Necromancy: Difference between revisions

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(See Loremaster communication. TLDR, I am editing all of the magic spells to make actual sense if they don't already.)
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|Casting = 9
|Casting = 9
|Range = 5 meters
|Range = 5 meters
|Damage = Any entity inside the spell's range will start to experience a life drain of D3. The Target can move away on their next turn unless they become trapped by the Necromancer. 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 to escape if they are trapped. If they succeed in rolling a 10+, they are capable of escaping.
|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.
|Fail = If the spell is a critical failure, the Necromancer will end up harming themselves by experiencing an energy drain, causing their next casting roll to be modified with -1.
|Fail = The Necromancer will end up harming themselves by experiencing an energy drain, causing their next casting roll to be modified with -1.
|Succ = The blighted circle is now a dangerous area for anyone except the Necromancer, causing a critical hit on any enemy player entering the zone.
|Succ = The spell's damage becomes 2d2.
|RedLines = This spell requires 1 soul to cast.
|RedLines = This spell requires 1 soul to cast.


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|Casting = 10
|Casting = 10
|Range = Touch
|Range = Touch
|Damage = The caster can reanimate a small, dead animal with an intact body. The animal can fight for the caster doing 1 damage but dying indefinitely in return.
|Damage = The caster can reanimate a small, dead animal with an intact body. It will act akin to a guard dog, staying close to the caster to the point of being considered on the same space. The caster can choose to use any number of these creatures to perform melee attacks against enemies via a neutral d20 roll, each dealing D2 damage. Upon use the undead will die indefinitely.
|Fail = The small body of the deceased animal crumbles instead, causing it to deform so much the caster can't attempt to reanimate it again.
|Fail = The small body of the deceased animal crumbles instead, causing it to die indefinitely.
|Succ = The animal heals possible injuries it sustained during its life.
|Succ = The animal heals possible injuries it sustained during its life.
|RedLines = This spell requires 1 soul to cast.
|RedLines = This spell requires 1 soul to cast.
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|Casting = 14
|Casting = 14
|Range = 10 meters
|Range = 10 meters
|Damage = The caster casts a spell on a target enemy. Skeletal hands start sprouting from the ground in a 3x3 radius around the caster. Anyone within this radius cannot perform a movement action for 2 rounds.
|Damage = The caster casts a spell on a target enemy. Skeletal hands start sprouting from the ground in a 3x3 radius. Anyone within this radius cannot perform movement for 2 rounds.


Using an action phrase, the targeted player can attempt to destroy the hands by rolling a D20 strength. Upon rolling a 12 or above, the player is freed.
Using an action, the targeted player can attempt to destroy the hands by rolling a D20 strength. Upon rolling a 12 or above, the player is freed.
|Fail = The spell is a rebound, and a small pair of skeletal hands causes the caster to stumble. The caster is unable to act until the next round.
|Fail = The spell is a rebound, and a small pair of skeletal hands causes the caster to stumble. The caster is unable to act until the next round.
|Succ = The skeletal hands are so sturdy that an 18 or above roll is needed to break the hands.
|Succ = The skeletal hands are so sturdy that an 18 or above roll is needed to break the hands.
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Players within touching range when the wall is cast can roll a D20 agility to dodge the wall. The roll has to be greater than the mage's casting roll.
Players within touching range when the wall is cast can roll a D20 agility to dodge the wall. The roll has to be greater than the mage's casting roll.
|Fail = Hands fly out of the tear but hit the caster in the back of the head. The caster loses focus, and the creation of the wall is stopped. The caster takes 1 damage.
|Fail = Hands fly out of the tear but hit the caster in the back of the head. The caster loses focus, and the creation of the wall is stopped. The caster takes 1 damage.
|Succ = The wall stays for the maximum amount of rounds.
|Succ = The wall stays for 2d2 rounds.
|RedLines = Only one wall may be active at one time.
|RedLines = Only one wall may be active at one time.
}}
}}
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|Casting = 14
|Casting = 14
|Range = Self
|Range = Self
|Damage = The caster may create any weapon following an existing profile.
|Damage = The caster may create any weapon following an existing profile. The weapon can be wielded as long as the caster is near their tear.


