|
Enromancers
Enromancy
is arcane magic
concerned with the life and energy, it draws its strength from the
positive plane and life just as necromancy draws energy from the
negative plane
and death. Although very powerful this school of magic is normally an
ignored because its of its spells unique nature. However as the Risen
and their ally's strive to understand what it means to be alive they
often come across and find hope in this school of magic so it is a
common field of study
among the Risen and The Sun Rise Eternal. These groups
often use
the forces of life in order to
help them manipulate events and sway the world towards good.
The Enromancer as a character
tends to be
energetic, both emotionally and physicaly taking pleasure in every
moment of life. For many being around an Enromancer can be exhasting,
as the study of this school seems to lend them new energy and vitality
beyond the norm. Far from the reclusive and quite mages they are loud
boysterous wizards, who enjoy the company of others.
Level 1
Joy
Enromancy
Level 1
Components: V, S
Casting Time: 1 Standard Action
Range: 25 Feet
Area: 1 Creature
Duration: 1-3 Rounds
Saving Throw: Will Negates
Spell Resistance: Yes
By drawing on the posotive energies in the world and in life the wizard
is able to cause a target to become overwhelmed by joy. When this
happens the target
of this spell must make a saving throw or be
unable to fight unless attacked for the duration of the spell.
Light of hope
Enromancy
Level 1
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Area: 1 Creature
Duration: 1-4 Rounds
Saving Throw: None
Spell Resistance: None
This spell brings a strong
sense of peace that helps those
affected to feel that what they are doing is right, so long as they are
acting
for the benefit of others. This gives them a +3 bonus to all rolls.
Material Component
A Crystal worth at least 2 GP
Level 2
Hand of Life
Enromancy
Level 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: 50' + 10' per caster level
Area: 15'
Duration: 10 Min/+2 per caster level
Saving Throw: None
Spell Resistance: None
With
means
of this spell the wizard creates a glowing nimbus of light which lights
a 15’
area and flies around the caster, going into dark shadows, and unusual
crevices. This allows the caster to see down dark tunnels without being
seen by
the tunnels occupants as the light is hovers over those in the tunnel
rather then the caster. In addition becuase this light helps make
objects more clear it can also give the
caster and his companions a +3 to search and spot checks in the area
where the
light is hovering.
Material Component
A simple crystal ball
Circle of Happiness
Enromancy
Level 2
Components: V, S
Casting Time: 1 Standard Action
Range: Personal
Area: 25'
Duration: 1 Min per level
Saving Throw: None
Spell Resistance: None
The wizard
creates a circle of happiness around themselves that removes the
negative effects of
fear, sadness, or other negative emotional effects and gives all allies
a +1
moral bonus to all dice checks.
Level 3
Spells
Ray of Gold
Enromancy
Level 2
Components: V, S
Casting Time: 1 Standard Action
Range: 25' + 5' per caster level
Area: 1 target
Duration: 1 Hour Per level
Saving Throw: Will Negates
Spell Resistance: Yes
This
spell
creates a powerful ray of energy that causes any hostile Huminoid to
become
unhostile so long so long it is not attacked. In addition Humanoid
Targets the target becomes extreamly happy, and sees the caster as the
source of their happiness and so will grow to like the caster as the
effects of a charm Person spell.
Muse
Enromancy
Level 2
Components: V, S
Casting Time: 1 Standard Action
Range: 25' + 5' per 2 caster levels
Area: One Creature
Duration: Time it takes to complete a single task
Saving Throw: Will Negates
Spell Resistance: Yes
The target is struck by a
sudden energetic insperation and
so must work on something, whatever they work on they get a +6 bonus to
performing it.
Level 3
Reenergize
Enromancy
Level 3
Components: V, S
Casting Time: 1 Min
Range: Touch
Area: 1 Target
Duration: 24 Hours
Saving Throw: None
Spell Resistance: None
The target
of this spell is able to shrug off the effects of fatigue completely
for 24
hours, allowing them to go without sleep, avoid the effects of sleep or
similar
spells, etc. A spell caster who has this spell cast on them does not
need to get
8 hours of rest in order to cast their spells again. They however still
need to
study, contemplate their spells, prey, or perform any other activity
not
involving sleep in order regain lost spell slots.
Searing Bolt
Enromancy
Level 3
Components: V, S
Casting Time: 1 Standard Action
Range: 400' + 50' per caster level
Area: Target
Duration: Instantanious
Saving Throw: Will Negates
Spell Resistance: Yes
Deals a d6 of damage to any
creature struck while
overwhelming them with energy so that their brain becomes overwhelmed
with energy causeing
them to collapse for 1d6 rounds.
Level 4
Power Boost
Enromancy
Level 4
Components: V, S
Casting Time: 1 Standard Action
Range: 10' per caster level
Area: Target
Duration: 1 hour per caster level
Saving Throw: None
Spell Resistance: None
By means of this spell the
caster gives the target a boost
of energy that grants them an extra level for 1 hour per caster level.
The
target gets additional life, skill points, to hit bonuses, saving
throws, and
special abilities just as if they had gained another level. They do not
get
bonus feats or spells because of this extra level however.
Searing Ray
Enromancy
Level 4
Components: V, S
Casting Time: 1 Standard Action
Range: 100' +10' per caster level
Area: Target
Duration: Instantainious
Saving Throw: Reflex For Half
Spell Resistance: No
The caster sends a ray of pure
energy from their hands that
can hit every thing in a 180 degree angle from then as they sweep their
hand
out in front of them. This ray of energy goes through anything it kills
or
destroys to hit whatever is on the other side until it reaches its
range limit.
