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[✗] Fourth Generation Necromancy

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    The overarching, thematic propositions of the lore are manyfold. Necromancy, both present necromancy and mysticism, is consolidated and refined into a class of spellcaster akin to how a shaman or druid functions; the character’s level of dedication varies and there are specific pros and cons to each branch of necromancy wherein it is beneficial to interact with users of the other branches or to dedicate oneself to the magic more than presently which causes necromancy to lose it’s viability as a pocket magic; if you want to be a minion master look to Resurrection, if you want to be combative in nature and have in hand spells look to Consumption, or if you want to be a gypsy psychic look to Vivification. Each subtype compliments one another yet stands on its own as something functional but with its strengths and shortcomings, encouraging characters to either merely dabble or become true masters of undeath or somewhere in between. Secondly, this rewrite cuts down on the combat orientation of necromancy on the whole and takes notes from mysticism as well as old parts of previous necromancy rewrites to be far more flavorful and to have aesthetics unique but complimentary between subtypes: your ‘combat’ magic is Consumption which fits the parasite/vampire/cannibal tropes but does so without making it an SS tier, must have, go-to magic like the drain was a generation ago (pre-rewrite). Resurrection fits the minion master, corpse meddler, and body horror tropes between both temporary characters (risen zombies) and permanent player characters (liches and eidola) for necrotic undead. Mysticism fits the spiritual, more defensive tropes of spectral undead and is the shaved down, distilled form of present mysticism. Bewitchment fits the trope of cursing, witchcraft, and jinxing (dark enchanting) in laying curses upon objects, people, and land. Lastly, Vivification fits the medium, augur, psychic, and fortune teller tropes which picks up on the idea of a witch who may incite possession or speak with the dead as well as unravel curses. As well, this rewrite means to better ghouls, liches, darkstalkers, and paleknights by rewriting liches and conforming the other three into a single creature, eidola. There’s no sense in there being 3+ (gravens and ghosts will be another piece) undead warriors all of similar likeness. As well it’s good to see wights get nerfed into the ground and made more available as a viable race alongside lich (the door is open, wraiths ;] ). Plus no clotting.




Fourth Generation Necromancy
(Pending acceptance to a series of IC events that will be executed to introduce this new art to necromancers and mystics)


Of darkness, of death, of despair; the first of occult sorcery, a power once purloined from Ruin, necromancy has metastasized like a cancer in the shadows of the world. Once forged through Darkening and advanced by the legendary hands of Naruntah and Wrothgar, the dark wraiths of yore, and Malineer of Devirad, Third Generation Necromancy was an iteration of the black craft and primeval dark art conducted in secret and hidden amongst the destitute and deprived. Also known as ‘weaving’, necromancy is the art of manipulating lifeforce -- and when laced with mana to linger, ectoplasm -- to perform grim liturgies divided into five branches, each unique to its abilities and with their own strengths and shortcomings. They are Consumption, Resurrection, Mysticism, Bewitchment, and Vivification, each a study in the school of necromancy.


Once crowned, necromancers have their very soul tapped to become sensitive to lifeforce with a Darkhollow to enable the ability to learn and practice. Where Consumption allows a necromancer to drain lifeforce from the living or undead to replenish their stores and keep themselves well fed to retain their physique -- having to feed on a body’s worth of lifeforce every two years to keep their physical strength -- use of Resurrection and Mysticism both cause extensive degradation of the flesh past that of Voidal corruption due to ripping lifeforce from their bodies to fuel their spellcraft more extensively than Bewitchment and Vivification. All necromancers have an innate, passive siphon on lifeforce around them when they are in need, the void in their souls reaching out around them to gingerly tug at the seams of life and draw parcels in. This latent depletion of life around a necromancer replenishes their pool over the course of a month (an IRL day) wherein they appear gaunt and anorexic, making Consumption not required for the use of necromancy but a useful tool in in their repertoire by making them appear slender rather than emaciated. This passive drain is not detectable by nor damaging to mortals. The use of necromancy leaves subtle traces behind in its wake which most often is wilted plant life or a very faint, stale smell.


Necromancers operate off of a liturgy system for expending and regaining lifeforce, be it raw or for ectoplasm conversion. Every spell unless specified otherwise consumed one liturgy slot. Slots are replenished upon the rise of a full new day and rest or forcibly through Tethering or Draining.

The later half of tiers take the higher number of liturgy slots for their tier, staggered with tier progression; this means a freshly tier 3 necromancer may learn tier 3 spells but do not gain a new liturgy slot until the second half of the month required to rank up.

Tier 1: 1-2 liturgy slots
Tier 2: 2-3 liturgy slots
Tier 3: 3-4 liturgy slots
Tier 4: 4-5 liturgy slots
Tier 5: 5-6 liturgy slots






The Powers of Necromancy



The fundamental root magic of necromancy, Consumption enables users to feast upon lifeforce or expunge it to nourish another -- undead to bolster them or mortal to extend their life -- with auxiliary abilities to create lifegems, paralyze life, and obliterate the dead and those who practice are known as gorgers. This takes the form of Tethering, Feeding, Stretching, Congealing, Petrifying, and Bursting.




Should an individual merely dabble in necromancy and only know Consumption they may keep their physique intact if they remain well fed, draining a whole person’s worth once every two years. If the necromancer delves deeper into other areas of the black craft or fails to feed themself they will wither to the frailty of a Void mage. 


Tethering - The draining and robbery of lifeforce therein from living organic material, necrotic or spectral undead, or lifegems. 
The most base and primal of all necromancy, this expression of a necromancer’s Darkhollow manifests in the form of swirling, abyssal fumes which lift off the hand. As the embodiment of the vampiric nature of Consumption, a tether established between a necromancer and lifeforce tears from its pool and drains through the tether into the necromancer in a display of black mists licking at the air like smoke. This may be through touch, providing a direct and strong tether, or from a distance wherein the drain is delayed and some lifeforce is lost in the transference. Necromancers may tether living organic material which houses lifeforce naturally such as the average person or a plant, necrotic undead who hold lifeforce artificially coursing through them, spectral undead whose ectoplasm may be depleted by stripping it of lifeforce, or lifegems by undoing the solidified, crystalline lifeforce gem akin to melting it. The act of draining through tethering is exceptionally painful for the victim as their very essence of existence is being extracted from their body. Tethering may be learned by novice necromancers (tier one).


-Tethering from touch requires hold on skin and if contact is lost the tether is cut. 6 emotes are necessary to completely incapacitate a person this way at tiers one, two, and three, 5 emotes at tiers four and five.
-Tethering from a distance requires being within 4 meters and if the gap is widened any further the tether is cut. 10 emotes are necessary to completely incapacitate a person this way at tiers one, two, and three, 9 emotes at tier three and four, and 8 at tier five.
-Tethering does not spend liturgy slots.
-Draining half a body’s worth, a non-lethal tether, results in restoring 1 liturgy slot. To drain a whole body’s worth and subsequently kill results in regaining 2 liturgy slots.
-Draining a lifegem offers half a body’s worth of lifeforce, 1 liturgy slot.

Feeding - The donation of excess lifeforce to a necromancer to fuel them or necrotic or spectral undead to bolster them.
Where tethering may drain lifeforce, Feeding is a reversal where a necromancer may grant lifeforce to another at the cost of their own. Feeding a fellow necromancer satisfies their lifeforce deficiency and acts as though they have drained half a body’s worth, filling them whole yet leaving themselves depleted and withered. Feeding necrotic undead bolster them physically, capable of exerting roughly an additional half of their present strength as well as withstanding more blows at roughly an additional third their current stature. Feeding spectral undead bolster them physically, capable of exerting roughly an additional third of their present speed as well as withstanding more blows at roughly an additional half their current stature. Feeding may be learned by apprentice necromancers (tier two).     


-Necrotic undead who are fed cannot surpass 1.5x their strength or 1.3x their durability.
-Spectral undead who are fed cannot surpass 1.3x their speed or 1.5x their durability.
-Feeding requires 3 emotes to perform.
-Feeding lasts for 4 emotes.
-Feeding necromancers restores 1 liturgy slot per slot spent by the feeder. For every slot past 1 the casting requires an additional emote. Feeding beyond 1 liturgy slot will be wasted on undead.

Stretching - The forceful nourishment of lifeforce into a mortal form, extending their lifetime but at the cost of their health.
Through advanced study of a mortal body’s natural manner of conducting and expending lifeforce a necromancer may bleed themselves and grant their own excess lifeforce to a mortal body to add years to their lifetime. This careful, practiced donation of lifeforce is a delicate thing and operates over an extended period so the body is not overwhelmed and becomes malignant and cancerous. With taking a lifetime and extending it longer than it was intended to last naturally the health of the individual deteriorates, their lifespan stretched thin until, eventually, it cannot be stretched any further. Stretching may be learned by adept necromancers (tier three).


-Stretching requires 2 liturgies to perform.
-Stretching occurs over the course of 10 emotes wherein a necromancer gingerly laces lifeforce into the body of a living person. To perform stretching more than once within a year causes malignant tumors to grow in the body of the lifetime-stretched individual.
-Every casting of Stretching adds one tenth of their life expectancy to the life of the individual’s lifespan; it may only be cast five times on the same person.
-Stretching can only allow a mortal to live an additional half lifetime; a human who would usually die around 100 would instead die around 150 if stretched to the limit.
-Stretching’s effect is undone should the living person under its effect die and be revived by the Cloud Temple Monks.

Congealing - The coagulation of lifeforce into a hard, onyx, crystalline gem which may be used as a phylactery or drained.
There are things too esoteric for the world, things conceptual and intangible. Love, honor, success. Not among them is one: life. It has weight, form, and few know its tingling touch. The occult practice of necromancy allows for the raw distilling of lifeforce, capable of concentrating it down into a pure, still heart. Congealed lifeforce takes the form of a lifegem, a volatile carriage for life. These pitch black, crystalline beds of life usually form in infantile sizes when created from a full body’s worth of lifeforce or through a cabal of three in Sharing in the shape of cobbled, crystal shards. Lifegems make perfect cribs for souls, capable of nourishing them and providing them anchors to the plane should a soul be placed inside one through a Black Sacrament; lifegems holding souls are known as phylacteries. Should a lifegem not be intended for a ritual they otherwise act as storage containers of lifeforce, capable of being drained and reverted back into gaseous lifeforce however the transference is flawed and some is wasted, providing necromancers with a mere half-body’s worth. Lifegems bleed life; those forgotten or lost in the presence of nature act as volatile compost and fertilize what it touches to the point of causing overgrowth and cancerous burls. Conversely, phylacteries instead draw lifeforce around them constantly for they must feed the soul within them and if left around natural life will peel lifeforce away from it and leave a small area withered and drab. Congealing may be learned by expert necromancers (tier four).


-Lifegems have the hardness of tempered glass. Due to their irregular shape they are only relatively brittle; a simple swing of a hammer is enough to shatter one.
-Lifegems must be MT signed items to prevent factory production.


Petrifying - The calcification of organic material to become stone-like and solid, preserving a body, creating an unwilting flower, or slowing a living person temporarily.
Akin to Congealing, the use of Petrifying involves the solidification of lifeforce, be it already conducted through organic material or injected by a necromancer. Use of Petrifying upon dead flesh or plants preserve them for years as the lifeforce within them is calcified and made partially solid, slowing the flow and loss of lifeforce but not perfectly. Petrifying can too be inflicted upon the living, temporarily slowing their bodily functions as their lifeforce is forced to try and pull together whilst their soul naturally attempts to return it to normalcy. Since a necromancer cannot complete Petrifying upon the living they may instead  inflict lethargy, slowness, and achy joints so long as the necromancer maintains their complete concentration, however a necromancer can also use once-cast form to inflict temporarily rigor mortis-like effects upon a person’s limb or an equivalently sized patch of skin which cannot kill. Petrifying may be learned by expert necromancers (tier four).


-Petrifying drains the necromancer of lifeforce appropriate to the size of the object if injecting is necessary such as with a corpse; humanoid bodies take 1 liturgy slot whilst something such as a flower requires a negligible amount. 
-Petrifying anything besides living mortals lasts for four years.
-Petrifying living mortals causes them to move at half speed and with half strength however this is not paralysis nor does it make them feeble.
-A necromancer cannot cast other magic or wield weaponry with any degree of efficiency whilst they maintain Petrifying. They can at most speak and move in a casual stride.
-If casting Petrifying to cause rigor mortis it slowly develops into hardening joints and greatly stiffening muscle over the course of an hour. The calcified flesh remains stiff and deeply uncomfortable to move for another hour.
-Petrifying something the size of a cat or smaller requires 1 emote, a person or bush or smaller requires 2 emotes, and orcs, trees, or anything larger require 3 emotes to initiate. Petrifying can be maintained indefinitely so long as the necromancer’s concentration is not broken via pain or incapacitation.

Bursting - The rapid detonation of dead organic material in an influx of lifeforce, causing explosive growth. Use on the living causes a slow buildup of cancerous tumors and pus ridden polyps in creatures and malformations in plants.
A highly advanced form of Feeding, Bursting is far more than just the donation of lifeforce but the violent, brutal clogging and filling of organic material. Where there is no lifeforce as with the dead this serves as a means of massive, explosive growth and animation to the point of frenzied expansion. This causes the dead to swell and burst almost immediately, flesh and bone obliterated with a blast of gore; whilst there is no physical, concussive explosion, biomass such as muscle or bone fragments may serve as makeshift shrapnel with the force equivalent to that of an average human’s throw. A hit may sting and fine bone shrapnel may at the most pierce skin no less than an inch but otherwise the damage inflicted by Bursting is to the dead; the abated are completely and utterly shredded through Bursting, bodies gruesomely rended and plant life viciously chipped. Bursting is often a tool used to spite other necromancers for it completely destroys a body which cannot be perfectly restored, defeating the use of Petrifying and the machinations of Resurrection and Vivification. Attempting Bursting upon the living inflicts wretched sore and tumor growth over the course of a month (one IRL day) after the casting, leaving mortals with malignancy and plants with a corruption of burls. Bursting may be learned by master necromancers (tier five).


-Corpse explosion is far from lethal and may at worst inflict cuts and inch-deep punctures or stabbings by small shards of bone which clothing would mostly negate and leather armor or heavier would negate entirely. 
-Plantlife such as trees or bushes leave a cloud of sawdust in the air whereas meaty dead leave behind a mist of blood.
-The cancer inflicted by Bursting develops over the course of a month and is certainly lethal once a year has passed unless purged by alchemical or divine means. 
-Bursting requires 2 emotes to perform per target. Inflicting cancer requires 4 emotes to perform.
-Eidola are not affected by Bursting.


Sacraments of Consumption

Ingurgitate - The devouring of a soul to drink it’s lifetime’s potential of lifeforce, fractionally extending a life of another.
One of the Black Sacraments, dark and occult rites of necromancy, Ingurgitate involves the complete erasure of a soul and then the drinking of its essence to extend the lifetime of another by one fourth of the years the soul had to live; children and infants are prime targets for this rite as they have spent the least of their years and offer the greatest reward for sacrifice. Requiring a master necromancer, the ritual involves the slow, excruciating draining of the sacrifice through Tethering whilst strung up or hung in the air. The necromancer then reverses their drain into Feeding and repeats the back and forth until, after a few minutes, the body is utterly exhausted from the push and pull of lifeforce within them to the point of their body disintegrating into a vicious, onyx-black liquid which melts off their body. If caught in a vial or bottle, this liquid lifeforce sludge may be contained and drank; the one who imbibes upon the few drippings of the the sacrifice will experience a rush of vitality and have their body age backwards marginally to accomodate for the addition of one fourth the lifetime the sacrifice had left to live, lessening wrinkles and making hair fuller but to little other effect; a fifty year old human who imbibes the Ingurgitate elixir of a human baby add twenty five years to their life expectancy, allowing them to live one hundred and twenty five years -- assuming this human could only live to one hundred -- and does not include potential use of Stretching. These added years are permanent and cannot be lost.


