benefit

1

The Color of Magic, Supplication

2

Familiar

3

Felicity

4

Sympathy

5

Polymorph

6

7

8

9

10

Defying Gravity

11

12

13

14

15

Divine Ecstasy

16

17

18

19

20

Greater Polymorph

Wicca Spells

Rank 1
  • Bubble: Encounter, immediate; you are surrounded by a bubble, which reflects all harmful spells targeted or centered upon you until the end of your next turn.
  • Maiden's Kiss: Recharge 33%, swift, medium range; you blow a kiss to the subject, healing for heavy damage.
Rank 2
  • Mother's Love: Recharge 33%, swift, medium range; subject is restored to 50% hp (if below) and cleansed of 1 disease, 1 poison, 1 curse, and 1 magic effect.
Rank 3
  • Crone's Cure: Recharge 33%, swift, medium range; subject is restored to life at 50% hp from any of the following conditions: dying, disabled, petrified, polymorphed, or dead (within 1 min/level).
  • Dream Doll: Recharge 33%, swift, medium range, focus (a doll, mkt val 1gp); subject disappears and is trapped in the doll, unable to act (Will ends, curse).
  • Bubble Trouble: Daily, immediate; you conjure 3 bubbles, protecting targets of your choice within short range. Each bubble reflect all harmful spells upon their casters until the beginning of your next turn; if you place multiple bubbles on one target, their effects stack (2 bubbles provide 2 spells reflected at 200%, etc). Bubbles can be targeted and destroyed by piercing weapons.

Wicca Rituals

Rank 1
Rank 2
  • Maiden's Caress: 1 hour cast; you perform an intimate act with subject, removing all damage, diseases, poisons, magic, and curses. Can remove magic-resistant effects that are not major curses.
Rank 3
  • Dollhouse: 1 hour cast, reagents (a dollhouse, plus 10 gp general); you enchant a dollhouse for the purpose of storing Dream Dolls. While such a doll is placed inside the dollhouse, the subject is no longer allowed Will saves to end.

The Color of Magic

Witches believe that the intent of magic "colors" it. Magic used to benefit others is "white", while that used to hurt is "black". That which isn't clearly either is "gray".

Witches have an attribute called "chroma". It begins at 0, and can be raised to 5 through various means.

As a witch, you select an Ethos at 1st level:

  • White Witch: You believe that magic should be used to help and to heal, not to harm. You believe the best of everyone, and try to redeem all evil you come across. You gain 1 point of Chroma each time you spend 1 point of Vitae on a spell whose sole purpose is to heal or enhance another, but you lose 1 point of Chroma each time you spend 1 point of Vitae on a spell whose sole purpose is to harm or debilitate another.
  • Red Witch: You believe that life and morality are complex issues, that it is unfeasible to look at the world in black and white terms. You maintain that self-sacrifice is the ultimate definition of good, and that as long as you are being humble and giving of yourself, you can be sure that your intentions are good. You gain 1 point of Chroma each time you spend 1 point of Vitae on a spell that harms you as part of its intended function.
  • Black Witch: You believe that life is full of pain and misery, and notions of absolute good are foolish. Instead, you focus on practical concerns, choosing to intelligently analyze the consequences of each action you take instead of clinging blindly to ideals. This frees you to tap the Goddess' darker nature. You gain 1 point of Chroma each time you spend 1 point of Vitae on a spell whose sole purpose is to harm another.

The above choice is usually permanent, though a witch might undergo significant life changes that can change her Ethos.

The primary purpose of Chroma is to enable the Felicity and Supplication abilities.

Supplication

When you cast a spell, you may plead to the Goddess to enhance the spell's power.

To do so, you must expend 3 chroma. You may use any supplication when you qualify.