The weapon stays for D5+3 rounds.
This weapon will act as any of those weapons would, but those hit by an attack will get a -1 in their attacking and defending rolls for 1 round. If the target is harmed in this way again, the affliction becomes a -2 and the duration is refreshed if it was about to end. Any further consecutive hits will only repeat the refresh.


This weapon will act as any of those weapons would, but those hit by an attack will get a -1 in their attacking and defending rolls from that point onward. The effect stays for 3 rounds.
|Fail = The soul use is lost, and the caster summons a fragmenting blade that deals D3 damage to a target within melee range before disappearing after the cast.
 
|Succ = The weapon always inflicts the -2 affliction.
If someone is attacked 3 times with this weapon, they will experience a -2 in their attacking or defending rolls.
|Fail = The soul use is lost, and the caster summons a small dining knife, dealing 1 damage per successful attack.
|Succ = The weapon stays for the maximum amount of rounds.
|RedLines = Someone may not dual wield a soul weapon and a real weapon.
|RedLines = Someone may not dual wield a soul weapon and a real weapon.


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{{Spell
{{Spell
|Name = Reanimate Dead
|Name = Reanimate Dead
|Desc = The caster sacrifices a soul to their tear and gains the power to reanimate the dead. If an intact body is found, it can be re-animated to look as if they were once more alive. A higher-level mage can even share their mind with the body and control it to some extent.
|Desc = The caster sacrifices a soul to their tear and gains the power to reanimate the dead as their servants. If an intact body is found, it can be re-animated to look as if they were once more alive.
|Level = 3
|Level = 3
|Casting = 15
|Casting = 11
|Range = Touch
|Range = Touch
|Damage = The caster touches a pile of bones or a completely intact body to re-animate the dead. This undead creature will follow the caster's commands but can only follow one command simultaneously.
|Damage = The caster touches a corpse to re-animate the dead. This undead creature will follow the caster's commands but can only follow one command simultaneously.
|Fail = The reanimation of the body goes wrong; an evil spirit enters and attacks the caster. After 2 rounds, the body deteriorates, and the caster cannot attempt to re-animate the body again.
 
Multiple casts can be performed to put multiple servants in formation as a horde: A slow, frail, yet equally horrifying force. A horde will attack a number of times equal to its current health, each dealing 1 damage.
 
Str 0
Def - None
Agi - None
Int - None
 
HP: 1 per undead in the horde
 
Movement: 4 meters
|Fail = A vengeful spirit enters the undead and attacks the caster. After 2 rounds, the body dies indefinitely.
|Succ = The body looks slightly more lifelike and less like an undead.
|Succ = The body looks slightly more lifelike and less like an undead.
|RedLines = This spell requires 1 soul to cast.
|RedLines = This spell requires 1 soul to cast.


The re-animated corpse must stay near the caster or be influenced by the caster to stop decaying.
The re-animated corpse must stay near the caster or be influenced by the caster to stop decaying.
Each horde can only have a max of 8 undead.
}}
}}
{{Spell
{{Spell
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|Casting = 10
|Casting = 10
|Range = 2 meter
|Range = 2 meter
|Damage = The caster summons an undead creature, be it a skeleton or zombie, to help them in battle.
|Damage = The caster summons an undead creature, be it a skeleton or zombie, to help them in battle. It can have any mundane weapon profiles the caster chooses, including a shield.


This creature will act after the caster's next turn with the following stats:
This creature will act after the caster's next turn with the following stats:


Str +1
Str +1
Def -2
Agi +0
Agi +0
Def -2
Int - unusable.
Inf - unusable.


HP: 3
HP: 3
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|Damage = The caster sacrifices a soul to their tear and calls forth a spectral steed. The steed is in spiritual form and will last for D3+2 rounds.
|Damage = The caster sacrifices a soul to their tear and calls forth a spectral steed. The steed is in spiritual form and will last for D3+2 rounds.


