Necromancy: Difference between revisions

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Once the ritual is complete, the apprentice must 'nurture' the Voidal Fragment, learning to control it properly and use it as a catalyst. The higher the level, the harder it becomes to control the Voidal Frag ment.  
Once the ritual is complete, the apprentice must 'nurture' the Voidal Fragment, learning to control it properly and use it as a catalyst. The higher the level, the harder it becomes to control the Voidal Frag ment.  


To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to choose their necromancy destiny, they once more require to nurture their voidal fragment through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more.  
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to study magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to choose their necromancy destiny, they once more require to nurture their voidal fragment through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more.  
{| class="wikitable"
{| class="wikitable"
|-
|-
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|-
|-
| rowspan="1" |Lvl 0 to Lvl 1
| rowspan="1" |Lvl 0 to Lvl 1
|1 Session
|2 Sessions
|Event
|Event
|-
|-
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|'''Abilities/Bonuses'''
|'''Abilities/Bonuses'''
|-
|-
| rowspan="1" |Lvl 1 - Raiser
| rowspan="1" |Lvl 6 - Raiser
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.
| +2 spellcasting bonus. Up to 6 soul charges.
| +2 spellcasting bonus. Up to 6 soul charges.
|-
|-
| rowspan="1" |Lvl 2 - Awakener
| rowspan="1" |Lvl 7 - Awakener
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell
| +2 spellcasting bonus. Up to 8 soul charges.
| +2 spellcasting bonus. Up to 8 soul charges. The Spellcaster unlocks the Resurrection ability.
|-
|-
| rowspan="1" |Lvl 3 - Materialiser
| rowspan="1" |Lvl 8 - Materialiser
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Fragmentation ability.
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Fragmentation ability.
|-
|-
| rowspan="1" |Lvl 4 - Summoner
| rowspan="1" |Lvl 9 - Summoner
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell
| +3 spellcasting bonus. Up to 10 soul charges.
| +3 spellcasting bonus. Up to 10 soul charges.
|-
|-
| rowspan="1" |Lvl 5 - Enchanter
| rowspan="1" |Lvl 10 - Enchanter
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells
| +4 spellcasting bonus. Up to 10 soul charges.
| +4 spellcasting bonus. Up to 10 soul charges.
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|'''Abilities/Bonuses'''
|'''Abilities/Bonuses'''
|-
|-
| rowspan="1" |Lvl 1 - Executioner
| rowspan="1" |Lvl 6 - Executioner
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.
| +2 spellcasting bonus. Up to 6 soul charges.
| +2 spellcasting bonus. Up to 6 soul charges.
|-
|-
| rowspan="1" |Lvl 2 - Assassin
| rowspan="1" |Lvl 7 - Assassin
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell
| +2 spellcasting bonus. Up to 8 soul charges.
| +2 spellcasting bonus. Up to 8 soul charges. The Spellcaster unlocks the Resurrection ability.
|-
|-
| rowspan="1" |Lvl 3 - Reaper
| rowspan="1" |Lvl 8 - Reaper
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Necromantic Resistance ability.
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Necromantic Resistance ability.
|-
|-
| rowspan="1" |Lvl 4 - Lesser-Lich
| rowspan="1" |Lvl 9 - Lesser-Lich
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell
| +3 spellcasting bonus. Up to 10 soul charges.
| +3 spellcasting bonus. Up to 10 soul charges.
|-
|-
| rowspan="1" |Lvl5 - Lich
| rowspan="1" |Lvl 10 - Lich
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells
| +4 spellcasting bonus. Up to 10 soul charges.
| +4 spellcasting bonus. Up to 10 soul charges.
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== Limitations ==
== Limitations ==
The mage will carry their Voidal Fragment with them to cast spells. Some spells require using soul charges that are kept within the Voidal Fragment. To increase the charges of your Voidal Fragment, request an LM or GM.  
The mage will carry their Voidal Fragment with them to cast spells. Some spells require using soul charges that are kept within the Voidal Fragment. To increase the charges of your Voidal Fragment, request a Gamemaster.


