Necromancy
|
|
Classification
|
Voidal Magic
|
Energy Source
|
The Void - Lillith
|
Casting Method
|
Catalyst - Soul Gem
|
|
Learning Necromancy is as old as time. Trails of them have been left all over the world of Eden. Graves have been left opened, tombs broken and bodies missing. This practise is a sin for all, disturbing the dead and performing rituals to bring back the dead. These people have unholy abilities, being able to summon and speak to the dead makes them hunted. Only the gods should have such powers. Though with the deals with demons and the dark realms, they have this power, raising dead, bringing life to statues and to take the soul of a mortal being, they are not to be meddled with.
History
Not much is known about the ancient voidal magic itself, 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 which gained him the power to manipulate death itself. Evidence can be found around Eden, which leave traces of the unholy mages, such as the ancient Khadun ruins. Graves are said to be robbed and animals are believed to go missing when there are these mages in the area.
Learning and Teaching
When one wishes to become a necromancer, a teacher will be needed for such. The first few days, the teacher will assist the student in performing a ritual during this time. The ritual will summon a Demon from Lillith, the Demon will be used in order to communicate to the Titan itself. Once the communication has been completed, the demon will then possess the user in order to gain their powers.
To reach level one a teacher needs to have at least four sessions with their student, each session being at least sixty minutes long. To obtain level two the student needs to 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 two sessions, each with a length of thirty minutes. Each day one session can be held by the teacher/been received by the student. After finally reaching level three the student doesn’t require any additional sessions and will reach level four automatically after two weeks of self-studying the magic. Once level four was reached the cooldown is renewed and the mage will reach level five after an additional four weeks.
Level Increase
|
Required Sessions
|
Req .Session Length
|
Lvl 0 to Lvl 1
|
4 Sessions
|
60 Minutes
|
Lvl 1 to Lvl 2
|
4 Sessions
|
60 Minutes
|
Lvl 2 to Lvl 3
|
2 Sessions
|
30 Minutes
|
Lvl 3 to Lvl 4
|
N/A
|
N/A
|
Lvl 4 to Lvl 5
|
N/A
|
N/A
|
Progression
Level
|
Unlocked Spells
|
Abilities/Bonuses
|
Lvl 1 - Student
|
Blight, Soul Exchange, Summon Undead
|
No spellcasting bonuses.
The caster unlocks the Soul Steal ability.
|
Lvl 2 - Spellweaver
|
Blight, Soul Exchange, Summon Undead,
Animate the Dead
|
The mage has a +1 spellcasting bonus.
|
Lvl 3 - Wizard
|
Blight, Soul Exchange, Summon Undead, Animate the Dead,
Sensory Deprivation, Voidal Breath of Life
|
The mage has a +1 spellcasting bonus.
|
Lvl 4 - Warlock
|
Blight, Soul Exchange, Summon Undead, Animate the Dead,
Sensory Deprivation, Voidal Breath of Life,
Caustic Hands
|
The mage has a +2 spellcasting bonus.
|
Lvl 5 - High Warlock
|
Blight, Soul Exchange, Summon Undead, Animate the Dead,
Sensory Deprivation, Voidal Breath of Life,
Caustic Hands, Visual Death
|
The mage has a +3 spellcasting bonus.
|
Limitations
The mage can only carry three Soul Gems with them at any time, one Soul Gem is valid for seven OOC days (56 IRP Days). If the Soul Gem is filled with a human soul it is valid for fourteen OOC days (112 IRP days).
Spells
Blight
|
A circle of corruption surrounds the spellcaster, any form of plant life now 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.
|
Casting Value
|
8
|
Range
|
5m / 5 Blocks
|
Damage / Effect
|
Any entity inside the spell's range will start to experience a life drain of D3. The Target is able to move away on their next turn, unless they become trapped by the Necromancer. If they are trapped they will need to roll a D20 in order to escape. if they succeed in rolling a 10+ they are capable of escaping.
|
Critical Failure
|
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.
|
Critical Success
|
The blighted circle is now a dangerous area for anyone except the Necromancer, causing a critical hit on any enemy player entering the zone.
|
Red Lines
|
This spell cannot be used while within 10 blocks of a religious site or within a 20 block radius around a Lunarmancer.
|
|
Soul Exchange
|
Utilizing their soul gems Necromancers are capable of transfering life force from their gem to themselves or another person, creating a healing effect while doing so.
|
Casting Value
|
8
|
Range
|
Selfcast / Touch
|
Damage / Effect
|
The Necromancer or the touched person will be healed by D2 health points upon using this spell. While the healing takes place the Necromancer needs to stay in touch with the person they are healing and can't cast any other spell.