Upon using a supplication, your spells are enhanced in a manner specific to each spell:

Wicca
Blood
  • Burning Blood: Squares burn for several rounds, repeating their damage on your next 2 turns.
  • Blood Boil: Adds 5 stacks instantly.
  • Purify in Flames: Becomes a close burst 5, burns out all poison stacks in all friendly targets, causes no damage.
  • Transfusion: If healing another, you and subject are healed to 200% (excess hp treated as temporary hp). If draining subject, inflicts 200% of your hp in damage, and heals you to 200%.
  • Blood Spear: Damage is ongoing (ots while pinned); each time subject suffers this damage, you gain a portion of their blood to use as a sympathetic component.
  • Ring of Fire: On casting, causes enemies to be pushed 10 squares, and allies pulled 10 (optional). Enemies suffer 50% movement penalty when attempting to get closer to the ring. Ring inflicts double damage.
  • Blood Chain: All targets in the chain are healed for 100%, and max jumps increase by +2.
  • Blood Bolt: Fires one bolt at all enemies within circle 2; bolts inflict damage equal to 100% of your max hp.
  • Blood Nova: Instead of a burst, the radius is an emanation; duration increases to 3 rounds.
  • Blood Furnace: While the spell is active, once per round, you suffer 1 hp of damage.
  • Remove Heart: Spell need not be touch range.
Elements
  • Frost Fever: Adds 5 stacks.
  • Frost Lance: Fires up to 5 lances at different targets within a circle 5, or 3 lances at one target. (Still grants only 1 Vitae, or 2 if any lance critically hits).
  • Frost Barrier: Becomes an immediate action, and a close burst 3, affecting allies.
  • Dormancy: Effect is slowed to once/day.
  • Wall of Ice: Wall can move each round, and can attack enemies in reach 2, with a slam inflicting heavy physical damage.
  • Frost Bomb: While channeling, the bomb fires beams of frost at enemy targets, effectively gaining an emanation equal to its blast radius, inflicting the same damage its burst would do (enemies only), and inflicting a 75% movement penalty on enemies.
  • Frost Tomb: Becomes a chain 1/5.
Shadows
  • Lifedrain: Becomes a chain 3/3. May inflict double jeopardy, but cannot jump from one target to itself in one jump.
  • Death Coil: Immediate action.
  • Shadow Plague: Adds 5 stacks.
  • Absorb Magic: You automatically absorb 100%. Additionally, you gain knowledge of the spell absorbed for 24 hours.
  • Anti-magic Touch: You or subject becomes immune to the spell dispelled.
  • Raise Ghoul: You raise a spiritual duplicate of a creature, either dead or still alive.
  • Corpse Explosion: Works on a creature who isn't dead yet. Causes death (Fort negates) to subject in addition to damage.
  • Death and Decay: Inflicts damage equal to the total amount of damage all creatures in the area have suffered.
  • Necrosis: Sprouts three appendages, each using different or the same abilities.
  • Pestilence: Spreads all ongoing effects, and radius is 5 squares.
  • Chains of Darkness: Sprouts 10 chains initially, and adds 5 more chains each round.
  • Anti-Magic Zone: Only allies gain the protective benefit of the spell, which is 75% resistance, regardless of radius.
  • Grudge: Inflicts damage equal to total amount of damage you have suffered from any and all targets within last 10 rounds.
  • Kiss of Death: Becomes chain 5/4, range medium.
  • Malleus Maleficarum: Inflicts Str damage equal to your Str, Dex equal to your Dex, etc.

Familiar

Insert description here.

Base stats:

  • HP: 75% of yours
  • Size: tiny
  • Dodge: yours +25% (dodge area, dodge flanking, dodge unaware)
  • Movement: walk 6 squares, teleport medium (recharge 33%)
  • Attack: hit 100%, crit 5%, light physical damage (your Wis). On hit, gathers a sample of blood (if applicable) that you can use as a sympathetic component.
  • Skills: Stealth (max ranks, Dex = your Wis), Sleight of Hand (same), can use Sleight of Hand to gather hair samples.
  • Sympathetic Touch: can deliver touch attacks that you cast.
  • Invisibility: at-will, swift; familiar becomes invisible until he attacks or suffers damage.
  • Familiar Pocket: at-will, swift; familiar enters an ethereal pocket plane anchored on your physical location, or exits same plane, emerging within Short range of you.
  • Magic Sense: constant; familiar can see magical auras.

Familiars can speak and are intelligent. They have an eidetic memory for all things magical.

