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Darkweave Magic (Necromancy)
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<blockquote data-quote="Clay_More" data-source="post: 3996290" data-attributes="member: 9813"><p>The idea behind this small line of spells is one I had a little while ago. I was pondering why there was so relatively few damaging spells in the Necromancy school, especially considering that the school is supposedly adverse to all life. You would imagine that a school like that would have some damage potential, if only against living creatures. The Darkweave spells are a bit special, because I kinda of added in a "meta game" in the spells, with the various instant spells that can affect the damaging Darkweave spells, to set the spells apart from regular Evocation damage spells. I have a bit more planned, my plan is for there to be two spells of each level, but made up to level 5 so far, was thinking I would hear some feedback first.</p><p></p><p></p><p><strong>Darkweave Portal</strong></p><p><em>Necromancy</em></p><p>Level: Sor/Wiz 1 </p><p>Components: V, S </p><p>Casting Time: 1 instant action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 round + 1 round./level (D)</p><p></p><p>Darkweave Portal opens a portal to the Negative Energy Plane inside the caster, allowing him to tap into the Darkweave. The portal is visible to spectators as a dark, hollow glow emanating from the caster. The Darkweave Portal spell is the most basic spell of the Darkweave spell, without it no other Darkweave spells can be cast. While the portal is open inside the caster, he will suffer 1 point of damage every round. It is not possible for any caster to cast Darkweave spells without having the Darkweave Portal spell in effect. </p><p></p><p><strong>Darkweave Bolt</strong></p><p><em>Necromancy</em></p><p>Level: Sor/Wiz 1</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Target: One living creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: No</p><p></p><p>Darkweave Bolt fires a shard of Darkweave energy at a target designated by the caster. The bolt appears as an elongated, black projectile. The Darkweave Bolt always hits its intended target. Unless the target succeeds at a Fortitude Saving Throw, he will suffer 1d6 + 1 per caster level points of Negative Energy Damage. </p><p></p><p><strong>Darkweave Taint</strong></p><p><em>Necromancy</em></p><p>Level: Sor/Wiz 2</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels) </p><p>Target: One living creature</p><p>Duration: 1 round + 1 round./level (D)</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: No</p><p></p><p>Darkweave Taint inflicts the target with a strong wasting ailment that not only causes damage, but also reduces his strength. The taint appears as slim, black tentacles moving across the skin of the afflicted person. The Darkweave Taint causes 1d4 points of Negative Energy Damage every round that it affects its target. The target also suffers 1 point of cumulative Strength loss every round that the spell lasts. The Strength loss caused by the spell will remain for 1d4+1 rounds after the spell ends. </p><p></p><p><strong>Darkweave Reservoir</strong></p><p><em>Necromancy</em></p><p>Level: Sor/Wiz 2</p><p>Components: V, S</p><p>Casting Time: 1 instant action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 round or 1 round + 1 round./level </p><p></p><p>Darkweave Reservoir will affect the next damaging Darkweave spell you cast. The spell has no visual indicators. The next spell you cast within the following round will have a vampiric effect added to it, allowing you to tap some of the life-energy of the target and use this energy to empower your spells. The damage caused by your next damaging Darkweave spell will be transferred to you, creating a reservoir of energy equal to the damage caused. This cache of life energy will not directly heal you, but while it remains it can be used to power the instant Darkweave spells that cause damage to the caster. The reservoir will remain for 1 round plus 1 round per level of the caster. It is only possible to have one reservoir of energy at a time. </p><p></p><p><strong>Darkweave Backlash</strong></p><p><em>Necromancy</em></p><p>Level: Sor/Wiz 3</p><p>Components: V, S</p><p>Casting Time: 1 instant action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 round</p><p></p><p>Darkweave Backlash will affect the next damaging Darkweave spell you cast. The spell has no visual indicators. The next spell you cast will be laced with Darkweave energy that will only trigger if your target succeeds at his Saving Throw against the damaging spell. If the target succeeds at his Saving Throw, he will instantly suffer an amount of Negative Energy damage equal to his Fortitude Saving Throw modifier. Casting Darkweave Backlash causes 1d6+1 points of damage to the caster. </p><p></p><p><strong>Darkweave Surge</strong></p><p><em>Necromancy</em></p><p>Level: Sor/Wiz 3</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One living creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: No</p><p></p><p>Darkweave Surge creates a sudden blast of Negative Energy in the target, energy so powerful that it may spread and affect creatures around the target. The appearance of Darkweave Surge is that of a small