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Sith Necromancy

Animate Dead Animals
This is one of the first spells most students of true Necromancy learns. Although the Sith Necromancy version is even less powerful it can be quite useful. This spell creates undead skeletons and zombies from the bones and bodies of dead animals, specifically vertebrates (fish, amphibians, reptiles, birds, and mammals). The animated remains obey simple verbal commands given by the caster, regardless of the language employed. Only naturally occurring animals of no higher than semi-intelligence can be animated with this spell, it last until the animals are destroyed in combat.

Blight
This Sith Necromancy spell allows the caster to cause rapid egging in an opponent. The victim begins to suffer the effects of old age: Skin becomes pallid and thin, bones become brittle, and the victim may even begin to experience advanced effects of arthritis or other ailments of the elderly. The spell is not powerful enough to cause death directly, but a victim could die from a heart attack if undertaking strenuous activity etc.. This spell requires the caster to touch his victim to be cast successfully.

Bone Dance
This spell temporarily animates the physical remains of a humanoid being, it is currently the most powerful spell of animation known to the practitioners of true Necromancy. The Bone Dance creates a link between the corpse and the caster, allowing him to mentally control its movements. The skeleton or zombie animated by this spell is incapable of carrying out any independent actions, the caster must mentally command the undead to walk forward, pick up a vibroblade, strike an opponent with it etc.. The spell occupies the greater part of the casters attention, if concentration is broken the spell will end.

Create Force-Sensitivity in Another
He who can place awareness in others is one to defeat, the reasons are there to find.'As a master of the Sith ways, sometime one may wish to instill an awareness of the Force in a sentient being. This requires large amounts of preparation time and concentration. The Sith twists the Force surrounding the being to allow the midichlorians to thrive. This in turn causes the sentient to be able to sense the Force, and possibly even manipulate it to a certain degree. Although a Sith may be very powerful, it is impossible to create a fully Force-sensitive being with this power.

Drain Life Energy
This power allows a Sith to draw power from nearby non-sentient beings to boost his ability to go without sleep. As long as this power is kept up, the Sith will not fatigue or require sleep. Use of the power depends on a ready supply of nearby insects, small rodents, birds, and so on to draw energy from. This power may not be used to draw energy from sentient beings.

Embalm
An embalm spell enables the caster to protect a corpse (or a harvested part thereof) against the natural forces of decay and dissolution, until some later when it is needed for a spell. If the corpse is later animated, the greater strength and resiliency imparted by the spell to the dead tissue, will increase the strength and endurance of the undead. A corpse thus preserved, permanently retains the same odor and appearance it had at the time of casting. It does not reverse the effect of putrefaction.

Lord of the Dead
This spell enables the caster to command all undead within sight. This spell only affects undead raised by Necromancers of lower level than the caster, the undead raised without the use of true necromancy, or those created by the caster himself. The undead under influence of this spell will only obey the caster's verbal commands, unless he knows of other ways to communicate with them. Note that it is usually not necessary to employ this spell to control the undead of ones own creation.

Sense the Sin
This power allows the caster to see into the soul of his victim, to ferret out his/hers greatest weakness. This could be anything from a low Intelligence, or weak will to a derangement or just about anything else. This power is very useful in attempting to turn lightside Jedi's, or during interrogations.

Sith Sorcery
With this spell you have the ability to channel the spirits of deceased Sith lords, using their power to suplement your own - but at the risk of becoming their puppet.

Soul Combination
This spell belongs to the category of "Life drainers". It even has similar purpose. When cast, the spell will take the soul out of one human being and fuse it with that of another. The side effect is that when the "soul fusion" occurs the caster will then employ some of the personality traits, physical traits ,habits, or likes and dislikes. The exact purpose of the spell is like that of many is unknown, but it is hypothesized that it prolongs life.

Soul Shatter
This spell is used by a Dark Lord to shatter the soul of another being. The soul cannot be destroyed, but with this spell the soul can be shattered into so many pieces that in can no longer function as a single entity.

The Black Gaze
When cast bolts of pure dark magic leap from the necromancer's eyes. Where the beams touch the victim's flesh his skin blackens and withers, sloughing away until gleam of bone is visible beneath! The power has a rang of about 35 meters. It is usually fatal it will usually kill anyone weaker than the caster (of lower rank), the more powerful the victim is the more likely he is to survive, but anyone surviving this spell will be disabled by intense pain for a long period of time (it's even more painful than being struck by force lighting).

Transfer Essence
With this spell you can transfer your life essence from your own body into the body of another existing one - either an empty vessel (such as a clone) or, in more extreme cases, another developed, intelligent being. Your conciousness then over-writes that other individual's conciousness - leaving your mind in the other body. Your own body disintegrates, leaving behind your clothing and any items you previously held or carried. The being you are entering must be within 10 meters of your own body for this spell to work. If you fail to enter the body you try to enter then your essence will automatically select a new being and you will attempt to enter this body although the new body must still be within the 10 meter radius. If you fail this more than 3 times then your essence simply disintegrates and you die.

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Neil Allen, Wipey.tk