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Death Magic is a necromancer secondary attribute, meaning that any character with necromancer as their primary or secondary profession can put points into this attribute.

AttributesValues
rdf:type
rdfs:label
  • Death Magic
  • Death magic
rdfs:comment
  • Death Magic is a necromancer secondary attribute, meaning that any character with necromancer as their primary or secondary profession can put points into this attribute.
  • The users of this power can utilize powerful spells which can cause any living thing to die, either instantly or eventually.
  • Death Magic is a mage spell from the Entropy tree in Dragon Age: Origins.
  • Death Magic is a powerful form of magic and the opposite of necromancy. Death magicians can turn things into dust or rubble upon physical contact or through a beam of grey light and, if used on a living target, sends them to the underworld. Death Magic can also be used to increase one's strength by applying death magic around the target. The power of this magic is grey and can be used with a wand to channel this magic in the form of a grey bolt.
  • A Death Mage is treated as a multi-class character. When the Wizard makes the change to a Death Mage they keep all of their experience, saves, spells and abilities at their present level, and become a new class in addition to their old class, with 0 experience points, and begin leveling up as a 1st level Wizard from there. Once the Wizard becomes a Death Mage, they may use any one of the spells below, once per day. When the Death Mage reaches the 2nd level (at 2,500 XP), they may use any two of the following spells, once per day. Once the Death Mage has reached level 10 and may use every spell once per day, every additional level makes it so a spell of choice may be used an additional time per day. Unfortunately Death Spells have not been fully honed as this is a completely new school
  • Death Magic: Any sort of spell or creature ability which causes instant death effects. PCs and NPCs must make a Fortitude save versus the death effect or be slain instantly. Certain spells and items can give immunity to instant death effects. The main death magic spells, and the creatures they can affect, are: * Cloudkill (3HD or less) * Circle of Death (9HD or less) * Bodak's Glare (all levels) * Destruction (all levels) * Finger of Death (all levels) * Slay Living (all levels) * Wail of the Banshee (all levels)
  • Death magic refers to spells or spell-like effects that attempt to directly kill the target. Many of these spells require the victim to make a fortitude save versus death magic. Undead and constructs, not being truly alive, are often immune to such spells. These spells are defined as death magic by way of the spell's descriptor being listed as "death." * Finger of death * Circle of death * Power word, kill
sameAs
dcterms:subject
Row 1 info
  • Use Death Force in the use of magic.
fatigue
  • 5.0
upkeep
  • 45(xsd:integer)
Row 1 title
  • Power/Ability to:
Cooldown
  • 0.5
Requires
  • 20(xsd:integer)
effect type
  • Sustained
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Range
  • Personal
Box Title
  • Death Magic
Name
Type
Caption
  • Zeref's Ankhseram Black Magic creates a black miasma that kills anyone/anything in his vicinity.
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imagewidth
  • 400(xsd:integer)
Icon
  • Spell-DeathMagic icon.png
BGCOLOR
  • black
Description
  • While active, the caster draws in nearby entropic energy, draining residual life-force from any dead enemy nearby to heal the caster.
abstract
  • Death magic refers to spells or spell-like effects that attempt to directly kill the target. Many of these spells require the victim to make a fortitude save versus death magic. Undead and constructs, not being truly alive, are often immune to such spells. These spells are defined as death magic by way of the spell's descriptor being listed as "death." * Finger of death * Circle of death * Power word, kill In addition, several monster abilities, like death gaze, are considered death magic. The on-hit: slay property is not considered death magic (though saving throw bonuses versus death still apply). There are many other spells that can cause instant death, but the immunity may be "fear", as in the spells phantasmal killer and weird. Other spells might only kill if the target has a specified number of hit dice. A most notable exception may be the implosion spell, which kills its victims indirectly; the vortex the caster creates kills the targets, rather than the caster directly harming the victims.