orb of blackness inside the target that violently enlarges untill it covers an area of 10 ft. around him. If the target of Darkweave Surge fails his Fortitude Saving throw, he will suffer 1d4+1 points of Negative Energy Damage per caster level (max 10d4+10). If he fails his Saving Throw, anyone within 10 ft. of the target will suffer 2d4+2 points of Negative Energy Damage. The secondary targets of the spell are not allowed a Saving Throw to resist the damage caused. </p><p></p><p><strong>Darkweave Enforcement</strong></p><p><em>Necromancy</em></p><p>Level: Sor/Wiz 4</p><p>Components: V, S</p><p>Casting Time: 1 instant action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 round</p><p></p><p>Darkweave Enforcement causes the next damaging Darkweave spell you cast to be enforced, granting it increased Saving Throw DC. The spell has no visual indicators. The next Darkweave spell you cast will be enforced, having its Fortitude Saving Throw DC increased by +8. Casting Darkweave Enforcement causes 2d6+2 points of damage to the caster. </p><p></p><p><strong>Darkweave Mindlash</strong></p><p><em>Necromancy</em></p><p>Level: Sor/Wiz 4</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Target: One living creature</p><p>Duration: 1 minute./level (D)</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: No</p><p></p><p>Darkweave Mindlash causes damage to the target, and may cause an additional negative effect. The spell appears as a myriad of black tentacles around the head of the target that randomly seep in through any openings they may find. If the target fails his Fortitude Saving Throw, he suffers 1d4+1 points of Negative Energy Damage per caster level (max 15d4+15). In addition, if the target fails his first Fortitude Saving Throw he must succeed at an additional Fortitude Saving Throw or become Blinded and Deafened for 1 minute per caster level. </p><p></p><p><strong>Darkweave Brutality</strong></p><p><em>Necromancy</em></p><p>Level: Sor/Wiz 5</p><p>Components: V, S</p><p>Casting Time: 1 instant action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 round</p><p></p><p>Darkweave Brutality causes the next damaging Darkweave spell you cast to be laced with highly disruptive and brutal energy. The spell has no visual indicators. The next damaging Darkweave spell you cast will be stun any living creature it deals damage to for 1d3+1 rounds. Casting Darkweave Brutality causes 3d6+3 points of damage to the caster. </p><p></p><p></p><p><span style="font-size: 12px">New Feats</span></p><p></p><p><strong>Darkweave Execution</strong></p><p>Prerequisite: Caster level 5 th. Ability to cast at least three Darkweave spells, </p><p>Benefit: Whenever the damage caused by one of your Darkweave spells kills a living target, you will regain the spell slot used to cast the damaging spell. </p><p></p><p><strong>Darkweave Haste</strong></p><p>Prerequisite: Caster level 12th Ability to cast at least seven Darkweave spells.</p><p>Benefit: You may cast two instant Darkweave spells each round. The effect of this feat only applies if both instant spells cast are of the Darkweave type, it is not possible to cast one normal instant spell, and an instant Darkweave spell.</p></blockquote><p></p>
[QUOTE="Clay_More, post: 3996290, member: 9813"] The idea behind this small line of spells is one I had a little while ago. I was pondering why there was so relatively few damaging spells in the Necromancy school, especially considering that the school is supposedly adverse to all life. You would imagine that a school like that would have some damage potential, if only against living creatures. The Darkweave spells are a bit special, because I kinda of added in a "meta game" in the spells, with the various instant spells that can affect the damaging Darkweave spells, to set the spells apart from regular Evocation damage spells. I have a bit more planned, my plan is for there to be two spells of each level, but made up to level 5 so far, was thinking I would hear some feedback first. [B]Darkweave Portal[/B] [I]Necromancy[/I] Level: Sor/Wiz 1 Components: V, S Casting Time: 1 instant action Range: Personal Target: You Duration: 1 round + 1 round./level (D) Darkweave Portal opens a portal to the Negative Energy Plane inside the caster, allowing him to tap into the Darkweave. The portal is visible to spectators as a dark, hollow glow emanating from the caster. The Darkweave Portal spell is the most basic spell of the Darkweave spell, without it no other Darkweave spells can be cast. While the portal is open inside the caster, he will suffer 1 point of damage every round. It is not possible for any caster to cast Darkweave spells without having the Darkweave Portal spell in effect. [B]Darkweave Bolt[/B] [I]Necromancy[/I] Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: No Darkweave Bolt fires a shard of Darkweave energy at a target designated by the caster. The bolt appears as an elongated, black projectile. The Darkweave Bolt always hits its intended target. Unless the target succeeds at a Fortitude Saving Throw, he will suffer 1d6 + 1 per caster level points of Negative Energy Damage. [B]Darkweave Taint[/B] [I]Necromancy[/I] Level: Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 round + 1 round./level (D) Saving Throw: Fortitude