If there is a dead horse within 4 meters of the caster, they can send the summoned specter to possess the dead body of the horse. This horse won’t decay if it is near the caster.
If there is a dead horse within 4 meters of the caster, they can send the summoned specter to possess the dead body of the horse. This horse won’t decay if it is near the caster, negating the duration.
|Fail = The spectral steed starts to form, but as the caster goes to sit on the steed, it returns to the tear causing the caster to fall and take D3 damage.
|Fail = The spectral steed starts to form, but as the caster goes to sit on the steed, it returns to the tear causing the caster to fall and take D3 damage.
|Succ = The spectral version of the horse stays for the maximum amount of rounds. The reanimated version of the horse heals the wounds that are visible on it and looks more lifelike.
|Succ = The spectral version of the horse stays for the maximum amount of rounds. The reanimated version of the horse heals the wounds that are visible on it and looks more lifelike.
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|Damage = The caster summons a spectral banshee from their tear that stays for D3+2 rounds.
|Damage = The caster summons a spectral banshee from their tear that stays for D3+2 rounds.


The banshee acts on its own and attacks the closest target the caster considers an enemy.
The banshee floats near the caster and is considered to be on the same space. It acts on its own and attacks the closest target the caster considers an enemy.


The banshee has 2 attacks; the caster rolls a D10, and one of the attacks is chosen.
The banshee has 2 attacks; the caster rolls a D10, and one of the attacks is chosen.


If the roll is a 1-8, the banshee uses its claws to perform a melee attack; if no one is in melee range, then the banshee doesn't attack.
If the roll is a 1-8, the banshee uses its claws to perform a melee attack via a neutral D20 roll, dealing D3 damage; if no one is in melee range, then the banshee doesn't attack.


If the roll is a 9-10, the banshee starts screaming. Anyone within 30 blocks must roll a D20 intelligence and an 11 or above to save their ears. Those who fail the roll will take D3 damage.
If the roll is a 9-10, the banshee starts screaming. Anyone within 30 blocks must roll a D20 intelligence and an 11 or above to save their ears. Those who fail the roll will take D3 damage.
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{{Spell
{{Spell
|Name = The Rotting Dance
|Name = The Rotting Dance
|Desc = The caster summons forth an array of undead that rise from the ground in a manner alike to that of a dance. This undead will defend their master and attack anyone within melee range of the caster. Also offering up their bodies to block ranged attacks.
|Desc = The caster summons forth an array of undead that rise from the ground in a manner alike to that of a dance. This undead will defend their master and attack anyone within melee range of the caster. Also offering up their bodies to shield their master.
|Level = 4
|Level = 4
|Casting = 18
|Casting = 18
|Range = Self
|Range = Self
|Damage = The caster calls forth a D5+1 of basic undead creatures whose main objective is protecting their caster. The creatures will each do 1 unarmed attack to anyone within melee range of the caster.  
|Damage = The caster calls forth D5+3 rotted dancers that encircle them. The caster gains an HP shield based on the rolled total. While the rotted dancers remain (aka while the HP shield exists) any targets within 4 meters of the caster will be attacked by the rotting dance at the end of the caster's turn. The number of attacks is equal to the current HP shield of the spell, each dealing 1 damage.
 
|Fail = Half of the creatures are summoned instead.
This creature will act after the caster's next turn with the following stats:
|Succ = The spell summons the max amount.
 
Str: +1
Def: -2
Agi: +0
Int: unusable.
 