|
Critical Failure
|
If the spell is a critical failure, the Necromancer will end up harming themselves or the person they tried to heal, causing D2 damage to themselves or the other person.
|
Critical Success
|
The healing spell is empowered, causing the Necromancer to heal D4 health points instead.
|
Red Lines
|
This spell will use up one soul gem. The mage needs to be in constant contact with the person they are trying to heal.
|
|
Summon Evil Spirit
|
When the moon is at its highest a Necromancer is able to summon Banshees to fight by their side. This spirit is able to fight for the Necromancer while any other spell except Blight is active.
|
Casting Value
|
12
|
Range
|
30m / 30 Blocks
|
Damage / Effect
|
The spirit is considered a humanoid for 6 turns or until killed. Players will be forced to kill it with the CRP rules.
|
Critical Failure
|
When hitting a critical failure the caster will get a -1 on their next summoning spell.
|
Critical Success
|
When hitting a critical success roll the caster will summon a Wraith instead of a Banshee, strengthening the creature by +3.
|
Red Lines
|
This spell can only be used during nighttime.
|
|
Sensory Deprivation
|
A cloud of poisonous gas starts to emit from the casters hands, causing the targets to become blinded and deafened for 3 turns.
|
Casting Value
|
14
|
Range
|
20m / 20 Blocks
|
Damage / Effect
|
The poisonous gas will surround the targets, causing them to become blinded for 3 turns. While blinded the enemy can't use any long ranged attacks and their melee attack is reduced by -5 and their defence by -3. The players can role to escape the casters cloud. If the player rolls a 17 or higher, while using a D20, they are able to escape.
|
Critical Failure
|
The spell will malfunction, causing the Necromancer to miss a casting turn.
|
Critical Success
|
The duration of the spell becomes increased, lasting four rounds instead of three rounds.
|
Red Lines
|
This spell cannot be used while another summoning spell is activated.
|
|
Animate the Dead
|
When near a pile of bones the Necromancer is able to raise the skeleton back to life by summoning an entity from the voidal realm to enter the corpse's body, acting as a soul. Upon reaching Lvl 4 the caster can control a deceased corpse to its full potential, allowing the Necromancer to raise any corpse from their graves.
|
Casting Value
|
14
|
Range
|
20m / 20 Blocks
|
Damage / Effect
|
The corpse or skeleton acts like a humanoid for 7 turns or until killed. The attacking players will need to follow CRP rules in order to destroy the creature.
|
Critical Failure
|
If the spell backfires the caster will be damaged by D3 health points.
|
Critical Success
|
When hitting a critical roll success the caster will strengthen the creature by +3.
|
Red Lines
|
The caster needs to be near bones or a corpse to use this spell. This spell cannot be used while another summoning spell is activated.
|
|
Voidal Breath of Life
|
When the spell is cast a powerful ghost is brought out from the voidal realm and placed inside a statue, turning the statue into a moving weapon.
|
Casting Value
|
15
|
Range
|
30m / 30 Blocks
|
Damage / Effect
|
When this spell is cast a ghost will be brought out from the voidal realm and placed inside a statue. The statue has the doubled amount of healthpoints than the caster.
|
Critical Failure
|
Upon failing to cast the spell their connection with the ghost crumbles apart, causing the Necromancer to lose control over the entity. To sent the spirit back to the Void the Necromancer needs to roll a D20 and roll above 17 to seal the spirit away.
|
Critical Success
|
If cast correctly the spirit will deal +1 damage on all of their attack rolls.
|
Red Lines
|
This spell cannot be used while another summoning spell is activated. Lunarmancer are capable of banishing the spirits if they use their Hallowed Grounds-Spell.
|
|
Visual Death
|
By affecting the nerves of their targets the caster is capable of creating immense pain and suffering without needing any direct contact to their enemy. Said pain can be compared to being burnt alive or being dunked into strong acid.
|
Casting Value
|
15
|
Range
|
10m / 10 Blocks
|
Damage / Effect
|
Upon using this spell the caster is capable of creating phantom pain within their targets. Said pain will reside for 3 emote turns and will deal D2 damage to the affected target.
|
Critical Failure
|
If the Necromancer fails to cast their spell they will be hit by a wave of phantom pain for 2 emote turns, dealing D2 damage to themselves.
|
Critical Success
|
Using the strengthened version of the spell is allowing the caster to lengthen the duration of the spell to 4 emote turns.
|
Red Lines
|
This spell can only be used on one target at the time. The mage will also need to have a clear line of sight to their target to cast this spell.
|
|
Additional Effects
Soul Steal
|
The caster has learned the ability to absorb souls after combat into their soul gem. For each defeated person they can absorb one soul. Out of combat the mage can utilize this ability to gain one soul for any deceased NPC or event creature.
|
|