negates Spell Resistance: No Darkweave Taint inflicts the target with a strong wasting ailment that not only causes damage, but also reduces his strength. The taint appears as slim, black tentacles moving across the skin of the afflicted person. The Darkweave Taint causes 1d4 points of Negative Energy Damage every round that it affects its target. The target also suffers 1 point of cumulative Strength loss every round that the spell lasts. The Strength loss caused by the spell will remain for 1d4+1 rounds after the spell ends. [B]Darkweave Reservoir[/B] [I]Necromancy[/I] Level: Sor/Wiz 2 Components: V, S Casting Time: 1 instant action Range: Personal Target: You Duration: 1 round or 1 round + 1 round./level Darkweave Reservoir will affect the next damaging Darkweave spell you cast. The spell has no visual indicators. The next spell you cast within the following round will have a vampiric effect added to it, allowing you to tap some of the life-energy of the target and use this energy to empower your spells. The damage caused by your next damaging Darkweave spell will be transferred to you, creating a reservoir of energy equal to the damage caused. This cache of life energy will not directly heal you, but while it remains it can be used to power the instant Darkweave spells that cause damage to the caster. The reservoir will remain for 1 round plus 1 round per level of the caster. It is only possible to have one reservoir of energy at a time. [B]Darkweave Backlash[/B] [I]Necromancy[/I] Level: Sor/Wiz 3 Components: V, S Casting Time: 1 instant action Range: Personal Target: You Duration: 1 round Darkweave Backlash will affect the next damaging Darkweave spell you cast. The spell has no visual indicators. The next spell you cast will be laced with Darkweave energy that will only trigger if your target succeeds at his Saving Throw against the damaging spell. If the target succeeds at his Saving Throw, he will instantly suffer an amount of Negative Energy damage equal to his Fortitude Saving Throw modifier. Casting Darkweave Backlash causes 1d6+1 points of damage to the caster. [B]Darkweave Surge[/B] [I]Necromancy[/I] Level: Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: No Darkweave Surge creates a sudden blast of Negative Energy in the target, energy so powerful that it may spread and affect creatures around the target. The appearance of Darkweave Surge is that of a small orb of blackness inside the target that violently enlarges untill it covers an area of 10 ft. around him. If the target of Darkweave Surge fails his Fortitude Saving throw, he will suffer 1d4+1 points of Negative Energy Damage per caster level (max 10d4+10). If he fails his Saving Throw, anyone within 10 ft. of the target will suffer 2d4+2 points of Negative Energy Damage. The secondary targets of the spell are not allowed a Saving Throw to resist the damage caused. [B]Darkweave Enforcement[/B] [I]Necromancy[/I] Level: Sor/Wiz 4 Components: V, S Casting Time: 1 instant action Range: Personal Target: You Duration: 1 round Darkweave Enforcement causes the next damaging Darkweave spell you cast to be enforced, granting it increased Saving Throw DC. The spell has no visual indicators. The next Darkweave spell you cast will be enforced, having its Fortitude Saving Throw DC increased by +8. Casting Darkweave Enforcement causes 2d6+2 points of damage to the caster. [B]Darkweave Mindlash[/B] [I]Necromancy[/I] Level: Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: 1 minute./level (D) Saving Throw: Fortitude negates Spell Resistance: No Darkweave Mindlash causes damage to the target, and may cause an additional negative effect. The spell appears as a myriad of black tentacles around the head of the target that randomly seep in through any openings they may find. If the target fails his Fortitude Saving Throw, he suffers 1d4+1 points of Negative Energy Damage per caster level (max 15d4+15). In addition, if the target fails his first Fortitude Saving Throw he must succeed at an additional Fortitude Saving Throw or become Blinded and Deafened for 1 minute per caster level. [B]Darkweave Brutality[/B] [I]Necromancy[/I] Level: Sor/Wiz 5 Components: V, S Casting Time: 1 instant action Range: Personal Target: You Duration: 1 round Darkweave Brutality causes the next damaging Darkweave spell you cast to be laced with highly disruptive and brutal energy. The spell has no visual indicators. The next damaging Darkweave spell you cast will be stun any living creature it deals damage to for 1d3+1 rounds. Casting Darkweave Brutality causes 3d6+3 points of damage to the caster. [SIZE=3]New Feats[/SIZE] [B]Darkweave Execution[/B] Prerequisite: Caster level 5 th. Ability to cast at least three Darkweave spells, Benefit: Whenever the damage caused by one of your Darkweave spells kills a living target, you will regain the spell slot used to cast the damaging spell. [B]Darkweave Haste[/B] Prerequisite: Caster level 12th Ability to cast at least seven Darkweave spells. Benefit: You may cast two instant Darkweave spells each round. The effect of this feat only applies if both instant spells cast are of the Darkweave type, it is not possible to cast one normal instant spell, and an instant Darkweave spell. [/QUOTE]
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