Necromancers grow increasingly out of touch with their personality as they increase their level. Those who choose to follow the Death-Destined path will eventually lose all of their humanity. Souls are stored and necessary for the casting of certain spells.
Necromancers grow increasingly out of touch with their personality as they increase their level. Those who choose to follow the Death-Destined path will eventually lose all of their humanity. Souls are stored and necessary for the casting of certain spells.
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|Fail = The caster wastes their energy and fails to capture the soul successfully, destroying it in the process.
|Fail = The caster wastes their energy and fails to capture the soul successfully, destroying it in the process.
|Succ = The consumption is extra powerful, attracting another lingering soul in the area and filling up 2 slots.
|Succ = The consumption is extra powerful, attracting another lingering soul in the area and filling up 2 slots.
|RedLines = The spell can only be witnessed by voidal or elemental mages of level 6 and beyond. To add charges to the fragment, contact an LM or GM.
|RedLines = The spell can only be witnessed by voidal or elemental mages of level 6 and beyond. To add charges to the fragment, contact a Gamemaster.
}}
}}
{{Spell
{{Spell
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|Desc = After the caster sacrifices a soul to their tear, a circle of corruption surrounds the spellcaster; any form of plant life dies in this circle. The area around the caster becomes filled with voidal energy. Anyone or anything that enters this aura feels their life force being drained from them.
|Desc = After the caster sacrifices a soul to their tear, a circle of corruption surrounds the spellcaster; any form of plant life dies in this circle. The area around the caster becomes filled with voidal energy. Anyone or anything that enters this aura feels their life force being drained from them.
|Level = 1
|Level = 1
|Casting = 9
|Casting = 10
|Range = 5 meters
|Range = 5 meters
|Damage = Any entity inside the spell's range will suffer a life drain of D3 on the caster's turns (including the casting turn) for 1 round. The necromancer may target 1 player to be trapped if they are within the spell's range when cast. They will need to roll a D20 on their turn to escape if they are trapped. If they succeed in rolling a 11+, they may escape.
|Damage = Anything inside the radius will take D3 damage per turn. The effect lasts D3 turns.
|Fail = The Necromancer will end up harming themselves by experiencing an energy drain, causing their next casting roll to be modified with -1.
The necromancer may trap one character or creature inside the circle. To escape, they need to roll a D20. On an 11+, they escape the circle.  
|Fail = The Necromancer experiences an energy drain, causing their next casting roll to be modified with -1.
|Succ = The spell's damage becomes 2d2.
|Succ = The spell's damage becomes 2d2.
|RedLines = This spell requires 1 soul to cast.
|RedLines = This spell requires 1 soul to cast.


Lunarmancers can cleanse the blighted area.
Lunarmancers can cleanse the blighted area.
}}
{{Spell
|Name = Sacrilegious Strengthening
|Desc = The caster brings forth their hand to manifest a captive soul on top of it, as 2 small boney nails stab into it, the soul being drained and sacrificed to the tear, granting the caster a brief boost in physical and magical prowess.
|Level = 1
|Casting = 10
|Range = Selfcast
|Damage = The user coats themselves in voidal essence and gains +1  to both Strength and Defense rolls for D3+1 rounds
The caster may use a soul charge to strenghten the spell, gaining an additional +1 to all stats on top of the normal spell.
|Fail = The caster instead stabs into themselves, feeling a slight drain on them briefly, taking 1 dmg and having a -1 on the next turns rolls
|Succ = The spell will last for 2D2+1 Rounds.
|RedLines = The caster must sacrifice the soul before casting, if they wish to use the strengthened version of the spell.
The user cannot give the boost to allies and it is limited to themselves.
Casting rolls are not affected by the intelligence boost.
The effect will not stack and you cannot cast it again if one is already active.
}}
}}
{{Spell
{{Spell
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|RedLines = This spell requires 1 soul to cast.
|RedLines = This spell requires 1 soul to cast.


A maximum of 3 animals can be active at one time. To get an animal head, contact an LM or GM.
A maximum of 3 animals can be active at one time. To get an animal head, contact a Gamemaster.
}}
}}
{{Spell
{{Spell
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Each horde can only have a max of 8 undead.
Each horde can only have a max of 8 undead.