Searing Ray deals 1d6 per caster level but deals a d10 per
level to any negative energy or shadow
creature.
Excitement
Enromancy
Level 4
Components: V, S
Casting Time: 2 Min
Range: Caster
Area: 10' per caster level
Duration: 1 min per level
Saving Throw: Will Negates
Spell Resistance: Yes
People in the area of effect
become excited and energized by what is happening and so are both more
likely
to go along with or believe in something, and are more likely to
succeed in
doing it. When this spell is cast any speaker gets a +8 to diplomacy,
and bluff
checks, further all those who do what the main speaker says get a +2
bonus to
DC checks for the rest of the day (until they go to sleep).
Level 5
Over Riding Energy
Enromancy
Level 5
Components: V, S, M
Casting Time: 5 Minutes
Range: 500' per caster level
Area: Target
Duration: 10 Min
Saving Throw: Will Negates
Spell Resistance: Yes
By means of
this spell the wizard is able to userp another beings energy force
allowing him
to control the way the creature feels, making them feel sad, happy,
guilty,
afraid, etc so that the target of this spell must make a Will Save or
do as the
caster wants.
The
Caster
is able to control these emotions remotely, seeing and feeling what the
target
feels. If the creature leaves the range of this spell they breake free
from the control. In addition while the caster is controlling the
target they may not take any actions of their own.
A seeing Gem worth no less then
1000 GP
Searing Shield
Enromancy
Level 5
Components: V, S
Casting Time: 1 Standard Action
Range: 10' per caster level
Area: 10 by 10 feet per caster level
Duration: 3 Min per caster level
Saving Throw: None
Spell Resistance: None
Creates a Powerful shield that
causes 6d6 damage to anything
that touches it, and also prevents the passage of all missiles and
negative
energy or shaodow based creatures.
Shield of light
Enromancy
Level 5
Components: V, S
Casting Time: 1 Standard Action
Range: 10' per caster level
Area: 5' by 5 feet per caster level
Duration: 2 Minutes per Caster Level
Saving Throw: Will Negates
Spell Resistance: Yes
Creates an invisable shield of
pure positive
energy that causes
anything that passes through it to be overwhelmed by a strange calming
sensation so that they no longer wish to attack or cause harm to
anything. During the duration of this spell they will not attack
unless they are attacked.
Level 6
Field of
Energy
Enromancy
Level 6
Components: V, S
Casting Time: 1 Standard Action
Range: Self
Area: Self
Duration: 20 Minites +5 per caster level
Saving Throw: None
Spell Resistance: None
The caster is able to create a
shell of energy centered on
them, which they can draw on to cast spells, allowing them to cast
spells in
anti-magic shells, or similar areas of no magic for the duration of the
spell.
It also gives their spells a +4 to avoid being negated by negate magic
or
similar effects.
Sun Rise
Enromancy
Level 6
Components: V, S
Casting Time: 10 Minutes
Range: 10' per caster level
Area: Target
Duration: Permanent
Saving Throw: Will
Spell Resistance: Yes
The Target of this spell is
overwhelmed by posotive energy, causing them to become good.
Level 7
Energy Storm
Enromancy
Level 7
Components: V, S
Casting Time: 1 Standard Action
Range: 100' +10' per caster level
Area: 30'
Duration: 1 hour per caster level
Saving Throw: Reflex for Half Damage
Spell Resistance: None
A
storm of
energy buffets the area of effect causing 1d6 damage per level and
blinds those caught within it (A Reflex save prevents blindness however
the character must keep their eyes shut for 1 round).
Further negative spells, and shadow effects are negated by the energy
storm and
all undead take an additional +2 damage per level.
Showers of life
Enromancy
Level 7
Components: V, S
Casting Time: 1 Standard Action
Range: 10' per caster level
Area: 30"
Duration: 1 Min per caster level
Saving Throw: None
Spell Resistance: None
This spell causes a gental life
giving rain
to fall like tiny liquid opals. Those within the showers of
life’s area of effect cannot
take any form of damage, poison, or energy drain for the duration of
this spell.
Level 8
Path of
Life
Enromancy
Level 8
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Area: 1 Target
Duration: 1 Round Per Level
Saving Throw: None
Spell Resistance: None
The caster enters the edge of
the place
where the mortal soul and energy resides,
becoming invisible to all material world creatures. While on the edge
of this world the caster can neither attack creatures nor can they be
attacked or receive other negative effects. They may move normally
allowing
them to position their return to the material world. While in the
Posotive
energy plane they are healed up to 3d6 life per round, and all negative
effects
including level and ability drain, desiese, and poison are removed.
Level 9
Energetic Soul
Enromancy
Level 9
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Area: Target
Duration: 2 hours per caster level
Saving Throw: None
Spell Resistance: None
With this
spell the caster enfusses a targets soul with energy so that if the
target dies during the spells duration
their soul forms a body made of pure energy. This body has all the
abilities,
hit points etc of the target, except they also have damage reduction
15/negative
energy. The target remains alive for 1 week per caster level and is
able to try
to secure a more permanent means of reserection, finish a task, or do
whatever
they want with that extra time.
This spell requires series of 6
crystals worth not less then 1,500 GP each.
|