Felicity

Witches channel power from the Goddess, guardian of life and death, font of magic itself. Naturally, channeling this power can bring one closer to the Goddess. As a Witch channels more and more power, she enters a state of ecstasy and clarity, known to witches as Felicity.

When your Chroma is at maximum, you may enter a state known as Felicity. It is a free action to enter or exit the state. For each round you maintain it, you suffer 1 point of Strain.

Felicity grants the following traits, described below:

  • Clarity
  • Ecstasy
  • Sympathy
Clarity
  • You can perceive the flow of magic. All magical auras within your field of vision become visible, and you can instantly discern the identity and purpose of all effect corresponding to spells of your rank or lower from any list.
  • At rank 1, you detect the aura of illusion spells and can thus see invisible creatures. Your vision penetrates concealment within long range.
  • At rank 3, you can see the true form of any creature whose form is obscured by illusion, transmutation, or magic of any kind. You can detect alignment at will. You understand the purpose of spells of any rank. You know exactly what spells a creature in your sight is capable of casting.
  • At rank 5, you learn the keywords and weaknesses of magic spells. Your vision penetrates cover within long range.
Ecstasy
  • Your body is filled with a profound and electric sensation as the Goddess's power washes through you. In every cell of your body, you feel her caress. The raw emotion it produces magnifies the power of your magic, which only feeds the excitement.
  • You gain Fast Healing 10%/rank.
  • You become immune to pain effects.
  • At rank 2 and above, you may cleanse yourself of any one ongoing effect per round, even if incapacitated.
  • At rank 4, your Fast Healing changes to Regeneration.
Sympathy
  • As you become one with the Goddess, you begin to fully realize how interconnected all life truly is, and begin to lose the distinction between yourself and all other creatures.
  • Against enemy spells and effects which discriminate between friend and foe, you gain resistance equal to 20% per rank of Wicca, as you become the "friend" of the caster. This can apply to traps and wards as well.
  • Whenever an enemy gains a beneficial effect or healing effect within medium range, you gain 20% (per Wicca rank) of that effect, with 100% of the duration.

Sympathy

As a master of sympathetic magic, you may create temporary sympathetic components quickly.

As a swift action, you may create a phylactery of a subject, given a sympathetic component. This requires no reagents. The phylactery lasts only 5 rounds, and is then destroyed.

While you hold the phylactery, you gain 50% effectiveness with spells against the subject.

This temporary phylactery does not stack with the effects of a permanent Greater Phylactery. However, as part of this ability, the bonus you gain from a Greater Phylactery's Magnify Harm ability increases to 100%.

Polymorph

1 hr cooldown, you become any natural animal (same level, minion) for up to 1 hr.

Greater Polymorph

Your Polymorph no longer has a cooldown, and lasts for any duration.

Defying Gravity

You gain the ability to fly using an enchanted broom. Your fly speed is equal to your base movement speed.

At level 15, when you complete your Flight Training, you may fly at 150% speed (tactical), with an overland speed of 50 mph. For each hour of flight thus, you accumulate one point of fatigue. Each point causes a 5% penalty to Constitution. At 10 points, you must land. While on land, you lose 1 point per hour; while sleeping, you lose 2.

Divine Ecstasy

You constantly gain the benefits of Felicity, without strain, as if you were 3 ranks inferior as a Wicca. You may still invoke Felicity in the normal manner, at full strength.