This can potentially revive permanently killed characters, if the caster is able to find and use the corpse / head of the desired character. To retrieve a head, a Lore Master must be present.
This can potentially revive permanently killed characters if the caster is able to find and use the corpse / head of the desired character. To retrieve a head and/or revive a character, a Loremaster must be present.
}}
}}
{{Spell
{{Spell
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Lunarmancy spells will only be effective if their level is equal to or higher than the caster's. Hallowed Grounds cannot cancel this spell but shrink it to a 10-meter radius from a 20-meter radius.
Lunarmancy spells will only be effective if their level is equal to or higher than the caster's. Hallowed Grounds cannot cancel this spell but shrink it to a 10-meter radius from a 20-meter radius.


A Loremaster must be present for the casting of this spell.
A Gamemaster must be present for the casting of this spell.
}}
}}
}}
}}
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|Casting = 15
|Casting = 15
|Range = 15 meters
|Range = 15 meters
|Damage = The caster creates a chain that translucently sticks to the target's insides. The target can no longer move away from the caster as long as the chain is active. The caster deals an extra +1 damage to this target.
|Damage = The caster creates a chain that translucently sticks to the target's insides. The target can no longer move away from the caster as long as the chain is active. All damage the Caster deals to this target is increased by 1.


The chain stays for D2+1 rounds and can be broken by any magic attack with a casting value of 15 or above.
The chain stays for D2+1 rounds and can be broken by any magic attack with a casting value of 15 or above.
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|Succ = The target's soul is recycled and used twice before returning to the body; this deals 2D2 damage.
|Succ = The target's soul is recycled and used twice before returning to the body; this deals 2D2 damage.
|RedLines = If the soul is not used within 3 rounds, it returns to its original body taking only 1 damage.
|RedLines = If the soul is not used within 3 rounds, it returns to its original body taking only 1 damage.
}}
{{Spell
|Name = Masked Souls
|Desc = The Necromant spins a thread of soullike energy, weaving it into a cover of a victim’s face. The cover copies the exact nature of the target  in its mindless conscience.
|Level = 4
|Casting = 16
|Range = Touch
|Damage = The Spellcaster lays a layer of voidal energy onto a target’s head, copying the exact features. He forms this energy into a mask, looking exactly as the head it was copied from. The mask remains indefinitely, or until the caster chooses to dissolve it.
|Fail = The energy rejects the face, dealing D4 damage to the caster in retaliation.
|Succ = Critically succeeding this spell will yield the same results as a normal success.
|RedLines = This spell costs a soul charge upon success.
Casting this spell requires consent of the targeted player and character.
}}
}}
{{Spell
{{Spell
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|RedLines = This spell costs 3 souls to cast.
|RedLines = This spell costs 3 souls to cast.


A Loremaster is needed to cast this spell.
A Gamemaster is needed to cast this spell.


This spell may only be cast once every OOC week.
This spell may only be cast once every OOC week.
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This spell can only be cast once every OOC week.
This spell can only be cast once every OOC week.


A loremaster has to be present for the casting of this spell.
A Gamemaster has to be present for the casting of this spell.
}}
}}
}}
}}
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|RedLines = This ability costs a soul charge to use.  
|RedLines = This ability costs a soul charge to use.  


Undead far away from the caster are represented by stationary build-figures / NPCs. Request a Lore Master to approve and place down these stand-ins. Such undead can be gathered into an army for events.
Undead far away from the caster are represented by stationary build-figures / NPCs. Request a Gamemaster to approve and place down these stand-ins. Such undead can be gathered into an army for events.


Undead summons that have a duration can be targeted in this way, however their duration begins / is rolled once they enter CRP. If such a summon is still mid-duration by the end of the CRP, it will remain outside of CRP and restart its duration during the next CRP.
Undead summons that have a duration can be targeted in this way, however their duration begins / is rolled once they enter CRP. If such a summon is still mid-duration by the end of the CRP, it will remain outside of CRP and restart its duration during the next CRP.

Latest revision as of 01:44, 13 July 2024

Necromancy
VoidalPNG.png
Classification Voidal Magic
Energy Source Lillith - The Black Void
Casting Method Catalyst - Soul Gem
Additional Paths Soul-Destined · Death-Destined

Though many have heard the tales of Necromancy through fables, their parents read them, or the vast majority state that Necromancy is 'evil'. There has been not one soul that has been able to speak the truths of these tales. As old as time, throughout history, there has been a trail of a necromancer present. From graves being empty to bodies found reaped of life across Eden. These beings practice ancient magic to raise and summon the dead, to be able to kill with a flick of their finger. A power that rivals the Gods, and such, they are hunted by the people of Eden. Attacked, imprisoned, and executed; that would be the common occurrence if someone were to see a necromancer, and for a good reason. They are not people of compassion and are not ones to be underestimated.