-Ingurgitate can only be performed by tier 5 necromancers.
-The elixir must be drank within an IRL day lest its potency wain and it become inert.
-The Ingurgitate ritual requires OOC consent from the player being permakilled otherwise the ritual cannot be conducted. Infants and other unplayable characters due to being too young do not require OOC consent as no one plays that character yet.





The act of unraveling death, Resurrection enables necromancers to awaken soul shadows and govern the flow of lifeforce, offering mastery over the dead and undead alike and those who practice are known as weavers. This takes the form of Reanimation, Sharing,  Fleshsmithing, Cauterizing, and Branding as well as in Black Sacraments. 






A necromancer who practices Resurrection suffers from great degradation of the flesh, past that of Void mage as lifeforce is forcibly ripped from their body in large chunks to fuel their macabre machinations. Necromancers of this study often appear anorexic and striking however with the assistance of Consumption they may feed to lessen the extent of the visual impact but not their raw strength. These necromancers often appear corpse-like and elderly but have a disturbing level of spryness for their physique but with no tangible brawn or agility to make them threats.


Reanimation - The awakening of a soul shadow deep in the marrow of a corpse, bringing it to a semblance of life. 
Where old necromancy had a finger to a corpse, a string to a marionette, and puppeteered their dead a new method of greater power has been developed to forsake the need for making bones dance at the waving of hands wherein now they dance as told, however necromancers cannot maintain concentration to cast other magic whilst using Reanimation besides necromancy and at any time and instead may choose to puppeteer their dead for more precise, direct control. By reaching deep into the shell of a cadaver, touching on the empty parts of it's core where the cradle of a soul laid, a false mimicry of it may be awoken in the form of a soul shadow. Risen from death, a zombie of necromancy is not the conscious copy of a soul shattered by trauma as a ghoul is but a mere sliver of it's shadow, a fragment in a drunken stupor sick with death. These autonomous dead obey commands delivered verbally or somatically by their necromancer and may be ordered individually, in groups, or as a whole. Different undead may pursue different orders but are limited to the best of their abilities as nigh brainless, automatic undead. They possess basic senses and may process information as a golem may albeit the more complex the task the more likely they are to fail. “Pin her down,” or, “take his sword,” function as simple, easy tasks including single word commands such as, “kill,” or, “dig,” versus much more difficult tasks that would require assistance, multiple zombies, or is simply impossible such as, “find Ulthrandl,” or, “build a barn,” wherein the minions will attempt their best and just that: their best. The dead make for durable companions due to the restrictions of mortality being lifted from them but they do not make for swift companions; they are only as strong or swift as the muscle and bone of their living forms. Risen dead may deliver messages.


A final note is that all risen dead bear the a faint glow to their eyes colored by the aura of the necromancer controlling them. As well, the distance from which a risen dead wanders from their necromancer the lesser their bond, weakening the flow of lifeforce between the two; whilst still functional at extreme distances, when undead are near their necromancer they possess a greater amount of lifeforce within them which makes them more resilient to feats of holy flame or purging light, albeit not immune, for the additional lifeforce must be burned through in order to vanquish the dead.


Necromancers can only raise a total of five zombies and should they attempt to raise another the oldest one falls inert and dead. Abominations crafted through fleshsmithing , of large size take up two channels and huge creations take up three. Entities larger than a troll require the control of multiple necromancers to remain stable through Sharing. Entities smaller than the average person, up to half the size of a normal individual take up half a slot. Every tier unlocks another channel for a necromancer to maintain a corpse, starting at one. Reanimation may be learned by novice necromancers (tier one).


-Reanimation occupies a liturgy slot rather than expending it. Should the risen dead be felled the slot is lost but should the risen dead be dispelled by the necromancer before their demise they regain the slot used to keep the corpse animated.
-Risen dead may be puppeteered by necromancers to allow complete, direct control over them however only if they are within a 15 meter radius of the necromancer.
-Whenever a necromancer has one or more dead raised they cannot cast other magic lest they have their minions drop dead and inert bar the use of other necromantic spells such as Bursting or Feeding.
-Risen dead within 15 meters of their necromancer are saturated with lifeforce causing spells which would usually purge them to have to burn through more active lifeforce. Holy art spells which would normally kill zombies require two additional emotes to succeed if near their necromancer.  
-Reanimation requires 3 emotes to perform on one or two corpses, 4 on three or four, and 5 for more.


Sharing - The opening of one’s lifeforce pool amongst a cabal of others to cultivate larger amounts of lifeforce to form lifegems without murder.
With draining lacking thereof for those who practice just Resurrection and instead rejuvenate their lifeforce pool through passive accumulation they are limited by the amount they can expend, unable to bear excess lifeforce nor effeciently store it within themselves to hold more in that regard. Thus necromancers devised Sharing, a manner of gathering three necromancers who may together conduct a cabal and conduct a dark ritual of life-division. Sharing enables three necromancers to merge their lifeforce together into a singular pool which may then be drawn on, be that to puppeteer a great aberration of fimbriated flesh and tiered bone or to force their lifeforce together and use Congealing to create a lifegem. Sharing may be learned by apprentice necromancers (tier two).


-Where Consumption users may use Congealing to form a lifegem on their own, Sharing allows three necromancers who do not know Consumption to instead accumulate their lifeforce and form enough together to cast Congealing.
-Sharing enables the puppeteering of undead too large to be piloted by lone necromancers for they require enough accumulated lifeforce to fill the colossal body, something otherwise impossible. 


Fleshsmithing - The imbuement of lifeforce into dead flesh to soften it like dough or dead bone into wet clay to sculpt with. 
Imagination is the limit. An artist may breathe life into the inanimate to create beautiful pieces of visual delights and in the same way an experienced necromancer may too in a macabre fashion. By treating flesh with saturating blankets of lifeforce, flesh, muscle, sinew, and tissue may become soft like wet clay and soupy so ready hands may push and pull the biomass into shape. Extensive study of anatomy is required lest a necromancer form a pathetic, quivering heap of skin and boundless muscle with no functionality and no purpose. The same can be done to bone, warping it into a doughy consistency so it may be structured and sculpted into horrific frames and skeletons. However, living material cannot be sculpted nor shaped, the moving lifeforce within too deep in its own current. Such an attempt is a ritual known as cauterizing. Fleshsmithing may be learned by adept necromancers (tier three).

-Fleshsmithing is a slowly exhausting process, often taking long hours to complete full abominations, otherwise it is a spell used for mending the dead for it can be used to rebind cut flesh and fuse broken bone.

-Only dead organic material (including undead) can be Fleshsmithed.
-Additional limbs fused onto entities can only be used if that entity is a risen zombie, husk, or flesh Eidolon.
-Fleshsmithing areas of a half a limb or smaller require 1 emote to perform, areas of a whole limb or smaller 2 emotes, and anything larger requires 3 emotes to perform.


Cauterizing - The imbuement of lifeforce into living flesh or bone, twisting to seal wounds and scab over injuries with immense pain. 
Cauterizing is a woesome deed full of screaming and strife. The worst pains imaginable in draining are replicated here but duller, deeper, and darker; flesh of the living may be warped in a similar method to fleshsmithing to seal skin, mend muscle, and close wounds in awful scars of ruptured mass lest they be healed by divine rite. Cauterizing weaves needles into the skin, pins muscle with glass shards, and fuses bone with hot iron rods; the pain is acute and lingering, a victim feeling every motion and movement as their body is sealed. This alteration is an ugly thing and often a last resort lest people walk about with hideous scars on their bodies, hiding from public eye. It corrects lifeforce within the body into place, forcibly, and may purge infection and cleanse toxins from the body but not without its fair share of nausea and vomiting. Cauterizing may be learned by expert necromancers (tier four).


-Cauterizing cannot be used to add any body part save for reattaching a freshly severed limb which has only been severed within one elven day unless the limb is preserved.
-The pain of cauterizing is not crippling but it is agonizing and acute, the pain felt for every movement of tissue and muscle when closing wounds or reattaching a limb.
-Cauterizing requires the same number of emotes to perform as Fleshsmithing x2. To purge disease requires 4 emotes.


Branding - The preemptive installment of a soul shadow in a mortal body which can be shrugged off to no effect lest they die wherein the mortal is risen as a zombie.
Necromancers possess another dark power in this realm of influence however, an utmost complex yet simple feat known as Branding  Used mainly when the Necromancer does not have any zombies at hand, they may touch a living being and impart a short lived, fleeting soul shadow within them.  This brand would make it so that should the bearer die whilst affected, they would instead rise once more as the Necromancer’s undead servant for the length of any other conventionally raised zombie however it otherwise has no effect, the soul shadow dying like a vanishing twin.  This unit takes up one of a necromancer’s five channels and will cause any excess zombies to return dormant.  The curse is applied with a touch of skin to skin and causes a fleeting static shock sensation to tickle the senses of the victim, likely unaware of what terrible fate looms over them. Branding may be learned by master necromancers (tier five).


-Branding has no visual signs when implanting the soul shadow, only the victim feeling the static shock. Those not studied in necromancy will likely go unaware of its effects.
-Newly risen dead through Branding act as new risen dead and cause the oldest zombie to fall inert if the horde is already full.
-Branding requires 3 emotes to perform.


Sacraments of Resurrection

Christen - Eidolon ritual (see below)
Eternalize - Lich ritual (see below)







Having undergone the amputation of a limb of flesh with a spectral replacement, necromancers are capable of twisting lifeforce into the more permanent essence that is known as ‘ectoplasm’ by threading mana through it in large amounts and are known as mystics. This might be expunged in an opaque veil of fog, forming invisible barriers, or to forge and dominate phantoms including eidola, ghosts, gravens, and apparitions. This takes the form of Hindering, Deadbreath, Saturation, Binding, Draining, Walling, and Anchoring.






A necromancer who practices Mysticism suffers from great degradation of the flesh, past that of Void mage as lifeforce is forcibly ripped from their body in large chunks to fuel their macabre machinations. Necromancers of this study often appear anorexic and striking however with the assistance of Consumption they may feed to lessen the extent of the visual impact but not their raw strength. These necromancers often appear corpse-like and elderly but have a disturbing level of spryness for their physique but with no tangible brawn or agility to make them threats. 


With all castings of ectoplasm mystics exude a sudden, rushing glow of ethereal, rotting ectoplasm in an event known as Gleaming. Gleaming mystics, depending on tier, appear as though they are themselves phantasmal depending on the severity of their skill albeit only for a moment when casting; novice mystics may appear anorexic and sweaty when they Gleam whereas master mystics may appear utterly translucent, waterlogged, viciously decayed, mauled, soggy, and gruesome with a glowing skeleton within, taking on the fleeting look of an old ethereal wight. 


To learn mysticism means a necromancer must sacrifice a limb of theirs to become a physical well for the ectoplasm they will harness en masse, an amount too great for their body to hold as compared to other necromantic studies using ectoplasm. Requiring the severing of an arm, left or right, a helically wrapped ring of menhir rock carved to fit the shoulder joint of the to-be mystic must be placed upon their new wound and fused with a unique casting of Binding, sealing and staunching the wound. With the soul projecting where the arm ought to be through the menhir ring this spawns a well of slowly accumulating ectoplasm, laced into being with lifeforce. It appears as a mirage or illusion, seemingly normal at a glance but inspection would reveal its imperfections and occasional tremors or flickers. It may lift, move, or otherwise exert a total of ten pounds of force and otherwise harmlessly phases through objects or people; it has no combative use bar that it may physically touch and impede phantoms as if it were a normal arm. Not of corporeal nature, this limb may also be willed in and out of both physicality and existence altogether depending on the Mystic’s preference, non-physical limbs able to pass through objects as a ghost might. In turn it act as though it were a physical arm to ethereal things, able to touch and be forceful with them as an arm.


Hindering - The lacing of ectoplasm into objects, plants, or animals wherein they appear spectral and ghostly; hindering rock spires produces menhir. 
To Hinder is to lessen the vitality of life of a given organism or, at times, area, and bring those afflicted closer to death. Much like Crowning, Hindering is where a mystic may bring the veil between the living and dead realms closer together. This is done by exuding ectoplasm and radiating the proximity of an individual, or directly bathing a single organism in ectoplasm. The direct effects of this are majorly for fashion: directly Hindering a mushroom will cause for it to become translucent, slightly decayed, and give off a faint glow of a blanched hue between green, blue, or some shades of violet. The same may occur to an animal, causing them to have a more frightening and spectral appearance. When emanating with ectoplasm, the very closest of one’s hands or body may temporarily transition into their spectral selves, however upon the immediate passage of the mystic would lose their glow and return to appearing normal. However, none of these things cause any true functional effect. The mushroom remains as it is, a mushroom and an animal remains an animal, although a little brighter. Lesser and Inferior Souls, as with Soul Essence, have no beneficial or harmful reaction to being exposed to ectoplasm. Since Superior Souls cannot be alters, mortals cannot be Hindered.


However, there is a greater usage of Hindering beyond visual flavor that comes in ritual format rather than an inhand ability. In the event of mass death, if present before an already established network of stone pillars and Menhir, mystics may discharge their ectoplasm around them like an aura. This causes no offensive or defensive results, however it does occupy the concentration of the given mystic. At this point, any death that may occur nearby will ‘dig a deeper hole’ and allocate greater size in impact. As more entities die within the aura, the more passage of souls, the layers between mortality slim by the puncturing caused by the living meeting death. Once a slaughter is complete, the affected location becomes permanently scarred by such an event. This is all possible by the radiation of ectoplasm, making for the barriers of realms weaker. The aftermath of this is a sort of ‘hole’ dug into the living realm, where the undead are empowered by the lack of resistance they meet by inherently existing and act as though they are the targets of Feeding perpetually as long as they are within the area. The abilities of phantoms are scaled up by their lessened effort to retain form upon the mortal plane in such a way that, for example, ghosts may touch objects and have a greater physical presence. Hindering may be learned by novice necromancers (tier one).


-Hindering is a cantrip ability and does not consume a liturgy slot to cast.
-Hindering cannot be used on people.
-The ritual of creating Hindered land requires the death of ten individuals and at least four mystics.
-Hindered land is a 50 block radius land wherein deadbreath may passively manifest and the living may easily get lost in and undead are perpetually under the effects of Consumption’s Feeding. Additional castings of Feeding or presence of tainted land do not stack effects.
-The passive deadbreath limits visibility to 8 blocks.
-Unlike tainted land, Hindered land cannot be cleared or restored unless ET/LT events take place for a deity or equivalent power to intervene.


Deadbreath - The vaporizing of ectoplasm through one’s skin which produces a thick, opaque fog cloud of varying size.
Deadbreath, the primary inhand spell in mysticism, the purpose of which is very fluid. Deadbreath, as the name implies, is the misty shroud of fog that is related to phantoms and the spirit world. In places where the borders of the spirit realm and overworld are thin, such as Embermoor from Athera, bled with this wet, heavy vapor. It is a visual byproduct of ectoplasm manifesting within the mortal realm, similar to the ghostly radiance that comes from the usage of mysticism and Menhir. A mystic harnesses greater amounts of ectoplasm, making the use of deadbreath almost always single shots unless performed by masters, and attempt to ‘materialize’ it. By doing so their person is enveloped in deadbreath, this eerie mask of rolling mist, and it expels from them like an exhaust. It blocks sight and may allow for a mystic to retreat through the fog or hide, although air evocationists and holy light are capable of purging deadbreath, making it a potentially unreliable manner of escape of even entry. 


