School of Death Magic
|School of Death Magic|
The School of Death Magic is an entirely Void Planar Essence-based Magic School which contains only offensive spells related to the destruction of Alorian Materials and Essences. Death Magic is considered the foulest and most disgusting Magic in existence, reviled by practically every race and nation, save for the Kathar who invented it. A Mage in the School of Death Magic is always a Black Mage, even for the categories defined between White and Black, the School of Death Magic would occupy a position more evil than Black, if one existed. Death Magic continues to be a permanent struggle for many authorities across Aloria, mostly because those who practice it all invariably have some megalomaniac desire or hunger for power that exceeds even the bravest of Mages, only matched by their willingness to inflict harm and suffering on those around them. Death Magic does not have conventional spell names, as other Magic Schools do. Rather, each spell is referred to as a Curse, since all Death Magic spells are permanent unless dispelled through some other means. The Death Magic Spells also don’t have conventional data tables. Their information is often highly changeable and in flux, thus no common trend can be defined. Additionally, Death Magic has no Ultimate spell.
All Death Magic is performed through altars called Death Altars, which are Void-infested stone stele, upon which sacrifices are made. They are usually drenched in vile magic powers, and covered in dried blood stains, cuts, and grooves from the frequent stabbing and slicing. These Death Altars are usually built underground, though some Death Altars have been known to be built on second floors of houses while the windows were boarded. That being said, Death Altars are permanently harmful to those around them, with the exception of those who perform Death Magic. Those unfortunate enough to live near Death Altars for extended periods of time fall prey to a constant, low-tone humming sound that emanates from the Death Altar itself. This humming can drive non-Death Mages insane, induce states of incredible violence, or create paranoia within the mind, hearing the whispers of Void Demons. A Death Mage without access to a Death Altar cannot cast any magic at all, unless specified otherwise by the spells. Information on the Curses and Spells of a Death Mage is strictly not common knowledge and cannot be found in regular libraries. Information about Death Magic is commonly known among Soul and Demon Mages, however.
Spell One Curse of Ages
Curse of the Ages is a Death Magic curse that is used to alter the physical age of a person. The Curse of Ages is morally ambiguous in nature, largely because it could also be used to make someone forever young, though it does not grant them longevity. When cast upon someone, Curse of Ages has the capability to make them physically younger or older, depending on the strength of the Curse. In spite of this, their lifespan isn’t shortened or lengthened, and the individual cast upon will live out the years they had left before the spell. The Curse of the Ages has to be performed on a restrained subject on a Death Altar. A Death Mage wishing to cast the Curse of Ages will ritually chant the Curse of Ages spell, followed by a repeated half-inch cut in their own skin, ranging from an arm or a leg, to define the amount of years lost or gained by the subject on the Death Altar. If the Mage wishes to age them by 30 years, they must apply 30 cuts on their body during the spell casting, with 3 seconds between each cut. When the cutting done, dripping of the Mage’s blood onto their victim will cause the Curse to take place, which will instantly take hold on the person. A person cursed with age will still experience weakness in body and bone, as well as fogginess of mind. A person cursed with youth will experience lack of strength and vitality. Curiously enough, a Curse of Ages could also be used to change a teenager into an adult, and thus improve their vitality. The victim will never live shorter or longer because of a Curse however, aging normally like they would if they had not been cursed. The Curse also does not affect their knowledge or skills, only their physical ability to perform them.
There are a few ways to break this curse. The easiest is to have the Mage who put the curse on the person erase it. Another means, is to draw open the cuts which were used to curse the victim. Every cut made in the original curse spell that is re-opened pulls the victim one year closer to their un-cursed state. The Victim does not need to be near the Mage for this to happen though, allowing the Mage to revert their Curse of Ages from a distance. Naturally, premature death of the Mage will also undo the Curse.