History

Not much is known about the ancient voidal magic, although many believe it to have come around during the Age of fallen spires. An Ancient Necromancer is said to have sold his soul to a demon that gained him the power to manipulate death. Evidence can be found around Eden, which leaves traces of unholy mages, such as the ancient Khadun ruins. Graves are said to be robbed, and animals are believed to go missing when these mages are in the area. Throughout the ages, many would hunt for knowledge of the ancient voidal magic, yet there is not much to find. Either destroyed or hidden away for those to never find. But, through time, many theories of how Necromancy came to arise, and one stood out from the rest. The story stuck as it spoke of an Ancient Mage that traversed the realm, seeking eternal life to be lifted from the bounds of mortality. And while traversing, he wandered into a strange cave where a demon spoke to him. Offering him what he desired most; the power to raise the dead. And in return, his soul. Of course, the Ancient Mage thought about it before ultimately agreeing; to sell his soul to the demon. Through that Ancient Mage, generations of necromancers came, further selling their possessions to the demon, their soul, their eyesight, and in some cases, their firstborn child. But, no one truly knows the origins of Necromancy, as there is no official documentation on it.


Learning and Teaching

There is no way to learn Necromancy without a teacher. All present-day Necromancers had mentors that guided them through the process. If someone is lucky enough to find a mentor, they still have the grueling lessons. The first few days, the mentor will teach the apprentice the spells of necromancy, how to control voidal magic and how to manipulate souls. Once the mentor feels the apprentice is ready, the mentor shall guide the apprentice through a ritual to summon a Demon of Lillith. If the apprentice is deemed worthy by the Demon, through either selling their soul or selling another possession of theirs, the Demon will grant a small fraction of their power to the apprentice in the form of a gem known as a 'Voidal Fragment'.

Once the ritual is complete, the apprentice must 'nurture' the Voidal Fragment, learning to control it properly and use it as a catalyst. The higher the level, the harder it becomes to control the Voidal Frag ment.

To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to study magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to choose their necromancy destiny, they once more require to nurture their voidal fragment through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more.

Level Increase Required Sessions Req .Session Length
Lvl 0 to Lvl 1 2 Sessions Event
Lvl 1 to Lvl 2 4 Sessions 60 Minutes. Proof in lore ticket.
Lvl 2 to Lvl 3 4 Sessions 60 Minutes. Proof in lore ticket.
Lvl 3 to Lvl 4 Self-study. Show proof of self-study in lore ticket 3 times.
Lvl 4 to Lvl 5 Self-study. Show proof of self-study in lore ticket 4 times.
Lvl 5 to Lvl 6 1 Session Event
Lvl 6 to Lvl 7 Self-study. Show proof of self-study in lore ticket 6 times.
Lvl 7 to Lvl 8 Self-study. Show proof of self-study in lore ticket 8 times.
Lvl 8 to Lvl 9 Self-study. Show proof of self-study in lore ticket 10 times.
Lvl 9 to Lvl 10 1 Session Event

After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year

Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the magic rules page.

Progression - Necromancy

Base Spell Progression

Level Unlocked Spells Abilities/Bonuses
Lvl 1 - Novice 2 lvl 1 spells. No spellcasting bonuses. Up to 2 soul charges.
Lvl 2 - Spellweaver 3 lvl 1 spells. +1 spellcasting bonus. Up to 2 soul charges.
Lvl 3 - Wizard 4 lvl 1 spells, 2 lvl 2 spells +1 spellcasting bonus. Up to 4 soul charges. The spellcaster unlocks the Souls Blessing ability.
Lvl 4 - Master Warlock 4 lvl 1 spells, 3 lvl 2 spells +1 spellcasting bonus. Up to 4 soul charges.
Lvl 5 - Arch Warlock 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells. +2 spellcasting bonus. Up to 6 soul charges. The caster can now choose a path.

Progression - Soul-Destined

When a Soul-Destined Necromancer chooses to walk upon this path, they will stay in touch with their human side and focus mainly on perfecting the arts of resurrection and building their army of undead creatures. Soul-Destined Necromancers are weaker in combat but make up for it with their sheer number of helpers. These Necromancers usually work alone though some covens can be found with Soul-Destined Necromancers at the head of the organization.