Deadbreath may be taught at any tier, however it grows more effective with each passing tier. The amount created depends directly on the amount of ectoplasm the mystic uses to be converted which translates to their level of power. As well, the consistency or effectiveness of the fog depends on the user’s experience with manipulating their spectral substance; early users have their deadbreath easily dismissed, able to be waved away. Greater users have increasingly more stubborn and larger clouds to the point where masters are able to drizzle entire regions with pockets of deadbreath. One thing that remains consistent across all Deadbreaths is its opaque nature to all but wielders of Mysticism or beings borne of ectoplasm. This feature is most often used en masse with other mystics in order to shroud a region and give it a misty aesthetical addition as a form of defense. Mystics of the given tier may cover areas in deadbreath with the radius sizes of:

Tier 1: 1 to 2 blocks.
Tier 2: 3 to 4 blocks.
Tier 3: 5 to 6 blocks.
Tier 4: 7 to 8 blocks.
Tier 5: 9 to 10 blocks.


This radius is expanded by a flat rate of 4 blocks when the deadbreath is manifested in water, turning the liquid entirely opaque and spreading with greater speed and efficiency.

Deadbreath may be learned by novice necromancers (tier one).


-Deadbreath can be waved away at tier 1 with a hand and purged with ease by holy light, abjuration, aeromancy, or Fi’ draining, requires effort by tier 3, and by tier 5 it requires considerable effort to be purged and cannot be dismissed by physical means.
-Being halfway through a tier determines when the latter number applies to the radius.
-Deadbreath requires 3 emotes to perform.


Saturation - The imbuement of ectoplasm into a weapon which, if used to land a killing blow, produces a ghost or graven.
Saturation is the process of imbuing a weapon with ectoplasm so that the person slain with the weapon has a highly increased chance of becoming a phantom upon death. Mystics may also commit kills with Saturation to a menhir wherein a piece of the slain individual is kept within the stone spire to eventually form an apparition once the bank has grown sufficiently large. To form a ghost or graven via saturation requires the express permission of the player being sacrificed, as it is a permanent change to their character, however sacrifices to menhir do not require consent for it does not alter the character. Saturation be learned by apprentice necromancers (tier two).


-Saturation fails upon those who do not OOCly consent to being turned.
-To fail to land the killing blow with a saturated weapon means the casting is wasted.
-Apparitions take 15 kills to create in a menhir; PKs count as 3 kills.
-Saturation requires 2 emotes to perform.


Binding - The manipulation of ectoplasm within a phantom, both asserting dominance over them binding them to a menhir.
Binding is an act which has multiple uses. Most frequently it is used to bind a ghost, graven, or apparition to a given area where they therefore haunt the location of their crib, doing so with stone pillars or monoliths. Objects can be bound too, causing the phantom to haunt whatever is near their given item. While the haunting of a given person is not possible due to the inability to manipulate another’s soul or ectoplasm, a mystic can bind a phantom to an item on someone’s person in order to simulate the idea of mortal haunting. The very act of Binding is performed via a time consuming process of repeatedly funneling one’s ectoplasm into the given pillar or item will strangely act as a magnet and suck in the nearest spectral being within the immediate proximity, or at least their sense of ‘home’. A ghost or graven’s body won’t move, however they will feel the repositioning, and they will feel drawn to linger around the area. Apparitions however most often are thrown into their pillars are almost immediately enter a pseudo-peaceful sleep. When Binding an Apparition, it must already be aligned with the given mystic just like the other phantoms. However while a ghost or Graven are bound to a single obelisk, Apparitions may have large fields of influence that account for their home via multiple cribs which are merely ectoplasm-imbued monoliths that act as fail safes for in case another pillar is destroyed; the Apparition transitions from pillar to pillar within their sphere of influence, menhir which are reinforced by the presence of many souls, soul shadows, and fragments embedded in its crib to make it more physically resilient. The process of destroying a pillar is an odd one, that being because they can be warded by alterationists to be rendered inert, Fi’ can drain them, shamans can lay spirits upon them to rip away the ectoplasm, and since the pillars are actually physical constructs, they can simply be demolished. More often than not the pillars are too thick and sturdy for any usual man of brutish strength can topple one, making constructs such as golems the most useful in purposefully destroying pillars of menhir.


So too are sources of stagnant water cribs for the dead to linger; ponds and lakes contained unto themselves with no outside sources of water flowing in presenting incredible potential for the ambitious coven. Often contained underground to avoid these sorts of dilution, through the process of binding the waters can be imbued with qualities reflecting that of Ebrietaes, a misty glow of incorporeal mist shrouding it and the faces of the dead and damned glimpsed within its depths. Bound and maintained for their potency, these stagnant pools of the dead become powerful conduits for something greater; amassing the souls of those tossed within until a point of great change is reached, the tortured dead lingering within the water gathering to form an apparition.

These hindered bodies of water can be formed above ground as well, making for an often more direct method of fueling them but in turn subjecting them to the elements and the prying eyes of mortals. If not cleansed sooner by the hands of alchemists, holy folk or those particularly motivated with buckets, these above-ground watery graves will lose their potency within an elven month when exposed to any sort of rainfall. Still, a dedicated coven can do much with such a period of time, and an apparition even more should it manifests. 


The appeal of this method is largely in its simplicity of use for the mystics, requiring only one large ritual to prepare the source of water and from that point capable of accepting sacrifices merely by having their dying bodies tossed within; a slit throat is generally suggested to ensure a brief but lingering enough life to allow a full transfer of energies. Other benefits, however, are granted largely to the apparition; most notably that the water from whence it was birthed becomes a conduit for its power, expanding its sphere of influence and making every corpse within subject to its machinations by default. Those who wade into the water are left at the whim of the apparition, only wights capable of entering without fear of the being simply adding them to its pool of souls- though depending on the apparition, it may be safe for Mystics to commune this way. So too can this water be gathered then, imbued with the essence of that which it created, and ingested by the unsuspecting to inflict a curse which beckons them towards its shores no matter where they linger, the apparition’s voice luring them for its consumption. Should one of those infected with the water die while it remains unpassed from their body, their essence is gathered through it and granted to the apparition.


Previously known as handling, this is the act of convincing by force to align under a mystic to assist them. To do so tends to be a last ditch effort for persuasion, for coercion is much easier than expending one’s ectoplasm for mere alliances. As a being with ectoplasm present, most phantoms will be none the wiser and believe a mystic to be another spectral being due to the sensations brought upon by ectoplasm. The act of Binding is where a mystic goes to where a phantom is bound (if bound) or to their current manifestation and expends ectoplasm in a large exodus. This is done with the chance that when sending out their ectoplasm it will do what is needed; intercept the ectoplasm of the phantom. By expelling ectoplasm it acts similarly to spreading paint. When hit the ghost, graven, or even apparition has a probability to be influenced by the interruption of a mystic’s ectoplasm and in turn may be persuaded immediately due to the sudden inclination to agree with the mystic due to the new presence. Only mystics and apparitions are able to perform Binding as expelling one’s ectoplasm is an act of higher power with the spectrum between live and death which only mystics and those of phanom understanding may do. As for the specifics of Binding, it is the attempt to have one’s self inject into the self of those whose identities are weakened. Ectoplasm is able to delve into a phantom just by being ectoplasm and acts as dye among water. However even in success Binding is temporary and the new ectoplasm that phantoms create will dilute the intensity of the mystic’s influence.  


The greater number of mystics who perform Binding together gives the greater chance for success, however only one mystic’s unique ectoplasm will infiltrate the phantom’s and influence it. This can become problematic when mystics cannot discern who has dominance over the given phantom. The higher the tier of mystic and more ectoplasm they expel the higher the chance of the phantom being Handled, doing so with a /roll command. They should be performed with:

Tier 1: /roll 20, success is 16 and up
Tier 2: /roll 20, success is 13 and up
Tier 3: /roll 20, success is 10 and up
Tier 4: /roll 20, success is 7 and up
Tier 5: /roll 20, success is 4 and up

Binding may be learned by adept necromancers (tier three).


-Binding to assert dominance only lasts for a year (an IRL week).
-Only one phantom may be bound to a given menhir.
-Binding requires 5 emotes to perform.


Draining - The siphoning of ectoplasm from a phantom used to restore liturgy slots at the cost of the phantom’s vitality.
Through a process akin to Hindering, ectoplasm can be used to throw a metaphorical net towards the soul of a phantom and fish our more ectoplasm than what was spent. In doing so a user can draw ectoplasm from phantoms to replenish their own at the cost of the phantom, weakening them until theirs regenerates or they die. Should a phantom be drained three times they lose their ectoplasm entirely and demanifest, dying until their soul shadow relocates and regenerates with times as persistent shadows do. Draining may be learned by expert necromancers (tier four).


-To drain the same phantom 3 times means to demanifest them.
-Draining restores no more than 2 liturgy slots; one for the casting of Draining and one additional slot.
-Draining requires 2 emotes to cast.


Walling - The creation of a temporary and near impenetrable, invisible barrier of ectoplasm like a shield of glass.
Walling, a feat previously only known to apparitions, has become a tool of defense and subterfuge for those who have made the proper sacrifices of themselves and their minds. This spell is the second of battlefield shaping defenses known to the realm past the shields of Arcanism. This liturgy is an exhausting one. Unlike any other known liturgy of the time, Walling consumes two portions of ectoplasm from the mystic’s pool rather than one.


A mystic, with their ectoplasmic limb conjured, may expel ectoplasm to fashion a barrier in front of themselves or around them in a bubble. The mystic must concentrate to maintain this barrier for a set duration of ten minutes or roughly ten to twelve emotes in RP -- whichever takes longer to occur -- or end it early by ending their hold on the ectoplasm or moving their ectoplasmic limb. Should their ectoplasmic limb be attacked, moved, or otherwise disturbed and not pointed at the wall or top of the bubble the shield will splinter and dissolve. The composition of this barrier is equal to a solid, half inch of ferrum -- an equivalent to Paleknight armor yet not stone -- and may only be penetrated through an extensive show of deific power or immense physical harm to dispel the ectoplasm. A drill of holy light, a Fi' practioner's antimagic, or anything which could bend, warp, and eventually puncture half an inch of iron may take four minutes (or roughly four or five emotes IRP, whichever takes longer to occur) to rupture the barrier and break it, otherwise only time may end the barrier. The range of which a mystic may move away from this shield is a total of twenty blocks without blocked line of sight. Should the mystic not be able to see the wall or have their arm faced away from the wall the spell shall end prematurely.

Barrier: A wall shaped of 28 blocks in any shape along one plane. 
Bubble: A fixed bubble of 5 3x3 walls around a 3x3 cube of air within. Its shape cannot be changed.

Walling may be learned by master necromancers (tier five).


-Nothing, not even ethereal phantoms, may pass through Walling shields.
-Walling ends if the mystic’s arm is dropped or disturbed from facing the shield, if their line of sight is blocked, if they move more than 20 blocks away, if 10 minutes or 10-12 emotes pass (whichever is longer), or if a Fi’ mage, holy mage, or some physical force drills into the barrier for four minutes or 5 emotes (whichever is longer).
-Walling requires 2 emotes to create a half person sized barrier or smaller, 3 emotes for a whole person sized barrier or smaller, and 4 emotes to manifest a full shield -- barrier or bubble.
-Walling requires 2 liturgies to perform.


Anchoring - The leashing of a phantom to a phylactery-like menhir wherein the necromancer holds dominion over them.
An advanced iteration of Binding, Anchoring is the act of transferring a ghost or graven’s soul into a menhir shard permanently, buckling down the fleeting, dark thing with chains of ectoplasm. This creates a phylactery of sorts wherein the phantom is offered both protection and a bane; ghosts or gravens who have been Anchored are completely immune to the efforts of Binding by other mystics, both domination and soul replacement, as well as permanent demanifestation from deific arts. However, the phantom is bound outright to the will of the mystic unbreakably and should their menhir-phylactery ever be shattered, a heart-shaped rock, their soul is lost to Ebrietaes and cannot be returned. By taking a shard of a menhir, a mystic may hold the rock in their phantasmal hand and shove it into the chest of the ghost or graven wherein they cast a wavering flow of ectoplasm into the rock and phantom’s core as though Binding by touch; this draws in the soul and locks it into the shard. This process is crippling, paralyzing, and excruciating for the phantom for the supplantation of their soul tears at the ties which bind them to the world and just barely strips them of their unlife. Other mystics may take a ghost or graven’s phylactery and re-Anchor it, effectively dominating the phantom once more and exchanging control from the previous mystic to the new. Walling may be learned by master necromancers (tier five).


-Anchoring requires OOC consent from the phantom player.
-Only ghosts and gravens may be Anchored.
-Should the phylactery ever be destroyed it would result in the permanent death of the phantom.
-While a ghost or graven who is Anchored may be immune to permanent demanifestion by the likes of shamans, clerics, paladins, and ascended, they are not immune to their damage and may still be temporarily slain wherein they merely rise again from their phylactery.
-Anchoring requires 2 liturgies to perform.
-The Anchor of a phantom undergoing transition to Eidolon is required of the necromancer heading said ritual.


Sacraments of Mysticism

Ephemeral Soul - The incineration of a body slain by failed permanent Saturation produces a gloaming orb of undead light.
Dubbed will-o’-wisps, roaming, thoughtless, bumbling orbs of translucent and dim light, the ashes of those killed by a casting of mysticism’s saturation bleeds out fluttering, phantasmal undead glows like embers crackling off a dying bonfire. These fleeting, wandering wisps do naught but wander and drift, floating along with no mind to drive them and no body to store them. Anchored to their collected ashes, usually stored in tucked away urns and vases, wisps light often flitter about areas where necromancers linger such as catacombs, Hindered or tainted land, or sometimes areas marked as necromancer territory. Harmless and sometimes playful but usually dreary, these lights bounce around and lazily flutter about until their eventual demise when their ashes are broken free from whatever stores them or emptied onto the ground where they are made inert and the lingering soul and its fragments are cast back into Ebrietaes to rest.


-Ephemeral Soul can be performed by any mystic; merely burn the corpse of someone slain by Saturation and store their ashes and will-o’-wisps will appear to haunt the area.
-No more than six wisps may come from one body, usually ranging from two to four.
-Wisps are completely and utterly harmless and cannot interact with the world nor can the world interact with them.
-Holy magic, Fi’, shamanic spirits, and alterationist abjuration may all purge wisps and dispel them however unless their ashes are disturbed they will merely return over time.


Rebirth - Transitioning a ghost into a graven or vice versa via the realignment of its ectoplasm.
The phantom dead are maliabe creatures. Their spectral makeup can be re-sewn by Mystics through ritual, either compacting it into the stronger - and restricted - graven form or adversely shaking it free to form the versatile - albeit weaker - shell of a ghost. These sacraments are done at the cost of meticulously spent time and energy for Mystics as well as immense physical turmoil to the phantom in question, causing the rite to be performed sparingly.


-Can be performed by a singular T3  Mystic at the cost of 2 liturgy slots
-Due to the immense stress put upon their soul shadow, an individual Ghost/ Graven can only undergo the ritual once a month. More frequent ritual attempts would unfurl the spectre’s bonds and result in permanent demanifestation (PK)
-Requires OOC consent of the Ghost/Graven
-Requires relevant CA to keep MT updated 








The forging of wicked spells and empowered artifacts to corrupt land, inflict upon foes illness, or wield as unsound weaponry, Bewitchment allows necromancers to lay of hexes upon objects, curses upon people, taint upon land, and disease upon them all. Known as hexers, these jinxes allow necromancers to twist and stagnate lifeforce and ectoplasm in the form of Hexing, Cursing, Tainting, and Affliction.