Death Knight

Level Benefit

1

Runeforge

2

Contagion

3

Presence

4

Relentless

5

Harvest Soul

6

7

8

9

10

Shadow of Death

11

12

13

14

15

16

17

18

19

20

Death Knight Spells

Rank 1
  • Tap Vitae: Recharge 33%, free; consumes 1-5 Vitae to heal you for 10% of your max hp per Vitae spent.
  • Bone Shield: Daily, free, costs 1-5 Vitae; you gain armor of bone. Each time you suffer damage, you may choose to suffer the damage, or to suffer 10% of your max hp instead. Choosing the latter costs 1 charge; spell has 1 charge per Vitae spent.
  • Death Grip: Recharge 33%, free, long range; you pull subject to closest possible location to yourself.
  • Incense: Recharge 33%, free, medium range; subject is furious and seeks to focus hostilities on you. Not a compulsion, but an emotion effect. Will ends.
Rank 2
  • Ice Grip: Encounter, free, close burst 10, costs 1 Vitae; you pull all enemies to closest possible location and root them (Fort ends).
  • Infestation: Recharge 33%, swift, medium; subject gains 2 stacks of a chosen disease plus 1 per Vitae spent.
  • Unbreakable Armor: Daily, free, 5 rounds, costs 2 Vitae; you gain +25% Soak, and successful soaks cause 75% damage reduction.
  • Unholy Blight: Daily, free, emanation 3, 5 rounds, exclusive category (aura); enemies in the area suffer medium disease damage on turn start, and gain one stack of a chosen disease. Each time you affect a foe with this spell, you gain 1 charge; for each 3, you gain 1 Vitae.
Rank 3
  • Army of the Dead: Daily, free, costs 5 Vitae; you conjure 6 ghouls to random locations within short range. Each ghoul has 100% of your max hp, with the same movement rate as you. The ghouls last up to 5 rounds, or until destroyed. Abilities are:
    • Claw: at-will, std, melee attack; medium physical damage (AP) plus one disease of your choice.
    • Leap: recharge 33%, std, short range; jump to attack range, then Claw.
    • Taunt: recharge 33%, swift, melee range; subject is compelled to focus hostilities on ghoul (Will ends). No effect vs. elite or boss.
    • Explode: encounter, swift, close burst 3, must be below 50% hp; ghoul explodes, inflicting heavy physical damage (AP) to enemies. Other ghouls below 50% hp struck by this damage also explode.
  • Remorseless Winter: Daily, free, emanation 5, exclusive category (aura), 5 rounds; enemies in area suffer medium frost damage on turn start, and each square of area intervening between an enemy and any other creature causes 50% concealment relative to enemy. Each round, the radius increases by 1 square, and the damage this spell causes increases by 100%. While active, your own movement rate drops to 50%, and you can neither charge nor run. In round 1, this spell grants you 1 Vitae, in round 2, 2 Vitae, etc.
Rank 4
  • Vengeful Blood: At-will, swift, reserve; your blood becomes vengeful. Each time you suffer physical damage, the blood drawn animates into a sword, which hovers close to the attacker. On the start of your next 3 turns, the sword attacks, inflicting medium physical damage. Each sword created uses 1 charge of the 5 allotted to the spell.
  • Mark of the Fallen: Recharge 33%, free, medium, exclusive category (mark); each time you inflict damage to any target, subject suffers the same damage. If subject dies with this mark active, you are healed to 100% max hp.
Rank 5
  • Icebound Fortitude: Daily, immediate; consumes a shielding effect, such as Frost Barrier, to grant 90% resistance to all attacks for 1 round.
  • Vengeance of the Damned: Daily, free, 5 rounds, costs 5 Vitae; you summon 6 Vengeful Spirits. They have are invulnerable incorporeal entities with a fly speed equal to 200% of your base walking speed. Their abilities are as follows:
    • Shadow Ray: at-will, std, medium range; medium shadow damage.
    • Contagion: at-will, swift, medium range; infect subject with one disease of your choice.
    • Malevolence: encounter, std, touch; spirit possesses subject, controlling its actions (Will ends).

Death Knight Rituals

Rank 2
  • Summon Deathcharger: At-will, std, short range; you summon a deathcharger, a deathless horse from beyond the veil.
    • Reversed: returns Deathcharger to its home plane (or garage).
    • At rank 3, horse gains +50% speed and can enter the Shadow Plane (taking you with it) for up to 5 minutes per hour.
Rank 3
  • Revenance: Daily, immediate, triggered by your death; you rise as an undead creature, gaining immunity to poison, 50% fortification, and immunity to negative energy effects. Your hp are reset to full. You remain animate for up to 1 rd/level, or until your slayer and any present allies are dead.
Rank 4
  • Little Death: Daily, immediate; you fall unconscious as if dead. At any time, as early as the beginning of your next turn, or as late as 1 day/level later, you arise again, healed of 50% of your maximum hp and freed of any ongoing effects that would normally end if you died.