Level Grimoire Slots Abilities/Bonuses
Lvl 6 - Raiser 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells. +2 spellcasting bonus. Up to 6 soul charges.
Lvl 7 - Awakener 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell +2 spellcasting bonus. Up to 8 soul charges. The Spellcaster unlocks the Resurrection ability.
Lvl 8 - Materialiser 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Fragmentation ability.
Lvl 9 - Summoner 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell +3 spellcasting bonus. Up to 10 soul charges.
Lvl 10 - Enchanter 5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells +4 spellcasting bonus. Up to 10 soul charges.

Progression - Death-Destined

When a Death-Destined Necromancer chooses to walk upon this path, they will slowly lose the last remaining bit of their humanity, casting away what little remained of their original selves. The Necromancers that choose the Death-Destined path choose to enhance themselves with powerful voidal magics that can increase their lifespan, make them powerful foes in battle and incredibly difficult to kill. These casters will be seen scheming around with lesser Necromancers and start powerful covens with the Lich at their head. The more powerful the Necromancer grows, the closer they grow to casting away their body and becoming a Lich themselves.

Level Grimoire Slots Abilities/Bonuses
Lvl 6 - Executioner 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells. +2 spellcasting bonus. Up to 6 soul charges.
Lvl 7 - Assassin 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell +2 spellcasting bonus. Up to 8 soul charges. The Spellcaster unlocks the Resurrection ability.
Lvl 8 - Reaper 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Necromantic Resistance ability.
Lvl 9 - Lesser-Lich 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell +3 spellcasting bonus. Up to 10 soul charges.
Lvl 10 - Lich 5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells +4 spellcasting bonus. Up to 10 soul charges.

Limitations

The mage will carry their Voidal Fragment with them to cast spells. Some spells require using soul charges that are kept within the Voidal Fragment. To increase the charges of your Voidal Fragment, request a Gamemaster.

Necromancers grow increasingly out of touch with their personality as they increase their level. Those who choose to follow the Death-Destined path will eventually lose all of their humanity. Souls are stored and necessary for the casting of certain spells.


Spells

Base Spells

Soul Destined Spells

Death Destined Spells

Additional Abilities

Souls Blessing (Necromancy)
The caster takes a soul from their Relic and uses it to increase the life force of their target. The soul will be depleted but the target will feel vigorous again.
Range Touch
Effect The caster touches their target with their relic and transfers a soul into their body. The soul heals the target for D3 HP and stops any status effects affecting them. This spell can also be used on oneself.
Red Lines This ability costs a soul use to activate.

This ability has a cooldown of 2 rounds.


Fragmentation (Soul-Destined)
The mage can use a soul charge in their fragment to instill a soul into one of their summoned or reanimated creatures. Allowing it to speak, think and converse. It may even recall its past life.
Range 10 meters
Effect The mage uses a soul charge to fill an undead body. The body suddenly can speak, converse and think for itself. It also no longer needs to remain near the Necromancer to sustain itself. The mage may use environmental emotes to talk for their summon.
Red Lines This ability costs a soul charge to use.

Undead far away from the caster are represented by stationary build-figures / NPCs. Request a Gamemaster to approve and place down these stand-ins. Such undead can be gathered into an army for events.

Undead summons that have a duration can be targeted in this way, however their duration begins / is rolled once they enter CRP. If such a summon is still mid-duration by the end of the CRP, it will remain outside of CRP and restart its duration during the next CRP.


Necromantic Resistance (Death-Destined)
The caster begins to change their bodily constitution to that of an undead, voidal being. Becoming extremely persistent and hard to deal with.
Range Self
Effect The caster knows a considerable amount about death and can use this knowledge to prevent their own in times of hardship. When the caster drops to 0 HP, they use this ability to go back up to 5 HP. The caster will then gain +2 intelligence for D2+1 rounds. They can only use this ability once per 3 OOC days.
Red Lines A soul charge is used to perform this ability. If no soul charges are left, the ability fails.




Magic
Elemental Magic Pyromancy · Aquamancy · Aeromancy · Geomancy
Chaotic Magic Hemomancy · Necromancy
Other Magic Currently None