Should an individual merely dabble in necromancy and only know Bewitchment they may keep their physique intact so long as they do not use the art more than once a year (every IRL week). If the necromancer delves deeper into other areas of the black craft or use their art more often they will wither to the frailty of a Void mage. 


Hexing - The ensnaring of a polygeist from Ebrietaes with ectoplasm to craft a wretched, black relic which may pull properties from other dark arts. 
Necromancers may open minute, ethereal doors to a weary dreamscape, an accursed fool’s paradise. This is the land of the deadrealm; the Soul Stream, Ebrietæs. Distorted, dead, and dreary are the souls lost outside of the Relative Center in the warped and shaken plains, crags, swamps, and ruin of the afterlife; the despair of limbo is all that lies beyond the paths guided by Aeriel beyond all but one other: home. Dubbed polygeists, the name encompasses any spirit within Ebrietæs that finds home outside the Relative Center and thus any spirit that lingers in the wastes rather than move into the hub and find their sought comfort. For polygeists, their home is nothing but a cage. The very presence of being within the Soul Stream and outside the Relative Center spells for uncontrollable, constant, and acute emotions of sorrow, longing, heartache, despair, and anguish. It is thus that the residents of the realm may, if given the chance, seek to flee at any cost. Through unknown machinations do some souls return, returning to the mortal realm as ghosts or gravens, others being intentionally abducted from the Soul Stream by necrotic means of revival or by the intrusion of deities. However, some souls find themselves unable to manifest as phantoms and no mortal souls nor immortals on the living side or otherwise seem to care to return these forlorn and forgotten memories, adrift in their own doom instead. 


Where lifeforce cannot be conducted by any inanimate object other than aurum ectoplasm may and where a mere cloud of lifeforce cannot offer a crib to anchor a soul in, ectoplasm may; items as their conduits, necromancers may create pacts with polygeists through their tiny doors to Ebrietaes and through them they may offer thin, quivering strings of lifeforce laced with minute amounts of mana, forming fleeting ectoplasm and just enough to bear a polygeist. As if fishing, the string and hook is laid but the bait is, tragically so, happy, lively, and cherished memories of the necromancer. By sacrificing the joy of the memory in an ethereal covenant with the polygeist, the necromancer draws them through Ebrietaes and lays their soul into an object -- a cup, a mirror, a sword, a belt, a skull, anything that is an object and no larger than five meters in any one direction -- wherein the pact is sealed and the artifact is made. The use of this lure is to draw the envy and lust of the polygeist contacted; in their world of misery and condemnation, they seek relief. For a polygeist the only way they may find comfort is by temporarily discharging their hateful suffering onto that which does not possess their curse of suffering, meaning undead and the maker of the hex are immune to their effects. The dealings are mental and written in invisible, ectoplasmic script upon the object able to be read only by other hexers to understand the properties of the hex.


Hexed objects haunted by polygeists may manifest a host of many different traits. Similarities between all hexes is that the polygeist haunting the object will attempt to inflict some form of negative effects upon any entity that touches the object depending on the attitude of the spirit as some spirits prefer to wait and surprise their victims. The use of these effects soothes the spirit because they displace their own torment onto another, temporarily stripping them of their pain and bringing a high-like sense of pleasure. Polygeists also garner the same pleasure and sense of fulfillment when negative effects are brought onto others by their influence, not just upon the first and immediate person to encounter a hexed object. These spirits, for the most part, are very malicious. While inflicting powers similar to ghosts in regards to their outer effects, some hexes whispering and shifting objects around them passively, polygeists also instill physical powers akin to gravens. Hexed objects are resilient to physical blows as gravens are and, in turn, are all harmed in far greater scales by gold or enchanted weaponry as well as alteration, shamanism, holy magic, and Fi’ magic. As well, hexed objects tend to appear corroded, worn, scratched, cracked, etc. and are never beautiful, sparking clean, or illustrious. A blade may appear chipped and rusted while a mirror may appear cracked with patches of wear.


The names of polygeists -- fettergeists, grievegeists, ragegeists, etc. -- are insubstantial names that summarize the aspect or theme to that given geist. A ragegeist is characterized as a turbulent, rumbling, and riled spirit whilst a gloomgeist is a somber, dull, and clouded spirit. There are no limits on the names as they are generally insignificant; the only name that is important is the single one which unifies all of these phantoms, that being “polygeist”. There is no single spirit that is a polygeist, rather some form of geist. Poly- is a root used to describe their numerous nature. Their leading core -- the word that summarizes them and gives them their name -- is akin to a flavor; their functions are all similar, if not the same. However, some polygeists are the late spirits of powerful dark artists and should another dark art practitioner join in the making of a hex by sacrificing some of their fresh blood they may create a jinxed object with properties from another dark art. Hexes last until their trigger ends and some hexes do not trigger immediately, either the geist waits a set amount of time or it is triggered by incantation.

Tier 1: minor hexes
Tier 2: additional hexable materials
Tier 3: major hexes
Tier 4: additional hex triggers, dark art hexing
Tier 5: additional hex durability (3x rather than 2x)

Minor hexes:
-Grievegeist: incites sorrow and hopelessness, requires a trigger for 2 emotes.
-Gauntgeist: incites eating disorders, requires a trigger for 1 emote.
-Ragegeist: incites hostility and irritability, requires a trigger for 2 emote.
-Hollowgeist: incites apathy and jadedness, requires a trigger for 2 emote.
-Fazzlegeist: incites confusion and the inability to concentrate, requires a trigger for 1 emote.
-Fervorgeist: incites fanaticism and zealotry, requires a trigger for 2 emotes.
-Shamegeist: incites self-loathing and shame, requires a trigger for 1 emote.
-Muddlegeist: incites forgetfulness and jumbled speech, requires a trigger for 1 emote.
-Greedgeist: incites avarice, requires a trigger for 1 emote.
-Flamegeist: incites feelings of burning, requires a trigger for 1 emote.


Major hexes:
-Cagegeist: causes immobilization and paralysis via forcing the individual into a coma-like state, requires a trigger for 4 emotes. 
-Pridegeist: causes immense arrogance to the point of violence to protect pride, requires a trigger for 3 emotes.
-Frightgeist: causes extreme paranoia and fear likely to the point of fleeing or freezing in fright, requires a trigger for 3 emotes. 
-Hungergeist: causes intense, agitating hunger for meat, fresh or otherwise, which cannot be sated, requires a trigger for 3 emotes. 
-Terrorgeist: causes intense, vivid, and terrifying nightmares to the individual once they fall asleep, requires a trigger for 2 emotes.
-Tormentgeist: causes acute, singing, amplified pain where it is triggered (where it touches, eyes if seen, ears if heard, stomach if ingested), requires a trigger for 2 emotes.


Hexable materials:
-Any material (tier 2+)


Hex triggers:
-Sight (tier 4+)
-Incantation (tier 4+)
-Ingestion (tier 4+)


-Hexed objects cannot be larger than 5 blocks in any direction.
-The durability of a hex reinforces the physical object by two times its material components; metal hexes are incredibly durable but not invincible.
-A necromancer may only make a hex once ever IRL week due to its exhausting nature.
-To purge a hex it may simply be physically broken through greater feats of strength otherwise a minor hexes require 1 competent holy mage, Fi’ practitioner, shaman, or abjurationist and major hexes require 2 competent holy mages, Fi’ practitioners, shamans, or abjurationists to break. Should a hex break the pact between the polygeist and the necromancer is broken and their wagered memory returns to them.
-Hexing requires 1 emote per tier to craft and 2 emotes to finalize.
-Should a necromancer run out of joyful, lively, happy, or cherished memories to offer polygeists they cannot make more hexes until they create a new memory.
-Unique hexes and hexes made with other dark arts require MArt approval and can be taught to other necromancers.


Cursing - The awakening of soul shadows within others to engineer specific, acute curses which target the mind or body. 
A curse is a wretched thing, a jinx laid upon the living so they may suffer and nothing more. They are the product of a soul shadow being awoken in a living body outside the dark origins of the necromancer’s own signature, allowing for curses to be engineered in others rather than put upon one’s self through playing dead. To reinforce the durability of a curse and thus making it more powerful by being less able to be burned through either by purging by holy means or sweated out by mundane means is to sacrifice bodies’ worth of lifeforce in the making of the jinx to strengthen it. Curses, engineerings of lifeforce, may be laid via touch from a necromancer’s pale, frail hand to skin or through 48 meter range (shout distance) wherein a piece of significant relation to the victim may be used as a conduit -- this may include but is not limited to favored trinkets, hair, skin, bones, nails, or other such objects. 


 Curses may range from blindness, deafness, madness -- paranoia, hallucinations, illusions of grandeur -- impotence, lethargy, leprosy, cancer, etc. To be purified curses require a number of holy mages equal to half the number of necromancers plus the number of sacrifices used who laid the curse appropriate to tier. Others can be undone through unorthodox means such as ‘sweating out’ a curse or exhausting it. Whole lineages can be cursed in such a way where multiple people are cursed at once and children they bear befall the same fate; a group of five necromancers can come together to conduct a ritual to gift the lifeforce of four to one who may engineer the curse who may then lay it upon a patriarch or matriarch of the family or through a treasured, priceless family heirloom of importance. Whole family curses are limited to tier 2 and below curses. MArts may be applied to for more creative curses which are not listed in the examples above. A curse is set on an individual much like an affliction, though its purposes are more specifically destructive. Curses last a year and a day (1 IRL week) before fading unless purged or sweated out.


Sweating out a curse entails making the severity of its symptoms worse rather than trying to alleviate them after identifying the problem as a curse; wearing an exceptionally tight hat and staring into the sun whilst having a migraine will, after prolonged treatment of a full day, cause the curse to break for it is ‘sweated out’. Only minor curses can be sweated out and not all curses can be such as attempting to cure a mild manic episode however creative remedies may be applied and attempted; refer to the necromancer who laid the curse for the viability of sweating it out.

Tier 1: minor physical curses
Tier 2: minor mental curses
Tier 3: additional year to curse durations, ability to perform ranged curses
Tier 4: major physical curses
Tier 5: major mental curses

Minor physical curses:
-Mild lethargy
-Sensory impairment (mild loss of vision, hearing, taste, touch, smell, etc)
-Small, benign tumors / moles
-Mild leprosy
-Mild skin disorders (acne, cold sores, blisters, hives, rosacea, eczema, cellulitis, vitiligo, warts, etc)
-Mild, annoying migraines


Minor mental curses:
-Mild hallucinations (benign, unusual, confusing)
-Mild delusions (benign, unusual, confusing)
-Mild anxiety (social, performance, generalized, etc)
-Mild depression (seasonal affective, bipolar, persistent/dysthymia)
-Mild manic episodes


Major physical curses:
-Severe lethargy
-Sensory removal (blindness, deafness, inability to taste, touch, smell, etc)
-Severe leprosy
-Severe skin disorders (acne, cold sores, blisters, hives, rosacea, eczema, cellulitis, vitiligo, warts, etc)
-Severe, crippling migraines


Major mental curses:
-Severe hallucinations (malicious, terrifying, oppressive)
-Severe delusions (harsh, crippling, oppressive)
-Severe anxiety (social, performance, generalized, etc)
-Severe depression (seasonal affective, bipolar, persistent/major)
-Severe manic episodes


-Curses only last 1 IRL week before fading unless they are purged or sweated out to be removed or are extended by being tier 3 or higher.
-A necromancer may only make a curse once ever IRL week due to its exhausting nature.
-To purge a curse its durability by the number of necromancers and sacrificial bodies’ worth of lifeforce used in its making -- meaning 3 necromancers and 3 sacrifices creates a curse with a durability of 6 -- requires half that number of competent holy mages to heal -- in the example case, 3 holy mages.
-Cursing requires 1 emote per tier to craft and 2 emotes to implant via touch -- requiring skin contact -- or 4 emotes to implant upon an object closely related to the individual but halves the tier (rounded down) of the curse and its duration.
-Unique curses require MArt approval and can be taught to other necromancers.
-All physical curses, if able to be cured or treated by medicine, can be.
-A cursed family will only bear cursed children if they born within the curse’s lifetime.
-Any curse victim may opt to have their curse become permanent with their own explicit OOC permission; such can be useful for character development. 


Tainting - The malformation of lifeforce or ectoplasm in plants and land to turn the natural life into caustic, ill , cancerous growth or haunted, bedeviled terrain. 
Where there was once a prosperous, thick veld which melted into a verdant marsh where the Evertide keep rose instead laid a gnarled wood thick with bramble and leafless, dry shrubs which sank down into a stinking mire thick with dead, soggy trees and thorny, sprawling branches. Where there was once an illustrious castle whose white walls shone with sunlight in the day and moonlight at night, towers tall and gardens well tended instead laid a ruinous citadel, bleak and drab like a lifeless corpse whose garden overtook its walls and no amount of light can pierce the everpresent, gloomy clouds and persistent, drizzling rainfall. Such is the work of Tainting, the twisting of lifeforce into a plague upon a region which may incite darkness, overgrowth, sickness, and gloom. It is like a lingering storm, always brewing and churning while cool winds slip in and the rain chills. It licks at the mind, tickles the body, and invites blackness all around. Undead and necromancers, themselves malformations of lifeforce, are immune to the effects of Tainted land and thus often layer their homes with Taint to guard themselves against trespassers. Taint may be grown and spread with additional castings.


The body does not rest easy in Tainted land for it cannot be at ease when all life around it is off kilter and twisted. No sleep is restful in terrain plagued by Taint and it is an especially risky ordeal for the power of lesser spirits such as will-o’-wisps are empowered by the chaotic lifeforce, able to feed off of those who slumber by siphoning their vitality and leaving them lethargic upon wake. Should such wisps be disturbed while on Tainted land they may produce a static-like shock and zap those who would seek to pester them but to no real damaging effect beyond a short and fleeting electrocution. Ailments, illness, sickness, and disease of all sorts linger in the body for twice as long in Tainted land for the world around the ill will not accept their leaking lifeforce and so it dances around them to haunt them like a mindless, invisible spectre or a proverbial raincloud which darkens their path.


When the body does not rest easy nor can the mind. Sickness of the mind creeps into those who linger in Tainted land for more than mere hours for the curling, roiling lifeforce of the land aims to sink into the body and twist it as it is, Tainted. Mental disorders commonly develop and bud in those who dwell in Tainted land and most common among them are bouts of depression and manic episodes which only subside once the individual has left the land for more than season (an IRL day).


Tainted land is a breeding ground for darkness for it is weak and susceptible to invasion, an easy target for dark forces. Ranging from demonic inferis invasions come to consume and burn, the rise of rogue apparitions come to haunt and defile, to random and spontaneous reanimations of the dead and more, dark forces find Tainted land to be territory easily claimed. 

Tier 1: 3 block radius Taint
Tier 2: 6 block radius Taint
Tier 3: 9 block radius Taint, double durability
Tier 4: 12 block radius Taint
Tier 5: 15 block radius Taint


-To purge Tainted land its durability by the number of necromancers and sacrificial bodies’ worth of lifeforce used in its making -- meaning 1 tier 2 necromancer, 1 tier 3 necromancer, and 3 sacrifices creates a curse with a durability of 6 -- requires half that number of competent holy mages to heal -- in the example case, 3 holy mages. Every necromancer tier 3 and above counts as 2 necromancers.
-Tainting requires 1 emote per tier to craft and 2 emotes to implant via touch.
-Farseers and druids are particularly adept at clearing tainted land.
-Mental disorders derived from living on tainted land is up to the player as to how they develop and to what severity.
-Curses, Afflictions, and naturally-borne sickness last for twice as long when an individual lingers in tainted land.
-Will-o’-wisp shocks cannot kill nor can their drain which only invite lethargy to those who sleep in Tainted land.
-Symbols of faith, deity-powered or mundane, help ward off the effects of Tainted land but be wary lest one slip into fanaticism. Being of strong willpower can help delay mental and physical symptoms but lingering for more than an IRL day will bring them on assuredly. 
-The darkness invited in Tainted land are entirely up to ET/LT as to what those events are, be they inferis invasions, rogue apparitions, spontaneous reanimations, or something else.


