I thought I'd post this here to get some feedback on whether or not this might cross some line of power.
Not all of these spells are used in combat.
Not all of these spells are used in combat.
Dark Magic:
~Magic Darts- Small magical projectiles traveling at high velocities. Damage is minor, but the impact may stagger or stay a charge.
~Tendrils of Darkness- Tendrils of dark energy shoot forth from him palm. They may scatter, creating slicing torrents that would sweep a coned area or burst out like tentacles, latching on to their targets once they made contact and serving as a physical link between them.
~Devitalizing Touch- Varon grasps or touches his target, slowly sucking their physical resilience. Since this only works on contact, tendrils may be used as a secondary means to affect his target.
Plague:
~Corroding Gash: Animated staff scratches the target with its claws. A successful attack creates an infected wound which continues to spread and become much more dangerous over time.
~Unholy Taint: Ritual that corrupts the landscape with dark and necrotic energies. This weakens the power and influence of holy magic and creatures and bolsters dark magic and those touched by it. If the taint is to grow in radius, it must be continually fed.
~Swarm of Flies: A powerful conjuring of fly swarms. Contact with an individual fly corrodes both flesh and mundane objects susceptible to decay. This includes organic matter and corrodable metals. Bites from these insects will also spawn an infection. Although smaller, the sheer number of potential bites may make it a life-threatning situation.
Necromancy:
~Raise the Dead: Corpse is animated with necrotic energies. They only regain motor function and slight awareness and intellect. Enough to understand simple comands and fight in combat.
~Undead Companion: A single undead is given cognitive functions. They are temporarily able to carefully discern and analyze their surroundings and gain a personality of their own. Their reflexes and combat prowress is greatly enhanced compared to its unenchanted companions and capable of standing up to a challenge. While this remains in effect, however; the spell saps much of the caster's concentration that he is reduced to minor spells and delayed reflexes.
~Etheral Form- Physical body crosses the threshold into the realm of ghosts. Seeing as this is a separate plane, magic loses a good deal of its potential when it strikes another not sharing the same reality. This increases his hold over undead creatures, but greatly reduces both his casting ability and incoming damage. He is able to pass through most solid objects without pause unless there were wards already in place.
~Possession- may use ethereal form to take over an empty vessel or supress the will of a host and claim its body. Live hosts require a struggle of willpower and may put up a resistance even if their defence falters. However, there are time lapses until the host is strong enough to try again.
~Daemonic Host- Varon uses his own body as a medium for a Daemon: a greater spirit. Currently, he has been able to connect with a servant to the God of Murder; a superb melee fighter. This, however, disconnects him with his body and is thus unable to use magic of any sorts. Also, due to the human body being unable to withstand the power contained within these entities, this may only last a given time and utterly exhausts any energy he might have left. Requires an extended resting period.
~Wail of the Banshee- Used as a last resort; only useable in ethereal form. Varon lets out an ear-piercing shriek that reverberates down to the smallest fragment of the bodies of those affected. At the very least, this can cause severe disorientation and physical trauma at its worst. This fragments and shatters Varon's manifestation and vanishes to a previously determined location to regain an ethereal form.
~Trap Soul- A soul is bound to a gem in his possession. May be used with free-roaming spirits or the spirit rising out of the recently deceased. Soul Gems devour these spirits and convert them to energy and stores them within its crystaline structure. A fully-fed gem cannot devour its captive and is a perfect candidate to keep captive souls.
~Bind Soul- Temporarily binds soul to a physical medium by expending a Soul Gem that has been fully fed.
Future Spells:
Dread Aspect
Dark Winds
Word of Pain
Sigils of Pain
Obsessive Focus
Grip of Fear
Infernal Wave
Pit of Shades
Reckless Gathering
Vision of Torment
Shades of Death
Hand of Ruin
Crippling Terror
Shadow of Disaster
Surging Pain
Neverending Agony
Shroud of Darkness
Shadow Knives