Greetings, students of the arcane mysteries, as we delve into the enigmatic School of Necromancy. Today, our journey takes us into the realm of enhancement spells, where the boundary between life and death becomes malleable, and the beyond offers its power to those who dare to wield it.
Necromancy, dear scholars, is often associated with the dark and macabre. However, it encompasses a wide array of spells, including those that enhance one’s own abilities or bestow boons upon others. These enhancement spells harness the forces of life and death, channeling their energies to bolster strength, resilience, and magical prowess.
Within the necromantic arsenal, you will discover spells that fortify the body, sharpen the mind, and empower the spirit. These enhancements often come with a price, as they draw upon the essence of life force itself, but for those who tread this path, the rewards are undeniable.
False Life: 1st-level
Casting Time: 1 action
Range: Self
Components: V, S, M (a small amount of alcohol or distilled spirits)
Duration: 1 hour
Once, in the realm of magic and mystery, there was a spell known as ‘False Life.’ When a sorcerer or wizard invoked it, something quite unique occurred. They would weave a dark, necromantic energy around themselves, creating a sort of imitation of life’s vitality.
From this mystical manipulation, they would gain a boost to their resilience, akin to temporary hit points. Now, the amount of these temporary hit points was a bit unpredictable. It could be a mere 1d4 + 4, but sometimes, with a little extra magical oomph, they could garner even more protection.
As their magical prowess grew, they found that they could tap into even greater vitality. By channeling the spell through a 2nd-level spell slot or higher, they could amass an additional 5 temporary hit points for each level above the 1st.
Feign Death: 3rd-level
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of graveyard dirt)
Duration: 1 hour
When a kind-hearted mage cast this spell, a most peculiar thing happened. They would gently touch a willing friend, and that friend would fall into a deep slumber, appearing for all the world as if they were lifeless.
Now, during this enchanted slumber, which could last as long as the mage wished or until they decided to wake their companion with a touch, the person under the spell seemed dead to anyone who looked upon them or to any magic that sought to uncover their condition. They couldn’t see, move, or react to the world around them, and their body became resistant to most types of harm, save for psychic damage.
Even if the person was suffering from illness or poison, this spell would hold those afflictions at bay until it ended. It was as if they were granted a temporary reprieve from the grasp of death itself, thanks to the magic of ‘Feign Death.
Shadow of Moil: 4th-level
Casting Time: 1 action
Range: Self
Components: V, S, M (an undead eyeball encased in a gem worth at least 150 gp)
Duration: Concentration, up to 1 minute
In a realm where magic danced like fireflies in the night, there existed a spell known as ‘Shadow of Moil.’ When a sorcerer conjured this enchantment, something truly extraordinary occurred. It was as though their very being became cloaked in flame-like shadows, shrouding them from the view of others.
This magical veil was so potent that it transformed bright light into dim light and dim light into a deep, impenetrable darkness within a certain radius. While hidden within this darkness, the caster found themselves resistant to the searing power of radiant damage, a shield against the light’s wrath.
But that wasn’t all. Whenever an adversary dared to come within 10 feet and struck the caster, the shadows, like vengeful spirits, struck back, inflicting a wicked 2d8 necrotic damage upon the assailant. ‘Shadow of Moil’ was a formidable ally to those who sought to protect themselves from harm while embracing the shadows’ wrath.
Soul Cage: 6th-level
Casting Time: 1 reaction, which you take when a humanoid you can see within 60 feet of you dies
Range: 60 feet
Components: V, S, M (a tiny silver cage worth 100 gp)
Duration: 8 hours
When cast, it had the power to capture the departing soul of a humanoid, trapping it within a small, enchanted cage. The stolen soul would remain inside this cage until the spell’s magic dissipated or until the cage was intentionally destroyed, which would release the soul and end the spell. However, there was a limit to how many times one could use a trapped soul – up to six times.
This spell offered various ways to harness the captured soul’s energy. Here were the ways it could be exploited:
- Steal Life: With a mere bonus action, the caster could draw vitality from the trapped soul, regaining 2d8 hit points, as if they were siphoning the very essence of life itself.
- Query Soul: The caster could communicate with the imprisoned soul by simply asking it a question, with no need for a specific action. The soul would respond telepathically, and the caster could understand its answer regardless of language barriers. However, the information was limited to what the soul knew during its mortal life, and the response was usually brief and sometimes cryptic.
- Borrow Experience: By expending a bonus action, the caster could borrow the soul’s life experiences, granting themselves advantage on their next attack roll, ability check, or saving throw. This benefit had to be used before the start of the caster’s next turn, or it would be lost.
- Eyes of the Dead: Using their action, the caster could designate a location that the trapped humanoid had seen in life. This created an invisible sensor in that place, but it only functioned if it was on the same plane of existence as the caster. Concentrating on this sensor for up to 10 minutes allowed the caster to perceive visual and auditory information from that location as if they were physically present.
However, those who possessed the ability to see magical sensors could observe a haunting, translucent image of the tormented humanoid whose soul had been captured, serving as a chilling reminder of the magic’s origin.
Guidance on Using Enhancement Spells
When wielding necromantic enhancement spells, it is crucial to approach their use with care and responsibility. Here are some guidelines to consider:
- Respect the Balance: Understand that these spells often tap into the forces of life and death. Strive to maintain a balance between enhancing your abilities and preserving the natural order.
- Use Wisely: Employ enhancement spells judiciously, recognizing that excessive use may carry consequences. Be mindful of the toll these spells take on your own vitality and that of others.
- Consent Matters: Seek the consent of those upon whom you bestow enhancements, as these spells can profoundly affect their well-being and choices.
- Ethical Considerations: Delve into the ethical aspects of necromantic enhancements. Consider whether the potential benefits outweigh the moral dilemmas inherent in manipulating life forces.
With these principles in mind, you are ready to explore the world of necromantic enhancement spells. Continue to hone your magical talents and use them wisely in your pursuit of knowledge and power.
Bearing the light of understanding,
Old Nan