Curse of Ages can also be used in a somewhat defensive means, though it can be incredibly unpredictable Curse when cast on oneself. When cast on self, the Curse of Ages spell is chanted, while the Mage cuts a vertical cut from both their wrists to their elbow. When the cuts are applied, the Mage’s body will rapidly dehydrate, appearing to wither away as a corpse, which then curls up and mummifies. The Mage’s body becomes virtually indestructible, though there is no way for the Mage to escape this mummified state on their own. In order to dispel a self-inflicted Curse of Ages, another person would have to drip a cup of blood over the mummy of the Mage, after which the Mage will rapidly re-hydrate and become lively, with only two scars remaining on their forearms. This allows the Death Mage to enter a state of stasis that can, in theory, be permanent, though the Mage never has any conscious awareness of the passage of time or their surroundings while in the mummified state.
Spell Two Curse of the Kindling
Curse of the Kindling is a Death Magic Curse that equally requires a Death Altar, but also an animal sacrifice along with the intended victim. When casting the Curse of Kindling, an animal is ritualistically slaughtered with a Kalis Knife by the Mage on the Altar, after which the victim is covered in the blood of the animal. Further chanting will then cause the victim to assume the physical form of the animal, though retain humanoid sentience. They will be unable to speak or act like humanoids would, though they retain their memories and thoughts, and gain the ability to communicate with other animals as an animal of their kind would. This curse can change any person into anything ranging from a horse to a Candle Mouse. The Curse of Kindling cannot be cast on self.
In order to dispel the Curse of Kindling, the Cursed victim, in the form of their animal, must kill a humanoid person, thereby breaking the Curse. Additionally, the voluntary reversal of the Curse by the Death Mage through a spell can also lift the Curse, while the premature death of the Death Mage will achieve the same end result. Curse of Kindling is inherently a dangerous spell when used numerous time on the same individual. The first Curse of Kindling has no effect, but on the second Curse of Kindling, the person affected will start losing functional vocabulary and on the third Curse of Kindling, they will start losing motor skills and combat skill proficiency will be halved. By a fourth Curse of Kindling on the same person, the individual will lose sentience half the time and revert to being an instinct based animal.
Spell Three Curse of the Unlife
The Curse that generates the hatred of Death Mages across Aloria is the Curse of Unlife which, through a sacrifice, offers immortality to another person. The Curse of Unlife is complicated and requires a number of ingredients to function. The first step for the Curse of Unlife is to bind a victim to a Death Altar, and to begin chanting the Curse Chant. After Chanting, the ingredients are applied in this order:
- First comes the Blood of Royalty. How exactly the Curse makes the distinction between Royal and non-Royal blood is unclear, but the Curse calls for the blood of someone who is either first-rate (directly) or second-rate (directly related) to Royalty to perform this Curse.
- Second comes the Fur of the North. This has been tested numerous times and can be any of the following: Hair from a Velheimer person, fur from a Nordskag Elk or an Elladorian Animal.
- Third comes the Fire of the South. This has been tested numerous times and can be any of the following: A strong alcoholic spirit from Girobalda, a passionate kiss from a Dressolini or Daendroque woman, or a non-Human sacrifice.
When all these offerings are made, the Death Mage stabs the victim in the heart, after which they turn into a Mortis Kul, a form of advanced undead. This state is permanent, meaning the Curse of the Unlife cannot ever be reversed. After the spell is completed, the Essence of a Kul is collected in a so-called Corphus Jar, a small earthenware pot containing a magical essence that represents the life of the victim. A Mortis Kul does not adhere to the normal rules of Undeadism, thus, below a list of rules to which a Mortis Kul adheres when dying and reviving.
- Mortis Kul can enter a state of death, if they were to normally die from for example beheading or drowning. Their bodies will remain dead for up to 24, after which they will suddenly and violently revive gasping for air, and any dismemberment or damage inflicted on their body will be magically restored within seconds.
- Mortis Kul can die permanently if their Corphus Jar is smashed. A Corphus Jar must always exist for each Mortis Kul undead (and by the rules, must always be reachable somehow). The Corphus Jar can only be “tracked” while the Mortis Kul is dead. A conventional means to finding the Corphus Jar is to cut out an eye of the Mortis Kul and to crush it. The liquid that seeps out will always slowly seep in the direction of where the Corphus Jar is.