Runeforge

You may attune a weapon as your athame, despite it being regularly used for bloodshed. This allows you to ignore the somatic requirements of spellcasting, meaning you may use two-handed weapons or dual-wield.

You gain the following maneuvers, listed below.

  • Blood Strike: At-will, std; instead of normal damage, inflicts physical damage equal to your current HP. Also grants you Vitae according to your current HP (1 - less than 50%, 2 - 50% or greater, 3 - greater than 100%).
  • Frost Strike: At-will, std; normal damage, plus attack gains bonus Critical Chance equal to the percentage of target's movement reduction, if any. Grants you 1 Vitae on hit, or 2 on a critical hit (or 3 on super-crit, etc).
  • Plague Strike: At-will, std; normal damage, plus causes all Witch diseases on subject to proc once. Grants you 1 Vitae, or 2 if there are more than 5 disease stacks on subject (3 if more than 10 stacks).

Presence

Your very presence is a thing of power. You gain the following spells:

  • Blood Presence: At-will, free, emanation 10, exclusive category (presence); you and allies gain +10% damage, and each time you inflict damage, you are healed for 10% of damage dealt.
  • Frost Presence: At-will, free, emanation 10, exclusive category (presence); you and allies gain 1 charge per round (max 3), each granting absorb 25% (all), to a maximum of 2 used per incoming attack.
  • Unholy Presence: At-will, free, emanation 10, exclusive category (presence); you and allies gain +10% haste and +50% movement speed, and you may ignore the Global Cooldown (recharge 33%, max once/rd).

Contagion

You are 50% resistant to all disease.

You are a carrier of the disease below, to which you are immune. Once per round, as a free action, you may infect a held weapon with any one disease below, replacing any others already on it; the disease automatically infects all targets you strike for damage.

Relentless

You gain resistance to fear effects equal to 10% per level of Death Knight. This number is added to your avoidance against such effects, applies to the duration of any effects which do not have a save to end (if they do, you gain the listed bonus to those saves as well).

Also, you are 50% resistant to movement-impairing effects, and your movement rate can never be lowered beneath 5% per Death Knight level (maximum 50%).

Harvest Soul

You gain the following maneuver:

  • Harvest Soul: Daily, swift, medium range, 5 rounds; you extract subject's soul, trapping it within your runeblade. Subject's body collapses helplessly. Elites and bosses are immune to the latter effect; they instead gain a debuff (-50% effectiveness, subject to elite/boss resistance) for the duration, and you still gain the normal benefits below.
    • While subject's soul is trapped, you may draw upon 1d4+1 points of Vitae from subject as a free action, max once/rd.
    • In addition, once/rd, as a free action, you may use any of the trapped subject's abilities as if they were your own.
    • At the end of the duration, the subject's soul returns to its body, having suffered 1 point ability damage to each score per point of Vitae you drew from the soul.

Shadow of Death

You may die.

At will, as a free action, you may die. You may simply lie there, seeming to be a corpse, or act as a corporeal undead, gaining the following traits:

  • +50% fortification
  • Immune to disease and poison
  • Immune to negative energy
  • Immune to bleed effects
  • No need to eat, sleep, drink, or breathe

For each hour you spend dead, or for each round in which you suffer HP damage, you gain 1 Fatigue, to be applied when you return to life (as a free action).

Necromancer

Level Benefit

1

Animate Dead, Supplication

2

Create Undead, Swarm of Death

3

Grafts, Anti-Vitae

4

Pocket Monstrosity

5

Necrogenesis

6

7

8

9

10

Dead Man Walking

11

12

13

14

15

16

17

18

19

20

Necromancer Rituals

Rank 1
  • Dark Sanctuary: You may create a zone of "hallowed" ground, wherein your controlled minions are not subject to the control limits of your Dominance score. Total number of undead ignoring your score is based on reagents spent; must be inside your threshold; effects apply only while inside; you can't control them at all unless you are inside as well, but they will follow programmed commands.
  • Gentle Repose
Rank 2
  • Transplant: Transplants a limb onto a living subject.
Rank 3
  • Summon Corpse: You summon a corpse (requires sympathetic component, truename, or soul of departed).

