: Dark energies, life manipulation, affliction, and poison are his given talents.
Life Spike (30 mana): A yellow sphere is created that when strikes a target it damages stamina and will.
Poison bolt (30 mana to initiate, 10 mana to keep active): A green hissing orb is created that when striking a target causes poison to seep into the targets skin, causing extreme burn, nausea, and extreme pain.
Barrage of Fear (30 mana, last up to 10 seconds): Seit lets loose a thin wall of darkness, traveling forward from his hands. IF struck a sense of mind rendering fear call up their deepest fears.
Boil Blood (40 mana to initiate, 40 per post to keep active): Seit recites a dark chant then claps his hands, black dust blows out in a wave from him. All caught in this area will have their blood heat to a blistering degree.
Disease Aura (50 mana to initiate, 20 mana to keep active): Seit coats his hands in a dark green mist. When striking an opponent on bare skin, a dehabilitating condition will begin to take effect. Each subsequent strike increases the severity.
Banshee Aura (50 mana to initiate, 20 to keep active): Seit uses mana to create a waling wail of sound and magic in a close dome around him. It is typically used to prevent or halt physical attacks.
Vampiric Embrace (60 mana to initiate, 10 to keep active) Seit embraces an opponent using dark magic to call forth blood from the target. The blood mixes with the dark magic leaving it a black sludge unable to be used for natural purposes or powers.
Bone Call (60 mana) Seit uses his dark tome to summon a tentacle of pure darkness from it’s pages. The tentacle seeks out the target, once struck it causes the bones of the effected area to pull to the area, as if pulled by a gravitational pull. I wrapped around an opponent, the bones will break and jut out to the tentacle.
Reverse Summoning (100 mana): Seit uses a long forgotten spell to call a
door of summoning from the ground. Once completely exposed the door opens as many hands, tentacles, and open mouths jut out to pull a target into the summoning realm of the Necromancer. If captured the opponent must fight their way back to the door, sacrificing blood to have it reopen.