Affliction - The braiding of lifeforce to lace diseases into a necromancer’s hand which may then deliver a touch of sickness.
Akin to the taint of yore, necromancers may lay Afflictions upon objects, people, or land and by doing so may cripple them with illness. This involves the elaborate, careful crafting of diseases by which are applied by prolonged touch in order to implant. They are aggressive, crippling banes borne of hungering, gnawing lifeforce which may infect food which may induce violent vomiting if ingested, a blade which saturates wounds drawn with it with infection and pus, a woman afflicted with whooping cough, a field sewn with blight and plant-death, or a well infected with skin-eating disease. Affliction may be learned by expert necromancers (tier four).


-Afflictions last for 1 IRL week when cast but may increase 1 week per additional necromancer or whole body worth of lifeforce, maxing out at 1 IRL month.
-Afflictions may include any mundane disease or more unique, creative diseases may be applied for via MArt.
-Afflictions require 4 emotes to craft and 2 emotes to apply via touch, requiring skin contact if upon a person.
-Diseases may or may not be contagious depending on their mundane properties.
-Exceptionally rare diseases cannot be used unless MArt approved.





Orchestrating divinations through ritual, either to look into the Soul Stream, Ebrietaes, and commune with the fallen or to force knowledge from the remains of the dead, necromancers of Vivification often operate as black priests, gypsies, and psychics known as clairvoyants. These necromancers hold dominion over the knowledge and presence of spirits, capable of inflicting hauntings and banishing phantoms as with reaching into the infinities of Ebrietaes and receiving amorphous visions. This takes the form of Clairvoyance, Seance, Banishment, Possession, and Beseech. 






Clairvoyance - Scouring Ebrietas for its endless swathes of lost knowledge to bolster the Necromancer’s own to foresee an ever shifting possibility of the future.
The eternities of damnation for the polygeists of the Soul Stream hold the secrets to the future, gems of foresight or mad, raving prophecies of what might be. Necromancers may utilize their juxtaposed ability to commune with polygeists in order to glimpse their thoughts -- storms raging around them saturated with acute emotion and tangible despair -- to garner visions upon the possible future. Such visions are rarely accurate but they are realistic, convincing, and potentially true. Once perceived through any sense, usually through deep meditation (though also through a plethora of other means such as stargazing or palm reading), visions may come on involuntarily relating to a prophecy to add to its detail usually in dreams or when the necromancer encounters something relating to the Clairvoyance. Predictions drill into the mind of clairvoyants, something they can not easily predict; a necromancer who foresees a flood may have visions triggered by the sight of a waterfall or the spilling of a glass of water.


Whilst many visions contradict each other, some may be consistent - be they from the same soul’s source or mere coincidence - between clairvoyants of any skill or creed. Advanced clairvoyants may also invite others to spectate their visions, bringing them to watch the unfolding of events either by co-operation, willing visions into the dreams of sleeping individuals through touch or via scrying. Crystal balls, scrying pools, thick fog or other faux tapestries are usually used by clairvoyants in this sense to project what they see in a manner similar to a Seance, without directly influencing the physical world.


Clairvoyance is among the most dangerous of spells in necromancy for it opens a clairvoyant to the turbulent mental whirlwind that are polygeists in Ebrietaes; to listen to their whispers, frantic and incoherent, can be maddening. There is risk of severe mental impact upon a necromancer and should they not be well practiced enough they may induce random mental disorders upon themself. Excessive communion with dead increases the risk.

Tier 1: /roll 20, 19+ no effect. 18 and below incites a random major mental curse (roll for 1-6)
Tier 2: /roll 20, 16+ no effect. 15 and below incites a random major or minor mental curse (roll for 1-11)
Tier 3: /roll 20, 13+ no effect. 12 and below incites a random major or minor mental curse (roll for 1-11)
Tier 4: /roll 20, 10+ no effect. 9 and below incites a random minor mental curse (roll for 1-5)
Tier 5: /roll 20, 7+ no effect. 6 and below incites a random minor mental curse (roll for 1-5)

Clairvoyance may be learned by novice necromancers (tier one).


-Predictions may come true via ET/LT involvement, an opportunity for events to be detailed and informed via prophecy, be that end-of-map events to eventline scenarios or they may be validated through OOC finagling but only for smaller scale prophecies such as an individual death or some form of destruction, or they may come true through player cooperation.
-Curse effects derived from Clairvoyance only last for two IRL days. 
-In the case of sharing visions via scrying or otherwise, only the necromancer conducting the vision is subject to the downsides of Clairvoyance and can not use the spell as a means of inflicting harm or curses upon others. This furtheremore would not force others to share the Clairvoyant’s interpretation of the future, visions only seen as hyper-realistic to those conducting them.
-Multiple necromancers experiencing the same vision through Clairvoyance will in no way add to its OOC validity as a ‘true’ version of the future, though visions may be offered (though not forced) to be seen across Clairvoyants by forum posts proclaiming this fate or ET/LT means of communication.
-Visions can not be used to excuse metagaming and the transfer of knowledge from OOC to IC is forbidden. Any IC visions with a basis on OOC fact regarding other characters will require the consent of all players whose characters are involved, lest the knowledge already be held by the necromancer IC. In this regard it is suggested the date/time of visions conducted is recorded in the chance event that roleplay proves them true at a later date and accusations of metagaming may be made.
-Visions can not be used to provide characters with knowledge such as magics, feats or alchemical recipes without the express consent of the LT. 


Beseech - A cruel act of brief resurrection, hauling a soul back to its decaying remnant form for the purpose of interrogation or the internal use to hide one’s self as no more than a cadaver.
By reaching deep into the fleeing lifeforce of a corpse, a fresh cadaver whose soul is wandering from their body and their juices split, a necromancer may touch on the empty shell left behind and awaken a looming darkness within; a soul shadow may be temporarily resurrected of the dead, returning a false imprint of their consciousness back into their body provided their skull is intact, and from it their disembodied voice may return. So long as the necromancer maintains their black sorcery, constantly draining them of lifeforce, they may take up a conversation with the newly lost. The longer the talk, the more lifeforce is consumed, and quick talk serves most efficient. These awoken shadows cannot learn new information to carry on to their next life should they be revived by the Monks nor do they remember any part of the conversation. The process of being risen briefly as shattered parcel of a soul is an excruciating thing and the time spent risen is agonizing for corpse’s soul thus it is often found that corpses spew the truth to end their suffering to appease questioners, however lying to sate a questioner’s prying is also common. A necromancer cannot force conversation or truth, only pry for information.


In the same manner of awakening a soul shadow in a corpse, a necromancer may awaken a temporary soul shadow in themself. Akin to welcoming a phantom into one's body for possession or holding one's breath underwater, the necromancer casting this spell of false death loses control of their body and become disfigured as a corpse may; fresh and pale, rotten and worm-eaten, or bare and skeletal, a necromancer may appear in any way the dead may and play as them too. Beseech may be learned by apprentice necromancers (tier two).


-A necromancer can only ask a total of three questions before a volume of lifeforce equating a liturgy is consumed, at which point they will continue to consume further liturgies if they wish to continue their interrogation.
-Whilst corpse-like and playing dead, necromancers cannot speak above a whisper or move with any degree of quickness until they cast off the guise. It lasts as long as they can concentrate to hold the visage.
-Beseeching can not be used to provide characters with knowledge such as magics, feats or alchemical recipes without the express consent of the LT. 


Seance - Reaching out into Ebrietas and beyond, communing with the dead in varying fates to varying degrees of difficulty.
There is much to be garnered from the dead, for it is often they who hold the darkest secrets. Necromancers tap into this well of mystery by manipulating their own lifeforce through their door to the Soul Stream and consequently Ebrietaes. They may conduct a Seance by temporarily building a bridge of communication between the lands of the living and dead with intent. This is often assisted by sacrifices as a means of both fuelling a necromancer’s Seance and pinpointing individuals in fates beyond the Ebrietaes. For example, a Paladin may be sacrificed in order to establish brief contact with a soul now lingering in Xan’s realm by tracing its link to the associated aengul. The same can be said of Shamans and the ancestral spirits of Stargush'Stroh or a craftsman and Garumdir’s realm and so on. Depending on the strength of the bond established, something dictated by both the amount of lifeforce committed by the clairvoyant and the cooperation of the petitioned dead during a Seance, a spirit may choose to lend their efforts in constructing a faded avatar of ectoplasm for the ritual’s duration. This manifestation is notably frail, without any influence upon the material plane bar it’s appearance as a host for the spirit to speak through.


An erratic form of communion, Seances have no requirement for the remains of the person sought nor the time with which they may be spoken, they are subject to the trickery of geists depending on what the necromancer has contributed to the ritual in both sacrifices - animal or descendant - and lifeforce. Perhaps simply as agents of chaos, desperate souls seeking brief solace from the wastes of unlife or even vengeful spirits meaning to single out those that wronged them when living, geists are attracted to seances like moths to a flame. They are prone to impersonating the necromancer’s target and giving false information for their own motives, usually to the necromancer’s own downfall. Crafting a harpoon of lifeforce, clairvoyants spear their prey most easily with a whole body’s worth of lifeforce and reel in their catch albeit it is not always what they think.


Basic Seance - liturgy slot, +2 to roll if animal sacrifice is used - can only locate inhabitants of Ebrietaes.
Tier 1: /roll 20, rolls 19 and below result in either locating a random spirit or the target spirit impersonated by a geist. 
Tier 2: /roll 20, rolls 17 and below result in either locating a random spirit or the target spirit impersonated by a geist. 
Tier 3: /roll 20, rolls 15 and below result in either locating a random spirit or the target spirit impersonated by a geist. 
Tier 4: /roll 20, rolls 13 and below result in either locating a random spirit or the target spirit impersonated by a geist.
Tier 5: /roll 20, rolls 11 and below result in either locating a random spirit or the target spirit impersonated by a geist.


Advanced Seance - liturgy slot, descendant sacrifice - can locate souls beyond Ebrietaes with fate-specific sacrifices. 
Tier 1: /roll 20, rolls 9 and below result in either locating a random spirit or the target spirit impersonated by a geist.  
Tier 2: /roll 20, rolls 8 and below result in either locating a random spirit or the target spirit impersonated by a geist.   
Tier 3: /roll 20, rolls 7 and below result in either locating a random spirit or the target spirit impersonated by a geist.  
Tier 4: /roll 20, rolls 6 and below result in either locating a random spirit or the target spirit impersonated by a geist.   
Tier 5: /roll 20, rolls 5 and below result in either locating a random spirit or the target spirit impersonated by a geist.   

Seance may be learned by adept necromancers (tier three).


-Seances can not be used to provide characters with knowledge such as magics, feats or alchemical recipes without the express consent of the LT.
-PKed characters sought to be met in Seances must be individuals who would be in Ebrietaes -- dark mages, dark creatures, tainted individuals, and other such people scorned by Aeriel -- unless sought in an Advanced Seance and require OOC consent from the player of the late character who would in turn answer questions or hold conversation temporarily as that character.
-Impersonations or random polygeists often attempt to insight grief, woe, infighting, or conflict and will thus tell those who summon them harmful, inflammatory, and insidious things in hopes of bringing mental strife in order to ease their own. Some play their part more discretely than others but their goal is to bring harm and damage to those present at a Seance.


Banishment- Ridding the world of disembodied dead, be they hidden in objects, people, or freely roaming the land as ethereal beings.
With numerous methods of crafting, twisting, and engineering lifeforce into foul things of dark sorcery, there are few who can rightfully undo those works without divine or alchemical aid. Such is the power of a clairvoyant’s Banishment, a spell made to unmake. Polygeists hidden in objects through Hexing, soul shadows awoken in the living in Cursing, ghosts, gravens, and even the likes of wights are not safe. Banishment may purge the possessed, menhir of their stored souls, and objects should a phantom be bound to it. The more advanced the clairvoyant the more often they can withstand the harrowing scream of the dead they cast back into Ebrietaes and in turn the more often they can cast Banishment again.

Tier 3: Once every 3 days
Tier 4: Once every 2 days
Tier 5: Once every day

Banishment may be learned by adept necromancers (tier three).


-Banishment is applied through touch only.
-Banishment can only demanifest ghosts, gravens, and unhusked Wights with 2 castings rather than just 1. The first casting weakens the phantom as though they were slashed with an aurum weapon. Demanifestation PKs require OOC consent.
-Banishment requires 4 emotes to be performed.


Possession- Means of escape from their tortured existence, a geist might be called upon by a clairvoyant to briefly inhabit a living host.
Polygeists are entities of suffering, souls who died dark and in death marinate in that same darkness. It is their curse in Ebrietaes to stew in pure, acute woe which addles their minds and peels their soul open to make it even more vulnerable to pain. As damned folk, geists have one solace, one salvation; to hurt others and displace their own anguish relieves a polygeist temporarily in a fleeting high. With this, when geists are summoned from Ebrietaes and thrown into mortals either via touch or an eye-bite, nearby eye contact for the eyes are windows into the soul, torment is the life of the possessed. Those of strong will power may fight off geists and their mental and bodily torture but it is a struggle nonetheless. Possession most often serves as a manner of distraction or interrogation, the necromancer promising relief if questions are answered or so the necromancer may flee.


Unlike the covenants hexers may settle with geists, clairvoyants have no such power to influence them when using Possession and thus cannot control what the geist does, only inflict or release it. There is no loyalty between a clairvoyant and a geist for they are of their own sentience and inducing pain is all that quells their own. Possession may be learned by expert necromancers (tier four).


-Possession only works on non-undead.
-Clairvoyants may only have one active Possession at a time.
-Possession requires 3 emotes to prepare and 1 to apply and are able to be inflicted solely through touch or eye contact within 10 blocks. The gap between preparing and applying Possession disallows the casting of other magic but may otherwise be maintained indefinitely until dispelled or until the Possession is inflicted.
-Possession lasts for 4 emotes for those who can actively fight against the geist by trying to restrain themselves and keep their minds calm but the more they play into the chaos the longer the geist lingers, making those beaten and of weak mental standing easy prey. Possession lasts, at maximum, 8 emotes.






“Bone cold, sun dead, unlife eternal. Pale, o’so pale.”
Mthyul Tlan, the Waking Synod


There are secrets of antiquity hidden in the shadows of the world, things bleak and wrought of sorrow not meant to see the light of day; they are black, built on debauchery and sin, touched by Ebrietaes and hidden in the dark for a reason. Among such wicked knowledge, sorcery no less, lie accounts of forlorn and vile things, creatures steeped in madness and who were brought to their waking damnation by craven thirst for power or bold desire to serve death. Of grief and woe, these are wights, folk who straddle the grave for principles beyond sanity or wisdom.


Wights are the peak of necromancy, both necromancers themselves and embodiments of its black magic. What they make in devilry and the occult they forsake much of their humanity, sanity, and self as with a slew of banes and vulnerabilities; each and every wight is a tragic character, truly, for the damnation they suffer is entirely voluntary.