- Mortis Kul don’t have any additional protections or pain tolerance levels that are abnormal. They take normal harm and have normal inhibitions in any way a mortal would, and die just like any other mortal. They appear and act as if they are normal and alive, though will be resurrected after death. A popular way to prevent a Mortis Kul from repeatedly resurrecting and escaping, is to imprison them while they are dead, to have them revive in a cell.
- Mortis Kul are infertile and cannot have any Soul or Celestial magic cast on them.
OOC Note: The resource requirements for the Curse of Unlife are mandatory from an OOC standpoint of view, meaning you must acquire them IC and nobody ever starts out with them.
Spell Four Curse of the Chained
Curse of the Chained is a vile Death Magic spell that reduces a person to a mind slave of the Death Mage, though it can be reverted in a relatively safe manner by a Celestial Mage. The Curse of the Chained is easy to cast, and has a twofold manner of deployment, either the Curse of the Chained Necrolith, or the Necrothor. The Spell of the Curse of the Chained is chanted while the Death Mage puts a Death Helmet on their victim, which muffles their speech and makes them unable to see for the duration of the ritual. Then, for the coming hour or so, the Death Mage will ritualistically insert large one to two foot-long metal spikes into the upper body of the victim (variable in number depending on the target), causing immense pain but also casting the Curse of Chained on the victim, corrupting their body. A Death Mage can have a theoretical infinite number of Necroliths active at the same time, as long as the spell is performed for each of them. There is also no cooldown between persons to perform the spell on, and there is also no limit of Necroliths to have when a Necrothor is active or not, though a one week cooldown is required to re-cast on a Necrothor when one is lost.
Necroliths share some traits in common with Necrothor, though there are also some notable differences. They both lose the ability to properly vocalize, only producing grunts or growls or simplified single word responses from behind their mask. Necrothors and Necroliths explicitly follow every order issued by the Death Mage, but can still die normally and feel pain, and are excessively stupid, being capable of no real tactical thought. They are still considered nightmare-inducing however, with the constant stench of death around them, and the spikes sticking out of their body, rising from never healing wounds which constantly ooze blood (though they never kill the Necrothor or Necrolith, as they seem to be incapable of dying from the wounds of their spikes). Curse of the Chained cannot be cast on one's self, and can only be cured by a Celestial Mage. The trick to curing a person who has fallen victim to this Curse, is to restrain them, and use Healing Light spells to undo the wounds of the metal rods, pulling them out one by one (though this is only valid for Necrothors, Necroliths can be cured by simply pulling out the rods). As soon as all rods are removed, the body will physically recover itself to its original state, and the helm can be removed afterwards. The only lasting sign a person will have from this ordeal, is the scars on their body from the metal spikes, and the mental trauma of the actual spell that was cast on them, causing memories of severe suffering and pain. They will also be able to remember everything they did as Necrothor like a bad dream.
Necrothor become more muscular and bulkier than their natural state, exceeding even the strongman bodybuild regardless of original build, and having anywhere between a dozen to two dozen spikes inserted into their upper body at all times. As well as this, the Necrothor is forced to wear a helmet which obscures all view of their face. Their skin turns a more brown or coppery tint, their body riddled in aggressive and bulging veins that appear in a constant state of strain that power their powerful body. Necrolith on the opposite end are not physically changed at all in terms of their body proportions, while the number of spikes required is only five. Necroliths like Necrothor continue to wear their helmet, but they can also be turned into Necroliths with a mask, as long as it obstructs their face, especially their eyes and mouth to disallow them sight and speech. Their skin still turns into the same brown or coppery tint, and their body suffers the same wounds from the spikes.
OOC Note: Necrothors can only be played by players with a Trustee Permission, this means the spell for Necrothors simply cannot be cast on non Trustee Characters, though Necrolith does not require . Whether or not a Necrothor is purely used to win-rp or powergame is a shared responsibility between Necrothor and Death Mage. It is however not necessary to make a Character Application for Necrothors, though as long as a Character Application does not exist of the "normalized" Necrothor, kill perms are granted by default as long as no application exist. Curse of the Necrothor can only be used on Ailor, Url, Avanthar, Qadir, Songaskia, Sa-Allar, Mu-Allar, and Ch'ien-ji. Necroliths don't have any of these regulations.