HP: 3
|Fail = Half of the creatures are summoned instead, and all start attacking the caster.
|Succ = The caster summons at least 1 high-grade undead warrior. This creature has +2 Str. +1 Def. +0 Agility and cannot use intelligence.
|RedLines = This soul costs 2 souls to cast.
|RedLines = This soul costs 2 souls to cast.
}}
}}
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|Damage = The caster looks the target in the eye and causes them, great terror by creating an illusion in the target's mind. The target is stunned for D2+1 rounds and does not react to anything.
|Damage = The caster looks the target in the eye and causes them, great terror by creating an illusion in the target's mind. The target is stunned for D2+1 rounds and does not react to anything.
|Fail = The caster surges too much power to their eyes, causing a minor headache and losing their turn.
|Fail = The caster surges too much power to their eyes, causing a minor headache and losing their turn.
|Succ = The fear lasts for the maximum amount of rounds.
|Succ = The target suffers a heart-attack (D2 damage).
|RedLines = A paralyzed target cannot be forced to lose limbs or end combat prematurely.
|RedLines = A paralyzed target cannot be forced to lose limbs or end combat prematurely.
}}
}}
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|Casting = 14
|Casting = 14
|Range = Self
|Range = Self
|Damage = The caster has a strong exoskeleton surrounding their back, shoulders, arms, and chest. Granting them a +2 in strength rolls and a +3 in defense rolls. The exoskeleton has D5+3 HP and must be broken before any melee attacks can hit the caster. The exoskeleton does not block ranged attacks and magic attacks.
|Damage = The caster has a strong exoskeleton surrounding their back, shoulders, arms, and chest. Granting them a +2 in strength rolls and a +3 in defense rolls. The exoskeleton has D5+3 HP and must be broken before any melee attacks can hit the caster. The exoskeleton's health does not block ranged attacks and magic attacks.
|Fail = The exoskeleton pierces the caster as it grows around him, dealing 2 damage and not manifesting properly.
|Fail = The exoskeleton pierces the caster as it grows around him, dealing 2 damage and not manifesting properly.
|Succ = The Exo skeleton has the maximum amount of HP.
|Succ = The Exo skeleton has the maximum amount of HP.
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{{Spell
{{Spell
|Name = Rigor Mortis
|Name = Rigor Mortis
|Desc = The caster shoots out a warbling green paralyzing projectile that stuns a single target for a variable amount of rounds. During this time, the target is completely paralyzed and can't move, speak, or interact, but can still take damage as normal.
|Desc = The caster shoots out a warbling green paralyzing projectile that bursts and stuns in an area. During this time, the targets are completely paralyzed and can't move, speak, or interact, but can still take damage as normal.
|Level = 3
|Level = 3
|Casting = 15
|Casting = 15
|Range = 20 blocks
|Range = 20 blocks
|Damage = The target is immediately paralyzed for D3+1 rounds upon getting hit with this spell. The projectile can be blocked as normal through Spell Defense or unbound entirely by another mage.
|Damage = The bursting projectile affects a 4x4 area. The targets are then immediately paralyzed for D2 rounds.
 
This spell can only hit one target at a time.
|Fail = The projectile explodes within the caster's grasp, paralyzing them for 1 round.
|Fail = The projectile explodes within the caster's grasp, paralyzing them for 1 round.
|Succ = The target is paralyzed for D2+2 rounds instead.
|Succ = The stun lasts for D2+1 rounds.
|RedLines = This projectile is completely physical and can't pass through walls or damage blocks.
|RedLines = This projectile is completely physical and can't pass through walls or damage blocks.
}}
}}
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|Level = 3
|Level = 3
|Casting = 17
|Casting = 17
|Range = 10 blocks
|Range = 10
|Damage = The caster creates a glowing purple scythe, made of souls, that will stay for D3+2 rounds. The scythe will release a death slash. The scythe'szs3 slash is 10 meters thick and 5 meters long. This slash deals D2 damage for each enemy in the slash to all enemies. If 3 enemies get hit, then the damage to all three is 3D2.
|Damage = The caster creates a glowing purple scythe, that lasts for D3+2 rounds. When used as an action it will release a death slash within range using the spell success roll value. The scythe's slash is 10 meters thick and 5 meters long. This slash deals D2 damage for each enemy in the slash.
 
For example: If 3 enemies get hit, then the damage to all three is 3D2.
|Fail = Instead, the caster slashed their own body and will take 3 damage.
|Fail = Instead, the caster slashed their own body and will take 3 damage.
|Succ = The slash sent out by the caster reverberates to them and deals the same amount of damage again to everyone that got hit by the slash before.
|Succ = The slash sent out by the caster reverberates to them and deals the same amount of damage again to everyone that got hit by the slash before.
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The draining does not end until the target or their ally manages to make a successful blow against the caster. Or the caster stops the draining.
The draining does not end until the target or their ally manages to make a successful blow against the caster. Or the caster stops the draining.