Creation - The potential birth and consumption and realization of an apparition by a necromancer petrify their bodies into stone statues which the wight projects from.
Spawned through witchcraft and murder or natural creation, an apparition is the conduit of transformation for the making of wights. Requiring a necromancer with Resurrection and a necromancer with Mysticism, one to cast a bastardization of Reanimation and other for a variant of Binding, the wight creation ritual firstly must have an apparition to start the process. The apparition must be weakened and nearly incapacitated, requiring extensive battle usually with aurum weaponry and draining spellcraft, and once brought low a mystic must oscillate a flow of ectoplasm through the apparition and into a target master necromancer who is intended to become a wight. Once the apparition has been bound a weaver must attempt to awaken a soul shadow within the target master necromancer, sparking life in the nearly slain phantom within which in turn extinguishes the apparition and draws them into the body of the to-be wight. In doing so immense, crippling weakness overcomes the master necromancer which intensifies over the course of a year and a day (IRL week) as the apparition, locked in Ebrietaes and tethered to the master necromancer, cements its hold and the ritual nears completion. After an IRL day of the event the character can no longer walk, after two the character cannot speak, and after three the character cannot be played during that IRL week. The necromancer must nonetheless be cared for by others lest they be left to starve or, perhaps, be betrayed and slain. In this state the necromancer is incredibly vulnerable and if attacked would likely die and due to their fragile soul state would be shattered into nothingness, being absorbed by the apparition which would then rupture from their body. During the last month of the transformation life begins to strip from the necromancer as their body begins to calcify and set, fading into hard stone, grey and lifeless. Once the ritual has completed and the year and day has passed, the master necromancer has completely turned to stone, a perfect statue of their old self, and sprouting from it comes a leaking projection of their soul trapped within; this is the wight, a tainted, ethereal image of their old self. The statue left behind functions as their phylactery, a coveted reminder of their past where should they demanifest the wight will regenerate at the statue and emerge from it once more.


A wight wreathed in tattered cloth, husked but fragile.


-Wights may only be made of necromancers who have at least 3 slots of magic within the necromancy school, including Consumption, Resurrection, Mysticism, Bewitchment, and/or Vivification. Souls not steeped in this darkness cannot withhold the apparition being bound to them and instead perish.
-After the ritual, the to-be wight must be protected from harm for if they are killed not only are they PKed but their soul is obliterated and absorbed by the apparition they consumed, releasing it once more and slightly more volatile.
-The statue must be a built object on the current map which if destroyed -- merely stone, requiring moderate to extensive force to shatter -- causes the wight to PK. There is no revival process after that.

-Liches may become wights however their phylactery must be present in the ritual.


State - By consuming an apparition a wight’s form grants them traits akin to the undead they are linked with but at several costs.
Granted attributes much like the apparition they consumed, wights are firstly ethereal undead. They may take the form of a free lifeforce cloud or sew themselves into one of ectoplasm, appearing much like an apparition or instead a translucent, waterlogged, et corpse which Gleams as a mystic does. Either form is incorporeal, intangible like vapor, and thus disregard nearly all physical limitations and damage but are equally helpless and pathetic physically; most all things pass through their spectral body yet things of aurum cause immediate irritation and anguish such as touching a golden ring or being struck with an aurum mace for gold conducts lifeforce and strips it from the wight. In turn, naked wights are incredibly weak regarding physical means and their abilities to exert force are exceptionally limited. Because they are almost entirely disconnected from the tangible world they are nearly weightless and may float as they like such as over water or land and fall any distance to no effect but this does not equate to flight. Akin to the ghosts they are related to and apparitions themselves, wights have a sphere of influence around them, capable of baseline telekinesis -- not adept or any more advanced. As well, because wights have a pure makeup of lifeforce their wounds from magical damage or aurum may be slowly mended with time and concentration to patch their tattered souls but this is a precise process which cannot take place during the heat of combat; they must retreat to the safety of the shadows to lick their wounds over a day’s time.


What makes wights such frightful creatures as masters of death is their loss of identity and self for they have no body. Because of this as a cloud of lifeforce a wight may perform what is known as husking. To husk is to slip into a body and animate it from within, wearing a new form like clothing. Corpses, fleshsmithed or otherwise, may be puppeteered as if they were the wight’s own flesh. The living may also be husked and in turn possessed albeit such a thing is a mental and physical struggle against the wight as it attempts to assert dominance; those of strong will and fit form may fight off the wight internally, struggling against one another until the wight is throw off or it takes over, although a wight usually only succeeds in taking over a living body if it is incapacitated such as when a person is asleep or beaten and exhausted, wherein they may offer no resistance. Inanimate objects may too be possessed such as a suit of armor or a sheet of cloth draped over a nonexistent form however any disturbance to these possessed forms cause the wight to be ejected from them and left naked. For a wight’s husk to be destroyed through means such as decapitation or incineration causes the wight to demanifest for their invested lifeforce is torn asunder; wights often eject from their husks and flee when they are in danger of dying lest they be slain as a mortal man may be but only if able to do so preemptively and not in the moment they would be slain.


As necromantic experts in life, wights lord over death in unlife. Their mastery lends to quirks to their magic, allowing them twists to normal necromancy. Because they are so saturated with darkness, wights are the only beings capable of withstanding the epitome of their black art, Crowning, the granting of a Darkhollow which is a spell wights acquire only upon learning all five branches of necromancy. While all necromancers may teach, only wights may learn to Crown to make new necromancers, making them core to any coven or cult but not necessary for its advancement. The twists to their necromancies are as follows:


Consumption: the living who find themselves frequently in the sphere of influence of a wight who do not possess a Darkhollow and are not manipulators of lifeforce, likely husked and disguised among them, may develop subtle changes to their person including silvered hairs, random bruising, faint tremors, and/or symptoms of minor illness such as a weak cough, mild fever, or light nausea. As well, wights may petrify corpses to a greater extent; bodies used as husks are petrified for an extra week.


Resurrection: with great prowess in the raising and maintenance of the dead, fresh husks -- bodies husked into within 1 day of the body’s death -- can appear lifelike; they blink with wet eyes, breathe realistically, and may even bleed and keep their blood from spoiling (though not the the extent where it might be useful for blood magic) yet they are still pale, tired-looking, and cool to the touch. Should this fresh husk ever be left by the wight it would strip swathes of lifeforce with it and the husk rots in an instant for however long it’s been worn. Petrifying cannot prevent this. As well, wights emanate lifeforce throughout their sphere of influence and any undead within it may experience a nascent ‘contact high’ of peace and satisfaction.


Mysticism: with mastery of ectoplasm comes mastery over its most raw physical form, deadbreath, and clouds conjured with it may have haunting, phantasmal parts of polygeists -- specifically souls once part of the apparition consumed by the wight -- appear within the fog as screaming skulls, grasping hands, or full bodies all of vapor but to no physical or magical effect. As well, wights may conjure a cantrip-level deadbreath cloud at will with normal emoting requirements to move with them, only spreading to 3 meters around themself. This deadbreath does not consume a liturgy slot so long as it is not disrupted by holy light or air evocation. It requires 2 emotes to willingly dispel and withdraw back into the wight in this regard.


Bewitchment: with extensive black wizardry under their belt, the wight may lay curses with greater ease when husking into the living; they may forsake influence and control on the living and instead observe through the individual which functions the same as a husk and only the living being husked into would notice a change, feeling weighted, lethargic, ill, nauseous, bloated, and/or generally uncomfortable. Should the individual become aware that they are not alone in their own body they may struggle against the wight as usual and cast it out; any touch of gold or holy light would also eject the wight. Wights may use this to inflict afflictions and contagious diseases upon others who come into physical contact (for periods no shorter than a handshake) with the host body without causing the host to suffer any effects should the wight so choose. As well, wights husked within living people are capable of inflicting temporary effects of a minor curse, lasting only as long as they remain within the body.


Vivification: the most esoteric and spiritual of the necromantic arts, wights with Vivification are influenced by its cerebral knack. Wights may teach this art to crowned necromancers through focused meditation on their own in order to control the dreams of the necromancer and feed them information -- only pertaining to the lesson -- through communing with them through Ebrietaes (This form of teaching still requires a full OOC lesson but allows for clairvoyants to be made of necromancers who do not know how they gain their powers or what is giving it to them). These wights can too speak mentally to those within their sphere of influence via telepathy, following the restrictions of mental magic’s telepathy but lacking all abilities to read thoughts or emotions beyond cognitive ‘speech’ willingly directed at the wight. Lastly, wights may husk into reflective surfaces such as mirrors, glass, polished silver, or still water and are still susceptible to holy magic in these forms as well as de-husking if disrupted sufficiently such as shattering the mirror, disturbing the water, and so on.


Wights are creatures of tragedy. Their existence is suffering for firstly they have a foot in the mortal realm and another in Ebrietaes where their titan apparition roams, tormenting them with exposure to the seas of wretched souls in the Wastes who exist as auras of traumatic memory and hellish ‘bad trips’. Their psyches are fractured things and to die and raise as a wight is to accept the death of one’s self and the rise of another, more than just a shadow of their former self but a new identity with a new name and new being, twisted by the hammering of their dark magic. Wights are always maddened and full of inconsistencies, insane beliefs, and wild behavior for they are woe, they are sorrow, and above all they are willingly remaining. As well, their minds are often altered further by their dabbling in death, corpses, the undead, murder, and so on to the point of becoming both nearly feral and bizarre but also deeply and crushingly depressed. Their lack of a personal body also lends to their instability, often feeling a strong lack of identity and self and sometimes develop detailed personalities depending on the body they husk into, making themselves into new characters but demented nonetheless. A wight’s existence is a wild ride of highs and lows, each acute and riling. Should a wight not be slain by force with the destruction of their statue the second most common fate is suicide.


-Unhusked wights are intangible, following mechanical standard for what they phase through (including people, objects, or anything that can otherwise be mechanically passed through) but cannot do so to pass gates, doors they do not have permissions to, or walls.
-Unhusked wights cannot exert force exceeding 10 pounds. Their telekinetic hold is incredibly frail and easily disturbed; while a wight could hold a sword or pick up a book both could be easily batted away.
-Wights cannot fly. Their floating is limited to aesthetic.
-Wight telekinesis is limited to the equivalent of tier 2 within 5 blocks of themself, weaker than ghosts.
-Husking only works on roughly humanoid bodies, requiring a head, torso, and upper limbs to be physically functional however non-organic possessing can be done with otherwise inanimate and nonhumanoid things such as a sheet of cloth but only in non combative situations, a wight husked into an empty suit of armour for example although it is easily knocked apart with something like a stern kick. To husk long term in a living host for any duration beyond the session of RP that began with the host’s domination requires OOC consent.
-Husked wights can be slain as liches by fatal blows to its head or otherwise outright destruction of their body -- decapitation, incineration, obliteration, and so on -- and unhusked wights are far more vulnerable to damage than when concealed by a body; a mere three emotes of slashes or stabs to the wight’s torso or head regions by aurum will cause them to demanifest, each blow disrupting them and causing the wight to be stunned with anguish and thus unable to cast for an emote after the blow. 
-Wights can only struggle to possess a person for 5 emotes before they are thrown out. The living must be sufficiently exhausted and/or weak of spirit and mind (something the player possessed decides) to be possessed.
-As spectral undead wights in their ‘naked’ form are vulnerable to holy light, physical harm from kani, anti magic, shamanistic purging via Lutaumancy, and alterationist abjuration; each require 4 emotes of use in order to manifest a wight.
-Whilst wights in a husk or possessing a living host do not feel pain from mundane injury they do from holy light, aurum and anti magic.






“I am the end, and I have come for you, Finlay.”
Kraal of Famine


Wrought from a self-obsessed desire to shun the natural laws of the world and endure without end nor fear of death, the Lich is a fabled creature shrouded in myth and infamy. Known for their common potency in the arcane and dark arts, these undead sorcerers add a spine to the average necromantic cult. Their souls are ripped from whence it came -- be it from Ebrietaes or their mortal coil -- and funneled into an object of value, often a lifegem or suitably sized trinket of great symbolism or sentimental meaning, to form a phylactery. With this external anchor to the physical realm, the lich need not fear death so long as their phylactery is safe.






Creation - The relocation of a mortal soul from either the realm of the dead or their living body into a vessel known as a Phylactery.
To begin with the creation of a lich one must first be able to access their soul, in all cases through a catalyst that can come in two forms: a corpse or living body. Corpses of the deceased must have no less than the head more than seventy percent of the body below it such as all of their limbs, torso and a few limbs, or any mix between. A living body too may be used, that of slave or volunteer such as a necromancer seeking immortality but not of the mastery and dedication of a wight; liches as most often powerful wizards and warlocks of the Void.


Having gathered the relevant conduit for the would-be lich’s soul, those seeking to perform the ritual must also supply a vessel suitable to be turned into a phylactery; the new home for their displaced soul. This item is most often a  lifegem, but can also be suitably sized trinkets such as a crown, music box, or a broken sword hilt, something of great sentimental value to the to-be lich that is at least the size of a closed fist and no larger than a lifegem -- the size of the average human infant. This object becomes the vessel for their soul in the ritual. With either, a cabal of three necromancers with Resurrection must convene, one to lead the ritual who knows its intricacies and two to fuel it. The two necromancers cast Sharing to open their pools of lifeforce to the leading necromancer who then harnesses the well of power to flood the corpse of living body of the lich to-be with their to-be phylactery in hand; this flood saturates the body and prepares it for the leading weaver’s final spell, the casting of a twisted Reanimation to draw the soul into the body if lost or kill and then re-bind the living, a long chord of writhing lifeforce connected between the phylactery and the to-be lich. The soul transfers through the tether and embeds itself into the phylactery, completing the ritual. Moments after, the corpse will twitch and shiver before lifting from it comes a clean, ivory skeleton as its flesh and remains slough off and the lich is born, disorientated and with vertigo but waking nonetheless. The raised dead is an immortal skeleton, timeless and of no allegiance to their creator beyond the lich likely not owning their phylactery. They maintain any magic they held in life save for deific connections, making the raising of lost archmages good candidates for lichdom but so too is a silver tongue required for not all dead wish to end their rest.


-The lich ritual requires 70% of the to-be lich’s body to successfully be performed and the head must be acquired. Liches can be made of from eidola but only once for the conversion process is damaging to the soul and to attempt a reversal is to perish.
-The phylactery object must be an MT signed item including the name of the lich bound to it and it must exist in the current map, such as within a chest or inventory, but not an enderchest. Phylacteries have a glassy quality no matter what they are and are relatively brittle; a hammer or mace could shatter one with relative ease. If a chest contains a phylactery the chest can be lockpicked like a wooden door; GMs must verify that the phylactery is in the chest for this to be done. To deconstruct a phylactery with Voidal Translocation is to destroy it.
-A Phylactery item must include the MC name presented on the Lich creature application in brackets. Example: [xXxPEEveePEExXx] Black Gem.
-Once broken, a phylactery cannot be reforged. When a lich PKs, just like a wight, it is permanent.


State - Haunting and lifeless, liches are creatures of both volatility and potential be they ancient scholars of the Void and arcane or necromancers themselves.
Much of a lich’s abilities and traits lend from their loss of mortality and unliving body. Such a creature does not breathe, eat, drink, sleep, tire, contract illness, or age; they are timeless but at multiple costs. Whilst a lich requires nothing to eat or drink, cannot sleep but only meditate, may linger in water indefinitely to any depth so long as their skull is not crushed by pressure, may withstand any heat so long as their bones are not turned to ash or any cold so long as their bones to not shatter from brittleness, and age does not effect them, what differentiates them the most from others beyond their appearance is their inability to tire. They may travel endlessly and through any environment but as well ignore all exhaustion from casting magic. Where a magician would sweat, strain, and struggle to stand after casting a swathe of flame a lich may go on and cast as desired until their mana is completely spent. While it does not increase their mana pool, it does allow for full access and the inexperienced have difficult times managing their mana, often leading to explosive results with using too much mana repeatedly until they are utterly spent and cannot cast, leaving them vulnerable and majorly defenseless.