Animate Dead

You gain the following ritual:

  • Animate Dead: At-will, swift, short range; a corpse becomes your undead minion. The creature has the same abilities it had in life, but gains undead traits, and is your dominated servant. (Elites and bosses become minions when raised in this manner)

All undead you create through this ritual serve you loyally and without question, with the exception of targets who are higher level than you; in such cases, there is a 10% failure chance per level difference, and on success, the subject's level is reduced to match yours (on failure, you cannot retry).

Undead created by this ritual respond to your verbal commands (language is not important). This ritual does not imbue you with telepathy. However, if you have such an ability, it can be used to issue commands. The minions follow your commands to the best of their ability, gaining basic intelligence enough to do so, if they lacked it in life. They continue to follow your commands even if you exit sufficient range or otherwise lose the ability to give new commands; in such case, they continue executing the last command given.

Undead created by this ritual are destroyed upon the next sunrise (whether or not the sun is visible from their location). Once destroyed, they cannot be raised again. It is possible to make them more permanent through other means (see Necromancer Spells).

Undead created by this ritual retain the memories, knowledge, and cognitive faculties they had in life. This includes spellcasting ability.

Creatures consecrated by holy magic, treated with holy water, or otherwise warded against raising as an undead cannot be targeted by this ritual.

The number of minions you may control with this ability, or any other similar ability, is governed by your Dominance attribute.

Create Undead

You gain a ritual:

  • Create Undead: You create an undead creature. This usually requires, at minimum, a properly-treated corpse, and a number of other spell reagents. Specific components vary by the type of undead created, and its level.

Undead created through this ritual are your permanent servants. They behave as undead created by Animate Dead.

The number of minions you may control with this ability, or any other similar ability, is governed by your Dominance attribute.

The various types of undead minions you can create are listed in this chart. It is not necessarily an exhaustive list.

Undead Type Minimum Rank Reagent Cost Role Basic Description
Skeleton

1

100 cp/level

Tank

Basic, dependable guardian that can't talk back.

Ghoul

1

100 cp/level

DPS

Clever and ravenous hunter with a taste for living flesh.

Shadow

1

100 cp/level

Utility

Simple, but effective incorporeal undead.

Mummy

2

250 cp/level

Tank

Powerful, brutal, and well-preserved.

Wraith

2

250 cp/level

Utility

An advanced incorporeal with a taste for life energy.

Hemophage

2

250 cp/level

DPS

A vampire-like creature with a thirst for blood.

Abomination

3

500 cp/level

Tank

A monstrosity cobbled together from many pieces.

Entropic Reaper

3

500 cp/level

DPS

A minor incarnation of death itself.

Geist

3

500 cp/level

Utility

A murderous spirit that possesses corpses.

Bone Golem

4

1 gp/level

Tank

Bone Storm, Wall of Bones, Bone Spikes, siege damage.

Blee

4

1 gp/level

DPS

Blee

Banshee

4

1 gp/level

Utility

Blee

Dracolich

5

2.5 gp/level

DPS

Undead dragons shall rule the world!

Winterwight

5

2.5 gp/level

?

Yikes

Swarm of Death

Sometimes you want a whole slew of minions, but your Dominance attribute just won't cooperate. Thus: swarms!

Normally, if you create more than one undead of a given type, they are tracked (and dominated) separately. However, you may choose to combine multiple undead into a swarm.

  • A swarm of undead is considered a single creature.
    • As such, it may take only one standard, one swift, and one move action per round.
    • All creatures must stick together at all times.
    • The swarm occupies an area based on the number of component undead:
      • 2-4: minion size +1
      • 5-8: minion size +2
      • 9-16: minion size +3, etc...
    • The creature has swarm traits:
      • Immune to single-target debilitations, loss-of-control, and death effects.
      • If constituent creatures are Tiny or Diminutive, gain Resist 50% (all weapons).
      • If constituent creatures are Fine, gain immunity to weapons.
      • Suffer Vulnerable 50% (all area effects)
      • If constituent creatures are Tiny or smaller, may occupy the space of Medium or larger foes. (Normal rule about space, just repeated here for clarity)
  • The swarm's Hit Points increase by 25% for each extra creature beyond the first.
  • The swarm's damage increases by 25% for each extra creature beyond the first.
    • This applies to non-HP damage, such as ability damage.
    • This applies to debilitating effects augmenting attacks, such as disease stacks on strike. In that case, each extra minion adds 25% of the number of stacks as the base creature.
  • The swarm's slot cost, for the purposes of Dominance, is equal to that of the base creature, +1 per extra creature in the swarm.