Each round that the caster is holding the face of the target deals 2 damage to the target. The caster heals half of the damage it has inflicted at the end of its spell.
Each round that the caster is holding the face of the target deals 2 damage to the target. The caster heals via the damage inflicted at the end of its spell.
|Fail = The target's soul is too strong for the caster to influence, firing back at the caster and dealing D3+2 damage to the caster.
|Fail = The target's soul is too strong for the caster to influence, firing back at the caster and dealing D2+2 damage to the caster.
|Succ = The caster gets a +5 in their defense as long as the spell is active.
|Succ = The caster gets a +5 in their defense as long as the spell is active.
|RedLines = The caster can only roll defense rolls while they're in draining mode.
|RedLines = The caster can only roll saving rolls while they're draining.
}}
}}
{{Spell
{{Spell
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|Casting = 20
|Casting = 20
|Range = Self
|Range = Self
|Damage = The caster becomes an Elder Lich for D5+3 rounds. Wherever the caster walks, blight affects a 3x3 area surrounding the caster at all times.
|Damage = The caster becomes an Elder Lich for D5+3 rounds. Wherever the caster walks, the effects of the Blight spell persist in a 3x3 meter area.


Soul consumption for spells is stopped, and those spells can be cast without using souls while the spell is active.
Soul consumption for spells is stopped, and those spells can be cast without using souls while the spell is active.
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{{MagicAbility
{{MagicAbility
|Name = Fragmentation (Soul-Destined)
|Name = Fragmentation (Soul-Destined)
|Desc = 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.
|Desc = 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
|Range = 10 meters
|Effect = The mage uses a soul charge to fill an empty undead body. The body suddenly can speak, converse and think for itself. The mage may use environmental emotes to talk for their summon.  
|Effect = The mage uses a soul charge to fill an empty 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.  
|RedLines = This ability costs a soul charge to use.  
|RedLines = This ability costs a soul charge to use.  
}}
}}

Revision as of 23:51, 17 March 2023

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 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 three weeks of self-studying the magic. Once level four is reached, the cooldown is renewed, and the mage will reach level five after an additional three weeks. After this, they get to choose their necromancy destiny. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.


Level Increase Required Sessions Req. Session Length
Lvl 0 to Lvl 1 1 Session Event
Lvl 1 to Lvl 2 4 Sessions 60 Minutes
Lvl 2 to Lvl 3 4 Sessions 60 Minutes
Lvl 3 to Lvl 4 Self-Study 2 Weeks
Lvl 4 to Lvl 5 Self-Study 2 Weeks
Lvl 5 to Lvl 6 Self-Study 2 Weeks
Lvl 6 to Lvl 7 Self-Study 2 Weeks
Lvl 7 to Lvl 8 Self-Study 2 Weeks
Lvl 8 to Lvl 9 Self-Study 2 Weeks
Lvl 9 to Lvl 10 Self-Study 2 Weeks

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 2 OOC weeks. This can be done throughout the whole tear

Bonding trials are still required to level up between each level, but spellcasters can request those themselves after they move on to self-studying.

Progression - Necromancy

Base Spell Progression

Level Unlocked Spells Abilities/Bonuses
Lvl 1 - Novice 2 lvl 1 spells. No spellcasting bonuses.
Lvl 2 - Spellweaver 3 lvl 1 spells. +1 spellcasting bonus
Lvl 3 - Wizard 4 lvl 1 spells, 2 lvl 2 spells +1 spellcasting bonus. The spellcaster unlocks the Souls Blessing ability.
Lvl 4 - Master Warlock 4 lvl 1 spells, 3 lvl 2 spells +1 spellcasting bonus
Lvl 5 - Arch Warlock 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells. +2 spellcasting bonus. 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 1 - Raiser 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells. +2 spellcasting bonus.
Lvl 2 - Awakener 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell +2 spellcasting bonus.
Lvl 3 - Materialiser 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells +3 spellcasting bonus. The spellcaster unlocks the Fragmentation ability.
Lvl 4 - Summoner 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell +3 spellcasting bonus.
Lvl 5 - Enchanter 5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells +4 spellcasting bonus.

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 1 - Executioner 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells. +2 spellcasting bonus.
Lvl 2 - Assassin 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell +2 spellcasting bonus.
Lvl 3 - Reaper 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells +3 spellcasting bonus. The spellcaster unlocks the Necromantic Resistance ability.
Lvl 4 - 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.
Lvl5 - Lich 5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells +4 spellcasting bonus.

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.

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. 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.
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 3 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 empty 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.


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 1 HP. 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