To accept death is to arise as something new. Liches commonly have difficulty coming to terms with their new body, especially those who are made unwillingly such as from mages whose graves were plundered. All of a lich’s physical senses including smell, taste, and touch are nearly nonexistent to very subdued and they feel numb nearly constantly. They thus cannot perceive pain unless struck or holding aurum but in small, controlled doses -- cuts -- sharp tingles can be felt and so it is also common for liches to prod themselves with gold razors or needles in order to stimulate themself due to a lack of feeling otherwise. Even specific alloys may be forged by blacksmiths to create metals with just mere traces of gold which liches wear, the touch of the metal allowing them to feel the weight, pressure, and cold touch of the object against their bones rather than feeling as though they are floating; such is a fickle thing for if the alloy is not of a perfect balance it will either sting the lich or it won’t be felt at all. A lich’s emotional faculties are stunted for the most part and positive emotions, things such as peace, comfort, joy, hope, awe, love, or satisfaction are difficult to come by and usually by strange sources and can cause a lich to believe their negative emotions, thing such as hate, bitterness, fear, shame, jealousy, or despair have intensified. However, they may have peace, for the imbibing of lifeforce provides a fleeting yet slightly lingering high of satisfaction and euphoria and thus it is common for liches, once they learn of this, to learn Consumption in order to tether and draw the life of plants and animals into themselves to feel at ease.


Liches who embrace the art of their making, the occult of necromancy, have alterations to their forms akin to a wight’s magical alterations.

 Those who practice Consumption or Resurrection may develop tight, sunken, dry flesh upon their bones, lacking most tissue and all muscle and appear mummy-like and as though a sun dried corpse. Such a lich may develop long, yellowed nails on their spindly, spider-like fingers and long, stringy patches of hair with a dehydrated mouth, receded gums, and nigh sandy, arid breath.



A weaver lich sat upon her throne of rock salt.


Those who practice Mysticism or Vivification may develop ghostly, ethereal flames or drifting mists off their bones, skeletal and clouded by flickering, phantasmal fire or wandering haze which lingers upon what they dress themselves in if anything. Clairvoyant liches often develop glassy, crystalline textures and aesthetics to their bones rather than mystics whose glitter and glow with corpselight. 



A clairvoyant lich staring into oblivion.


A mystic lich garbed in thin sheetmail.


-A lich’s magic is not more powerful than another mage nor do they have an increased mana pool.
-While liches can linger in water indefinitely, they cannot go too deep where the pressure would break bone, making travel through the vast, deep ocean impossible.
-Liches can barely taste, smell, and touch at all and have extensively numb sensations.
-A lich’s skull may be detached from their body causing their body to collapse yet they still live; their skull must be shattered apart in order for them to die albeit can withstand chips, cracks, and minor breaks.







“Du’tzekallion-yathaghale aza valkar yunya al’kypizum.”
[An underwater nightmare but sleep all the same.]

Late Uldrivt


Eidola, knight errants of the afterlife. Slaves to necromancer's and sentient tools of war. Enforcers in a skirmish to unmoving stonewalls in the shape of men, these stoic knights  cut swaths through enemy lines to the humanoid embodiment of siege weaponry. An eidolon is a creature of constitution created by the arts of necromancy in a singular rite that takes influence from the arts of Consumption, Resurrection, and Mysticism to enslave beings with a type of physical prowess achievable by no mage.






Creation - The relocation of a mortal soul from either the realm of the dead or their living body into a vessel known as a Phylactery.
Through the participation of two necromancers, the first a practitioner of Resurrection and the second a user of at least one of three arts; Consumption, Resurrection, and Mysticism. With these one of these three arts a pillar is constructed through Congealing, Fleshsmithing, or Binding. Once a pillar exists the next task is to complete the sacrament of Christening. A victim, that does not necessarily be alive, must be chosen and marked by the first practitioner through a spell that is effectively the same as Branding. Once the victim is in the presence of the pillar then whoever initiated the Christening sacrament can draw the victims soul towards the pillar, causing a spectral image of the victim to appear as though it was being pulled upon by the pillar. The casting requires utter focus and does nothing to stop the victim from resisting. The second practitioner will need to kill the victim in one of three ways: The first is to Teather and Feed, draining the victim of lifeforce and forcing it into the pillar. The second is to Fleshsmith and Cauterise, fuzing the victim to the pillar and distorting there form until the expire. The third is to Saturate a weapon and then slay the victim with said weapon. With the victim deceased the soul is fully forced into the pillar, influence from both practitioners stain the soul and thus binding its will to the duo. The uniquely massive phylactery holds the very soul of the eidolon and seethes with power. The mass of the pillar shows its origin from what method of necromancy was used to manipulate it. The Resurrection method will leave a pillar of gore. The path of Consumption will take after the lifegem phylactery and be of the same glassy mass. The saturating methods of Mysticism will leave a pillar made from Menhir. Examples of eidola that stray across the three basic categories will reflect on its pillar with it corrupting in respects. For example a Paleknight with a blackhand may have a streak of lifegem stretch across the surface of its Menhir pillar.


There, the pillar separates in a sliver and spasms, shaping into the eidolon like bubbling lava or molding clay; a bone eidolon is born of splintering, shifting ribs and struts of ivory skeletons clacking and splitting to seep with crumbling, dry marrow and resorting to tap like a windchime. From the adjusting bone emerges the Deathknight, the lightest eidolon. A flesh eidolon is born of a meaty womb, spilling forth pus and dark, spoiled blood from its raw and bruised flesh and muscle and through a veil of sinews is the Fleshknight birthed, the middle weight eidolon. A stone eidolon is born of reshaping, Gleaming rock which exudes ectoplasmic corpselight as it quivers and sculpts into the Paleknight, the heaviest eidolon.



Pillar of a Deathknight, lifeforce made raw and starwalt.



Pillar of a Fleshknight, writhing flesh steeped in strength.



Pillar of a Paleknight, stone seething with raw ectoplasm.



Pillar of a mutt, bastardisation of perfection.



-The necromancer with Resurrection must be tier 5 in order to begin the ritual.
-Creating Deathknights or Fleshknights require their body while a Paleknight can be made from either a body or a phantom (ghost or graven). An eidolon may be made of a lich however that transition may only take place once for the conversion damages the soul permanently and to attempt a reversal is to perish.

-Ghosts/Gravens who become eidola stay eidola and cannot ascend to lichdom.
-The pillar of an eidolon is a light thing to them; of any shape or size, they may pick up these pillars and move them as they see fit, likely to the dismay of their necromancers.


State - Be the eidolon of bone, flesh, or stone, its form lends to its physical capabilities beyond their commonality as the predominant undead.

-The soul is trapped inside of the pillar. So long as the soul is properly bound to the pillar an eidolon will be able to return so long as the pillar holds enough energy to do so. Each autonomous resurrection takes a third of the power from the pillar. This means that three deaths without maintenance will result in the pillar being unable to hold the soul and it residing in the eidolon’s body.  Should the pillar be destroyed the soul will jump into the eidolon’s body, which the eidolon will be fully aware of, and the next destruction will result in permanent death should the eidolon fail to be bound to another pillar.


-They are impulsive to follow the commands of their specific creators or whoever has most recently bound them. The exact emotional response is not a constant to the individual personality and emotion of a knight. An unwilling eidolon may find themself acting against their better judgement while cursing their very existence while a willing one may be obliged and even become stressed at failure. No matter how it is received it is an impulse and the knight must at least attempt to follow it.


-Binding does not work directly on an eidolon. Instead it must be performed upon its pillar and it's a permanent endeavor. Multiple people performing the spell at a time will bind it to every participant.


-Orders fade and fail. After thirty (30) days (IRL) an order is null. For a relationship between a necromancer and an eidolon to be maintained a regular interaction must be made. An eidolon will not find itself following an absent leader and a necromancer will be unable to subjugate servants that are not interacted with. 


-A pillar is never shorter than two stories (8 blocks) tall. Master necromancers with Resurrection for bone and blesh and Mysticism for stone may rebuild an eidolon’s pillar to in turn replenish its death counter. This may be performed a maximum of once per IRL week.


-An eidolon may naturally heal over the course of an IRL day and are known to fracture impeding barriers in the process.




-Mutts, eidola of both one type and another or more, are remodeled entities crafted by necromancers via Fleshsmithing for bone and flesh and Binding for stone, each used in the resculpting and grafting of parts. This could allow for a Paleknight-based eidolon to be given fleshy arms to enable the use of blackhand or a Deathknight-based eidolon given a chest of menhir to enable the use of phantomheart. Through the same process of replacement a necromancer can slowly transition an eidolon from one pure eidolon state to another, requiring a minimum of an IRL week for the transition to take place.

-Trying to circumvent the balance of the “lighter” forms will result in defaulting to the movement rules of the heaviest possible form without gaining the strength boons with the explanation of weight. IE: Casting the bones of a Deathknight in iron or riveting steel girders onto a Fleshknight will result in moving as fast as a Paleknight without gaining the strength of a Paleknight.

Mental disorders permeate eidola and their ilk as undead, individuals who have willingly or otherwise been cast from the shadows of Ebrietaes into the living world in a gruesome, foul body which betrays all beauty and kindness. The severity and nature of this disorder can vary greatly, however common ones list: identity conflict, clinical depression, schizophrenia, anxiety, and dementia; depression and dementia are the most common of all. These poor souls are steeped in the throes of death, a tangible force of both despair and numbness, and often forget their living lives as though they were dreams they shake off by waking as an undead. The older an eidolon the more it has forgotten its humanity and has become a creature of alien nature. Eidola are prone to dreary, gloomy, and disgruntled dispositions. It is a task for knights to find what brings them happiness by which some may discover to be through vanguarding a personally significant location, meditating underwater, servitude, or even murder. The company, compassion, and counsel of other undead such as fellow eidola, liches, wights, wraiths, ghosts, gravens, and other such things even like unintelligent dead like a necromancer’s risen corpses provide the bedrock for an eidolon to feel positive emotions but due to the foul temper of most undead it is uncommon for them to find kindness that is genuine amongst the late and abated; eidola do not find comfort amongst the living alone and are miserable when surrounded by “weeping fleshbags”, often coming off as on edge, bitter, or generally annoyed when they have gone long stints without encountering their fellow undead making passive, compassionate, child-cradling eidola impossible.





Speed. A silly word considering what an eidolon represents but on the spectrum of what an eidolon can be that is what the Deathknight represents. A form stripped down to dry bones and risen to wield the common weaponry of the levy or the knight. Let there be no mistake; the bones of a Deathknight are truly just bones. Weighing around 15% of the weight of the body they were torn out of a naked skeleton is very little but this does not make it worthless. With nothing weighing down the bones of a Deathknight the power that courses through the eidolon is known to push it to feats of near olympian speed and agility. The strength of a Deathknight is limited by dry bone and the speed at which it can act hampered the more it is weighted down. If too much force is exerted or too much weight is carried the bones will shatter. A Deathknight loaded down in a suit of full plate over mail with a zweihander will find itself with the same agility as a knight in the same load out.


-Only weighs 15% of what a living body should. As tall as they were in life but cannot exceed 10ft in height.
-Only gains “olympian” traits when completely unarmored/naked. When fully armored they are as swift and strong as an average, fit warrior yet they do not tire.
-Deathknights are vulnerable to decapitation and bludgeoning damage; should the skull be disconnected from the body it will drop like a lich and the skull will remain animate until crushed. It lacks muscle to slash and organs to pierce thus smashing it apart with hammers, mallets, clubs, maces, and other such bludgeoning weapons are most effective.





Flesh maintained slower than bone and faster than stone. An amalgamation of dead flesh, rotting but still moving. In the most basic of forms it’s nothing more than a walking corpse and often just that on first resurrection, but to leave it as such would be a waste of potential. Fleshknights are often used as a canvas by the will of controlling necromancers, turning into sick and twisted machinations in the effort of forming a better servant. A Fleshknight is clearly not affected by bleeding or damage to internal organs. Cleaving of muscle and tendon or just simple rending is what's required to bring down these eidola. At 1:1 with a living body, a Flesknight will move at the same rate as a knight in plate over mail. When armor is applied, or more is grafted on, it will naturally begin to slow as it becomes more encumbered while if flesh is stripped away it will grow quicker. The strength is limited to the integrity of flesh so there is a direct relationship between more weight in flesh causing slower speed but more strength while less weight in flesh causes faster speeds and less strength.


-At less than 300lbs speed on par with an average descendant.
-At greater than 300lbs speed cannot exceed a light jog.
-Cannot exceed 600lbs. Cannot exceed 10ft in height.
-Strength is limited to 1.25 weight.
-Fleshknights are vulnerable to dismemberment and slashing damage; whilst its head, should it have one, is mainly a leftover from its past life is of no use or consequence if lost should the main body lose 3/4 its limbs it will be rendered inert and dead. Hatchets, axes, and cleavers are most effective.




The unmoving wall of undeath, these forms of imbued stone weigh in at several hundred. Something that needs more than just the will of life to hold, ectoplasm courses through the forms of these beings, supplying the energy to support the stone plates of the Paleknight. When they form they do form a weapon of menhir based upon what suits them and the aesthetic of there plates are influenced in the same way. The speed of a knight is painfully slow, never being able to surpass the speed of a light jog, but strength is simply uncontested. 


-Only attain a menhir weapon if first created as a Paleknight
-At less than 750lbs a Paleknight can never move faster than a light jog.
-At greater than 750lbs a Paleknight is incapable moving faster than a slow walk.
-At exceptional weight Paleknights do damage what they stand on. https://i.imgur.com/jy5AOLi.gifv
-Paleknights may not exceed one ton. Cannot exceed 10ft in height.
-Strength is limited to 1.5 times weight
-Paleknights are vulnerable to shattering and bludgeoning damage; whilst their hollow helmet is of no use or consequence if lost, their stone body is rendered inert when their chest piece crumbles. Because of this greathammers, pickaxes, mauls, and mattocks are most effective.


Draught of Incite
[In regard to everything eidola, only the lore to create the Draught is still accurate. It is safe to assume that most notable factors to how the draught behaves either are inaccurate or conflict with this lore.]


From the location of the soul is where life anew may be granted. Through the pillar or at an eidolon near death (last life before PK) is where the draught may be imbibed the eidolon unsettled by the experience of returning to the living world. To feel a mortal coil construct itself from decay and rock to warmth and feeling is disturbing. To feel blood begin to flow and synapses fire as flesh shifts about to find a functional equilibrium to support ones possibly twisted form brings dread and discomfort. Whilst there are varying results, all forms maintain strength and speed the same as before. Deathknights are known to appear malnourished and sickly despite their ability to function as able bodied knights, but immune systems are malfunctional leaving them prone to disease. Fleshknights are the most accurate to there undead forms, being simplified to the rot and injury healing into a healthy form. Paleknights take the form that is necessary to correctly fill their armor which they need not wear and hold onto strength that is far beyond what's required to destroy their own flesh. All forms are influenced by their undead manifestation and all mutts are simplified to the phrase, “something in between.”


(Currently this is an experiment to see if a higher quality of RP can be achieved with draughts. If this style of draught is proven to be more productive then we may consider a proper rewrite.)


-Subject to mortal weaknesses (Exposure, bleeding, etc.) and are generally inferior in their mortal form however feel lighter and more likely at ease.
-Paleknights that use any level of immense strength often destroy themselves in the process, bleed out, and die.





A fleshsmithed Fleshknight, enlarged and grafted with features torn from a pitbull terrier.


Modifications are feats granting additional customization and boons taught by any necromancers or by eidola  with the Idol modification which is the only feat which cannot be taught by necromancers and must be inherited from another eidolon. An eidolon may have a maximum of four modifications lest their body become overly complex and their soul cannot accept the plethora of changes; they can only acquire or exchange modifications once per week.


