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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.











 
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