Spell Five Curse of Drive
Curse of Drive is a very simple quick to cast Curse that can be cast by a Death Mage on the fly, without any casting time, and without the use of a Death Altar. With the swing of a hand, they can stop the movement of any object while it is moving through air for up to ten seconds. This is often very useful in case they wish to prevent an arrow from hitting them, or falling rubble from crushing them. The Curse of Drive can be cast on multiple objects, though can only be cast once, meaning no additional objects can be added to the Curse of Drive without removing the Curse of Drive on the previous objects (which will continue in the same direction and momentum they did previously) or waiting the 10 seconds that the first Curse of Drive affected the object(s) with. Curse of Drive can additionally also not be cast on people, or any object attached to a person. For example, a Death Mage cannot stop a sword being swung by a person mid-slash, though they can stop a sword which was thrown from flying in their direction in mid-air.
Spell Six Curse of Banshee
The Curse of Banshee is similarly a simple and quick to cast Curse that can be used once a day by the Death Mage. Curse of the Banshee requires five seconds of curse spell casting, after which the Death Mage releases a terrifying screech of ghostly shrieks up to 100 feet away that causes any and all to flee in terror, with the sole exception of Demon and Soul Mages. The terror factor of the Curse of the Banshee is universal, it causes any and all living beings to flee in a direction opposite of the Death Mage, regardless of their mental fortitude, though the effect breaks when they have gone beyond the 100 feet threshold, regardless of how close they were to the original casting location. Death Mages are affected by each other’s Curse of Banshee, though not affected by their own shrieks, meaning this Curse is often used to escape tough situations for them.
Spell Seven Curse of Banishment
The Curse of Banishment is a bit more unique for Death Mages, in that it requires a Tome of Banishment, a book which contains pages solely dedicated to glyphed drawings of Banishment runes drawn by the Death Mage. A Death Mage can (in the comfort of their own home) craft such pages by chanting the Curse of Banishment on the page with a drop of blood, or a piece of hair of the victim. They draw a specific glyph on the page that is unique to that person, which can then be used to cast the Curse of Banishment. The Death Mage must always carry the tome of Banishment with them, as they cannot cast the spell without it. When starting to cast the spell, the Death Mage will open the relevant page dedicated to a specific person, after which they must cut their own hand to draw the glyph on any surface (wall or floor, or even a table). When the spell is complete, the Death Mage will put their hand on the glyph, which will then instantly teleport the victim to a random location anywhere between a mile and two miles away from where they are then.
The Death Mage cannot control where the person lands, though they will always teleport into a location that is large enough to fit their body standing upright, and never in any immediate deadly harm. Additionally, a Death Mage cannot create a glyph page if another Death Mage has already produced a glyph page for a person. In such a case, they must copy said glyph page first. Additionally, Death Mages cannot cast Curse of Banishment on themselves, but they can cast it on each other unless they are carrying their Tome of Banishment on their person. That being said, Curse of Banishment does require eye contact with the target to function (as well as being within 30 feet of the target), meaning it cannot just be cast from any location to free another person from imprisonment.
Spell Eight Curse of The Evil Eye
The Curse of the Evil Eye is a very passive Death Magic spell that can be cast from any place and anytime by a Death Mage as long as they have something personal of the person they are casting it on, be it a piece of clothing or a tuft of hair. The Curse of the Evil Eye is cast by crushing and consuming a rabbit's eye while wishing ill on a specific person that the Death Mage only needs to know by name. Once this spell is cast, this person will experience the glare of the Evil Eye, constantly feeling like they are being watched. Every person near them will appear as if they are menacingly staring at them with malicious intent, even if they are looking away since the spell casts an illusion on the target. This Curse remains active for a week, often causing severe mental duress and paranoia in the target, as this spell is purely meant to drive the cursed person insane with fear and paranoia. There is no known counter or cure for this spell, though Folelsa Mages have been known to reduce the mental strain of the paranoia through their spells. This spell can only be cast once, meaning that while it is active, the Mage would have to voluntarily break it before they can cast on someone else.