  • A Death Mage is treated as a multi-class character. When the Wizard makes the change to a Death Mage they keep all of their experience, saves, spells and abilities at their present level, and become a new class in addition to their old class, with 0 experience points, and begin leveling up as a 1st level Wizard from there. Once the Wizard becomes a Death Mage, they may use any one of the spells below, once per day. When the Death Mage reaches the 2nd level (at 2,500 XP), they may use any two of the following spells, once per day. Once the Death Mage has reached level 10 and may use every spell once per day, every additional level makes it so a spell of choice may be used an additional time per day. Unfortunately Death Spells have not been fully honed as this is a completely new school of magic, and may occasionally have unpredictable results (5% of the time). The Death Mage rolls a d20 anytime they use a Death Spell; if a critical fail is rolled (a roll of 1), the spell either does not work, or has an unintended effect. The following spells are all bastardized versions of powers possessed by an actual Minor Death: * The Dead Are Not Silent: the spellcaster becomes aware of the "unsound" around them, the deafening silence of the sub-reality that can only be heard by the dead. The sphere of unsound is 120' in every direction. The caster can use this spell to listen for any dead creatures within the sphere, and may communicate with them. The dead creatures will report what they are experiencing in their immediate vicinity, acting as unlikely spies for the Death Mage. * After Vision: the Death Mage can see in a 60' sphere around them exactly as events will be one turn into the future, interposed on top of their current surroundings with 50% opacity. It takes getting used to for one round (the spell caster can not quite make sense of what they are seeing at first), but can soon make sense of the mash of faintly glowing translucent shapes. They will be told what they are seeing one round after the spell is cast, after the next player or monster completes their action, giving them time to plan their next action and perhaps shout warnings to allies about what will be happening in one turn's time. * Sense Death: If a semi-intelligent (or above) creature dies within 1 square mile of you, you become aware of it. You can sense the general direction and distance from you that the death occurred, as well of a sense about how they died. The feeling is akin to the faint beginnings of a sneeze all over your body. The sensation is enjoyed by the Death Mage. As long as the spell is active and at least one semi-intelligent creature has died, The Death Mage regenerates 1 hit point per turn. This spell is active for a full ten turns after it is cast (for a maximum of a +10 hit point gain during the duration of the spell). * Now I Am Become Death: this spell acts as a combination of an illusion and a Turn Undead spell acting in reverse. Upon casting the spell the Death Mage appears to grow to 10' in height and takes on the form of a real Minor Death. Any creature failing a save vs. Spell believes this illusion and believes Death has come for their soul. They will flee in terror at their maximum movement rate for 3 full turns, and must pass a morale check if they choose to return to the site (most will not). This spell has no effect on the undead, incorporeal or ethereal life forms, or any planar beings. Now I Am Become Death can be dispelled or seen through by Dispel Magic, True Seeing or similar spells. * Skeleton Guardian: The Death Mage can summon a 1st level Skeleton fighter (8 HP), armed with either a spear (which can be thrown) and shield, a scimitar and rusty chainmail, a short bow and 12 arrows, or a hand axe (which can be thrown) and rotted studded leather armor. The Death Mage rolls a d4 to discern which upon summoning them. The Skeleton will do any and all of the Death Mage's bidding, without question. This includes commands like guarding a certain area until the Death Mage's return, or attacking whomever the Death Mage tells them to attack. They can also attempt to subdue someone if the Death Mage so wishes, but receive penalties on their attack rolls. The Skeletons cannot be given more complex commands than the above. If the command requires more than one concept strung together ("go to the village, capture a cow and bring it back to me!"), they will become confused and stand still, waiting for a clearer command. They only respond to verbal commands from the Death Mage. If the Death Mage is unable to speak, they will try to get as close as they can to the Death Mage and protect him or free him from his bonds. The Skeletons summoned by a Death Mage live until they are either slain, Turned by a Priest, or otherwise destroyed. The Death Mage can have a number of Skeleton Guardians equal to his level as a Death Mage (a 