Creatures may be freely added to or removed from a swarm.

Supplication

You may use Supplications as a Witch might. Instead of Chroma, you must exchange 3 points of any ability score; this is considered suffering 3 points of ability damage to that score.

Grafts

You can gain the special abilities of Necrogenesis.

Anti-Vitae

At will, as a free action, you may expend any amount of Vitae to grant +100% effectiveness per point to an undead minion within medium range. The bonus lasts for 3 rounds.

Pocket Monstrosity

You can make mini-undead and store them in your pocket for later retrieval.

  • The effect is similar to Temporal Stasis -- the minion experiences no time while in your pocket, and cannot be effected by anything except dispelling or disjunction, which ends the stasis effect.
Any minions who are in stasis do not count toward your Dominance limit.

Necrogenesis

You can create unique undead, or add new traits to existing undead.

To create an undead, first choose one of the base classes: guardian, skirmisher, artillerist, brute, controller.

There are five categories of ability: general, offense, defense, utility, and class-specific. Each ability has a point score. The total point cost of all abilities chosen must not exceed 1 per Necromancer level. Furthermore, the cost of any individual ability taken cannot exceed your Necromancer rank.

Once statted out, the new undead is a template, not a real creature. You must still create it using Create Undead. The cost to do so is determined by the total point cost (for now, just assume that 5-9 = rank 2, 10-14 = rank 3, etc).

General Abilities
  • (x) Custom Power: Gains a custom power of rank x as an innate spell-like ability.
  • (x) Incorporeal: The creature gains incorporeal traits. Melee attack converted into touch attack, inflicting shadow damage. Various levels:
    • (1): Creature is incorporeal, but cannot fly or phase through walls.
    • (2): Can fly and phase through up to 5' of solid matter.
    • (3): Is naturally ethereal; can manifest as a rank 2 incorporeal.
  • (1) Large: Large size.
  • (1) Small: Small size.
  • (1) Feat: Gain a Feat.
  • (1) Skill: Gain training in one skill (max ranks).
  • (2) Huge: Huge size.
  • (2) Tiny: Tiny size. etc...
Offensive Abilities
  • (1) Disease: Each melee attack inflicts one stack of a chosen Witch disease.
  • (1) Ability Damage: Each melee attack inflicts 1d3+1 damage to a chosen ability score. Stacks to increase damage: 1d4+2, 1d6+3, 1d8+4, 1d10+5. Can also stack to add multiple ability score types.
  • (2) Energy Drain: Each melee attack drains 1 level. Can increase by 1 point to add +1 level.
Defensive Abilities
  • (1): Toughness: Gain +50% Hit Points. Stackable.
  • (1): Resistance: Gain Resist 50% to a chosen type. Can take multiple times, but like types do not stack.
  • (3): Immunity: Gain Immunity to a chosen damage type. Not Holy.
Utility Abilities
  • (1) Speed: Increase base speed by 100%. Can stack with itself.
  • (2) Fly: Gain flight at same speed as walking speed.
Class-specific Abilities
  • (Guardian 1): Taunt: r33 sw mr; taunt (We).
  • (Skirmisher 1): Sneak Attack: +100% damage when attacking with Combat Advantage.
  • (Controller x): Spells: Learns a spell from any list of rank x. All spells known must be of the same list.

Dead Man Walking

You begin to transition to a state between life and undeath.

You gain 50% resistance to:

  • Disease
  • Poison
  • Negative energy attacks (death effects, energy drain, ability drain)
  • Shadow damage

You also gain 50% fortification.

For each level you gain in Necromancer beyond 10, these resistances increase by 10%.

Your Shadow resistance continues to increase beyond 100%. At that point, you are healed by the percent overage. However, for each percent over 100% you are resistant to Shadow, you gain the same vulnerability to Holy damage.

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