Required features: None.
This crowning of potency was given to the first eidola of their sort and inherited between the undead since. A power of sovereignty and dominion, the Idol modification allows an eidolon to bypass the requirements of the Christening sacrament and allow for the edola to serve as the primary necromancer, making them mostly independent from necromancy. These undead are often despised by necromantic covens or cults for their autonomy yet there is no telling feature of this power and so it cannot be determined which eidolon may have it. This great investment permanently alters the eidolon for the sharing of their lifeforce to raise others weakens their pillar; instead of being able to withstand 3 deaths before failing and the soul moving into the eidolon it may only withstand 1 death.


Required features: A skeletal hand, exposed or sheathed in flesh [Deathknight, Fleshknight, and Mutt only].
The bones of one or both hands become made of lifegem. This allows the eidolon to potentially cast singular spells relating to the five branches of necromancy but renders the hand fragile which will likely shatter under the shock of melee combat even if that shock is transmitted through a weapon, leaving the eidolon with only one good arm. Should the hand shatter it must be regrown over a day.


Detonate Dead - Bursting
Required features: Blackhand.
With this trait an eidolon may cast Bursting, causing up to a maximum of three corpses to explode in surge of lifeforce en masse to their forms. However, after being cast the eidolon has a portion of itself expelled in the surge and is weakened to half speed and half strength for 10 emotes after as they struggle to regenerate. 


Bodysmith - Fleshsmithing
Required features: Blackhand.
From their lifegem fingertips an eidolon may sculpt their body, adding on biomass of bone or meat acquired from the dead -- rotten, diseased matter -- or from freshly slain mortals. This allows for an eidolon to both mend their body outside of combat and alter their features as a necromancer would for them. However, this form of Fleshsmithing is frail and flawed for the eidolon draws upon the self-additions with increased hunger for lifeforce, decaying their augmentations twice as fast as normal Fleshsmithed features. Petrifying can counteract this but causes the muscle or bone to become paralyzed and unable to be moved.


Ghostblood - Deadbreath 
Required features: Blackhand.
By expelling their bank of lifeforce in a cloud sewn into ectoplasm, eidola may erupt with deadbreath as mystic may -- causing their skeletal hands to Gleam -- spawning a late tier 2 fog with a 4 block radius. Because this haze is much of the eidolon’s invested life it may be sucked back in with 2 emotes but should the deadbreath be dispelled then it will cause the eidolon to drop dead.


Plagueborn - Affliction
Required features: Blackhand.
Aggravating the life force to be in an inherent state of taint, the eidolon becomes a festering mass of disease. A Deathknights bones become fetid, constantly attracting organisms that strive in filth while a Fleshknight becomes rancid, producing pestulent boils of rot. With their state the eidolon may lay diseases on objects, people, or land just as necromancers may but they may only have one active disease at a time and are limited to the mechanics of Affliction. However, these eidola cannot accurately control what they do and do not infect and their touch can be both a blessing and a curse; accidental infection may be contracted through touch on /roll 20, 13+ resulting in infection. 


Eviction - Banishment
Required features: Blackhand.
With this trait an eidolon may cast Banishment, combating all things spectral. However, after being cast the eidolon has a portion of itself banished and is weakened to half speed and half strength for 10 emotes after as they struggle to regenerate. 


Required features: None.
Eidola who acquire this feature may forge one weapon of their design from their pillar, costing a death to create. This weapon may be of any shape or size so long as the eidolon can appropriately wield it -- lighter weapons obviously being far less cumbersome and awkward -- forged of the material their pillar is made of and appropriately what the eidolon is made of. A Deathknight may forge a skeletal weapon of fused bone and decorative marrow lining, a Fleshknight may forge a gruesome weapon of sharp cartilage and bleeding muscle and innards, and a Paleknight may forge a gleaming weapon of rough hewn stone. These weapons may too be implanted within and summoned from the eidolon’s chest, a lengthy and dangerous deed lest they be attacked and the transfer is incomplete, causing the weapon to manifest fully where it sits and spear the eidolon through their chest, causing significant damage. Both implanting and summoning their weapon requires 3 emotes. Should a weapon be broken it must be reforged at another death cost.


Required features: None.
By willingly sacrificing a singular emotion and carving it out from their soul, a small, child sized or smaller pet is spawned from the pillar of the eidolon which costs a death, a tiny undead of the same make as the pillar whose personality is embodied by the emotion sacrificed which the eidolon may never feel again. This minor undead is an extension of the eidolon, an autonomous yet majorly unintelligent and somewhat pathetic thing which is best used as a plaything, companion, or servant that has no use in combat; they are of the same caliber as raisen dead yet are majorly defenseless and inoffensive. Such a thing could be a skeletal crab creature embodying sadness for a Deathknight, a crawling, hairy mass of muscles with a thin arm embodying fear for a Fleshknight, or a rolling boulder embodying joy for a Paleknight. Because they are undead things they sate an eidolon’s need for social interaction amongst the late and abated. They may be humanoid but cannot exceed 2ft in height or 50lbs in weight.

Polluted Claw
Required features: A body of bone full of spoiled marrow [Deathknight only].
A trait relying on a solely skeletal structure, this modification rots what dried marrow lingers in the bones of a Deathknight and corrupts it with malignant lifeforce, making it a foul poison. From a stinger-like claw attached on any part of the skeleton, constantly exposed or retracted, this talon may be extended with one emote, stabbed with another, and injected with a third to seed toxic, deteriorating taint which induces necrosis in the site and slowly spreads. This pollution causes coursing, crippling pain within 5 emotes and lingers for a day before killing the individual; holy arts and alchemical medicine can purge this taint by having the wound treated but symptoms of nausea and moderate pain remain until a day has passed. After use of Polluted Claw the Deathknight’s bones are left brittle and dry, twice as vulnerable to crushing and smashing than usual for 10 emotes after.


Gaping Maw
Required features: Bone and flesh on the body [Fleshknight only].
A masterful work of bodily craftsmanship, the Gaping Maw modification forms a large, concealed mouth somewhere upon the body of the eidolon, denoted only by a line running the the middle of the hidden maw such as on the front of the torso, inside of an arm, or from the sternum to the forehead. This mouth may open with one emote, a thing of many serrated teeth lined along bleeding gums like a shark, and bite with another emote. It functions like an alligator’s bite, vicious and tight, however the mouth can be held shut with mild ease before or after it has bit.


Required features: A full body of menhir [Paleknight only].
Paleknights who take on this feat may forge additional, functional limbs to their body formed from their menhir pillar however they spread their physical strength and pathetic dexterity accordingly. Having more than a total of four limbs causes them to be too clumsy and unstable to hold objects to any degree of competency. With a usual Paleknight they may lift 75% of their weight per arm; at three arms each may lift 50% of their weight, and at four arms each may lift 37.5% their weight wherein the pattern continues per additional arm. With each additional arm more weight is distributed outwardly and the joint which holds the limb is made progressively weaker; a 4 armed Paleknight may have its arms detached from itself with a single, well placed strike of a greathammer or maul above or under the shoulder joint to dislodge it. These arms cannot be reattached and must be regrown through Menhircraft.

Apparition Cradle
Required features: A full body of menhir [Paleknight only].
Eidola who take on this modification solidify their inner self into a more solid obelisk-like shape, giving them a likeness to the menhir pillar they came from with the latent ability to have mystics sacrifice to the the stone and collect deaths in order to form an apparition as usual. After charging with a minimum of 15 sacrifices -- any killing blows landed by the Paleknight adding to their well -- an apparition may emerge from the paleknight, fresh and unbound. If not confronted the phantom will flee for the shadows in the nearest place of stillness and stagnancy. If a Paleknight demanifests whilst collecting sacrifices they lose all collected souls. Paleknights who take on the Cradle cannot enter bodies of water lest the collected souls leak out from their menhir structure and all be lost.


Required features: A torso of menhir [Paleknight and Mutt only].
Eidola who take this modification have had an apparition bound into their pillar or have consumed an apparition out of their own accord. In the chest of the knight an excess of ectoplasm builds creating an ethereal core, or heart, while the chest pieces themselves are malformed to be open, creating a hole large enough to pass a human infant through. Covering this hole or armoring it prevents any abilities potentially gained through this. This ectoplasmic core is unstable and extremely sensitive to physical contact. Forceful or malicious contact can put the knight into extreme pain, possibly even incapacitating it.


Encrusted - Congealing 
Required features: Phantomheart.
Formatting the heart to have further compatibility with lifeforce and causing its glow to appear dark, the eidolon may become a vessel for lifegems. Sacrificing lifeforce from themselves to create a lifegem while temporally making themselves lethargic and potentially imobile, or inserting the lifegem into their heart and absorbing it to bank the lifeforce while gaining no boons. With an even greater and more deviant purpose, eidola may absorb lifegem phylacteries and becoming the phylactery. Should the eidolon demanifest it will be akin to shattering the phylactery. The phylactery can later on be pulled from the heart and necromancers can forcefully pull lifegems from the eidolon.


Searing Touch - Cauterizing 
Required features: Phantomheart.
Pulling ectoplasm from the eidolon’s self and weaving it into a mortal in a manner that's almost identical to the Cauterizing spell apart from being a more notable display of light. With the ectoplasm being pulled from the eidolons physical form the eidolon must be exceptionally weighty for enough menhir to be present. Heavy enough for movement to become crippled. (750+lbs)


Ghost Lantern - Hindering 
Required features: Phantomheart.
Ectoplasm is given a level of constant activity creating an aura of constant hindering around the eidolon. This aesthetic aura extends three meters from the eidolon and has the potential to announce their presence before they have even entered the room or even though physical barriers. Apart from that side effect the eidolon is able to participate in land hindering rituals as the role of a mystic.


Hex Cannibal - Hexing
Required features: Phantomheart.
Eidola of this modification may insert a hexed object into their chest, demanifesting the item into their core, and storing the polygeist within itself. Then at any date in the future the eidolon may manifest the spiritual link in the form of an ectoplasmic sludge and coat a new object with it, creating a new hex of the same tier the previous was with either the same polygeist or a new one of the same level -- minor or major -- with the same trigger as the previous hex. Whilst the polygeist is stored within the eidolon it suffers fleeting outbursts of the geist’s effects once every hour for 4 emotes until it is spat back out to create a new hex.


Medium - Seance 
Required features: Phantomheart.
Bridging the heart to Ebrietaes through the apparition bound within allows the eidolon to perform seances. Whilst conducting such a communion the eidolon must stand its ground and be prepared to combat the polygeist which appears for they are of the same spiritual makeup due to the exposed heart; the spirit acts as a normal person physically only to the Paleknight.





Third Generation Necromancy
Mysticism Addition 1
Mysticism Addition 2
Mysticism Addition 3
Mysticism Addition 4
Lich Changes


Credits (in alphabetical order):
Ang - Consultation
Dardonas - Math Wizard (because Zarsies has dyscalculia)
Dunstan - Writing and Consultation
Geo - Consultation
Kalehart - Writing and Consultation
TheKingOfTheMoon -Writing and Consultation
Parkins - Consultation
Phil - Consultation
Veist - Consultation
Zarsies - Author and Editor


Art Sources


1: Yuriy Chemezov
2: bpsola on deviantART
3: Cynthia Sheppard
4: Clint Cearley
5: Eric Deschamps
6: Witch Gypsy artist unknown
7: conorburkeart on deviantART
8: Keith Thompson
9: Sacha Angel Diener
10: Arash Radkia
11: V3voZ on ArtStation
12: Andy Park
13: Dunstan
14: Dunstan
15: Dunstan
16: Dunstan
17: Markus Neidel
18: Keith Thompson
19: conorburkeart on deviantART
20: Keith Thompson


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 From what I can see, the reason why there was two rewrites was because there were just different views for the direction in which the magic should change, not because there is a fracture between users in the community.  As someone who helped work a little on Geo's rewrite, I will say that I thoroughly respect Zarsies (and the others who worked with him) and the effort he put into the rewrite.  I think he is a talented writer and he definitely has some creative concepts I never would have thought of with the magic, some I think better than Geo's and vice versa.  Whichever rewrite goes though, I one-hundred percent believe it will change the magic for the better and tackle the problems that the current iteration of Necromancy has both in their own unique way.


In terms of what I think Zarsies' Rewrite could use is a magic moderation tool; specifically, I'm talking about the removal of clotting/sapping.  I believe that, while you should exercise caution in who you teach, you will not be able to catch them all.  Perhaps I am being pessimist for thinking like this, but I've had many experiences where people put on a front but revert to a state of tastelessness when they are not watched.  I would like to point out the issues with the Rebel Necromancer charade—where at one point Ghouls had CA hold because of which—where the magic was handed out to people who should not have gotten it and creatures were made out of players who should not have made them.  The reason why this group was allowed to get so out of hand was because of the absence of the Black Nexus (which is another ordeal) and clotting .





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Just now, Dardonas said:

screw you lack

say it to my face.

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+1 to adhere to my barrow-downs fantasies.

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Lovely rewrite! Concise and elaborate, and has spoilers...

A few questions though, which I might have missed when looking through (sorry)!


- What happens with the Wight Statues on map transitions - are they able to be moved, what if they cant be moved in the way that we're transitioning, what about the especial danger they're in since you'd be forced to be going near every other player?


- Can Wights learn other magics?


- How do the undead go with Shamanism? Its a deity magic of sorts, and this might be in Shamanism lore and possibly not a question for ya'll, but the Shamans.

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Mfw zarsies isnt a complete dumbo like me and can get forum spoilers to actually do what he tells them to


+2 lore


+100 formatting




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2 hours ago, Tato said:

Lovely rewrite! Concise and elaborate, and has spoilers...

A few questions though, which I might have missed when looking through (sorry)!


- What happens with the Wight Statues on map transitions - are they able to be moved, what if they cant be moved in the way that we're transitioning, what about the especial danger they're in since you'd be forced to be going near every other player?


- Can Wights learn other magics?


- How do the undead go with Shamanism? Its a deity magic of sorts, and this might be in Shamanism lore and possibly not a question for ya'll, but the Shamans.

Statues can be moved so so can this and technically because transistion happens in CT you'll be fine as nothing can be rply destroyed there, or just be smart and sneak it in.

If they have the slots they can learn other magics.

Shaman elemtalism is just like if a rock or fire had been thrown at the undead. Curses I assume are the same to undead. Just because it's deific doesn't make it a spook nuker.



Also Zarsies is there a way reset an eidola's death counter?

Edited by Mavromino

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Holy ****, this is actually my favorite piece of lore I've ever seen on the server.

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All I see so far is mysticism merged with necromancy, and I can't say enough how MUCH I SUPPORT THAT. Conceptually the same thing: death magic. If holy magics are merging for being conceptually the same, dark magics should receive equal treatment. I may comment more as I get to actually reading.

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From what I've read so far, great job! I don't even play a spook but this seems like a very necessary rewrite. 

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4 hours ago, Tato said:

Lovely rewrite! Concise and elaborate, and has spoilers...

A few questions though, which I might have missed when looking through (sorry)!


- What happens with the Wight Statues on map transitions - are they able to be moved, what if they cant be moved in the way that we're transitioning, what about the especial danger they're in since you'd be forced to be going near every other player?


- Can Wights learn other magics?


- How do the undead go with Shamanism? Its a deity magic of sorts, and this might be in Shamanism lore and possibly not a question for ya'll, but the Shamans.

Wights CAN learn other magics and move their statues, but there is a limit for learning magic.


Although frankly i dont see why any spirit would consul with an undead of all things and bless them with power purposefully, i guess they can learn it or they can take up the newer version of dark shamanism perhaps, im not so sure about the latter though.

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