2nd level Death Mage can only have two skeletons at a time), but he may only summon 1 per day (until 11th level, when he may begin using more slots on Death Spells). The Skeletons can not be healed if damaged, save for the Death Mage using another Skeleton Guardian spell on the injured skeleton, which will heal it back to full health. * Marked For Death: with a single icy touch (attack roll needed if in combat) the Death Mage can curse one living being for 25 hours (or one day on the Old Moon). If the victim fails a save vs. Death magic, they are overwhelmed by an ominous feeling, certain their own demise draws nigh. For the entire day the victim receives a blanket -4 penalty to all attack rolls, their AC, all saves, morale checks and ability checks, so obsessed are they with avoiding the end. If the living being Marked for Death is reduced to 1 hit point (or less), a Minor Death arrives on the River Styx and finishes the job, ushering their soul away, visible to all (usually this process is invisible). If the victim is killed during the 25 hours of the curse (by anyone or for any reason), the spellcaster receives double XP, as a reward from Death herself. Marked For Death can be counteracted by a Cleric, immediately ending its effects, by casting Remove Curse. * Summon Minor Death: A Death Mage may summon a Minor Death to ask for advice in what course of action to take to best serve the demigod Death herself. The Minor Death can only be summoned while completely alone and in total darkness. If light is allowed into the area of the summoning, or any other living eyes are watching, the Minor Death disappears immediately. The message from the Minor Death is communicated telepathically, heard as a high pitched, shrieking whisper in the mind of the spellcaster in small disjointed forms; only a few words are uttered. * Vorpal Scythe: cast upon the Death Mage's own scythe, the blade is imbued with Vorpal properties for the duration of an encounter. It acts as a +3 weapon to damage and attack rolls. On a roll of 17 or higher, the Vorpal Scythe instantly beheads (and thus kills) the enemy. The enemy must have a head, and must necessarily be killed by decapitation (many-headed creatures, doppelgangers, elementals, golems, incorporeal beings and the like do not suffer instant death). * The Ferryman: this Death Spell summons a magical portal to the inter-planar River Styx, a small dilapidated wooden raft steered by a Minor Death with a 30' obsidian pole, awaiting at its shore. Once the Death Mage enters the portal, it immediately closes behind him, not to be reopened. The Ferryman will take the Death Mage and his companions to any of the other planes accessible by the River Styx (which is almost all of them). It is not advisable that the Death Mage summon the Ferryman unless he or a companion is very familiar with inter-planar travel. Inexperienced adventurers will become immediately lost and be deposited on the banks of a plane they did not intend to travel to. * The Last Day: By use of this Death Spell, the Death Mage forms a vague sense about when and how someone will die if he focuses for one full turn on their life force. Sometimes the Death Mage's diffused vision is accurate to the letter, other times, however, it changes based on the actions of the life form; the mage's vision can change from day to day. Free will, it seems, exists on The Old Moon.
  • Death Magic is a necromancer secondary attribute, meaning that any character with necromancer as their primary or secondary profession can put points into this attribute.
  • The users of this power can utilize powerful spells which can cause any living thing to die, either instantly or eventually.
  • Death Magic: Any sort of spell or creature ability which causes instant death effects. PCs and NPCs must make a Fortitude save versus the death effect or be slain instantly. Certain spells and items can give immunity to instant death effects. The main death magic spells, and the creatures they can affect, are: * Cloudkill (3HD or less) * Circle of Death (9HD or less) * Bodak's Glare (all levels) * Destruction (all levels) * Finger of Death (all levels) * Slay Living (all levels) * Wail of the Banshee (all levels) Avasculate is also classified as a death magic spell, although it is not save or die.
  • Death Magic is a mage spell from the Entropy tree in Dragon Age: Origins.
  • Death Magic is a powerful form of magic and the opposite of necromancy. Death magicians can turn things into dust or rubble upon physical contact or through a beam of grey light and, if used on a living target, sends them to the underworld. Death Magic can also be used to increase one's strength by applying death magic around the target. The power of this magic is grey and can be used with a wand to channel this magic in the form of a grey bolt.
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