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[✗] [Playable Creatures] Magic Lore - Necromancy


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Necromancy; The Etchings in Flesh and Bone

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The Carved Verse of past Lords

Written into a tablet of bone after years of silence, a necromancer closed off from his coven would gently wipe the remnant dust that had settled onto it away. They then began reading of a new art, one without darkhollows and gravelords and coven-magic and crypts, one that spoke of  a deeper meaning into the fundamental of life, the fundamentals of blood and bone.

 

Necromancy is the movement of lifeforce and living material to suit the user’s needs, be it to turn a carcass into a shelter, imbue rotting food with lifeforce to make it roughly edible, resuscitate an unconscious person, or to bestow deviant hexes and torturous curses onto a victim. Necromancy has a wide variety of roles in the life of many of its users, all of whom have different goals and different styles of using its techniques.

 

After ages of silence from the Covens, a necromancer devoid of his powers stumbled upon a bone tablet. In it was carved verses and instructions of a past lord of whom called himself ‘Varal’dul’, who had set upon making many more tablets with the ambition to bring a return to Necromancy.

 

Lifeforce:

Lifeforce is a ghostly substance which usually is seen as a black or hazy dark mist. Lifeforce is present in all organisms, from plants to humanoids to animals. It varies in quantity via relation to the size of the creature itself. Larger creatures, such as ologs, would have more life force than a halfling.  An almost dead creature would have less lifeforce than a creature that is healthy. Lifeforce has an influence on the bodily functions, meaning those with high lifeforce will have increased bodily functions (e.g. increased heart rate and breathing and more energy), however, prolonged use can cause disastrous side effects (Cardiac Arrest, body thinning as it uses up more energy than it has stored). In the end, lifeforce over a certain ‘cap’ will overflow and be used up much quicker at increasing speeds depending on the amount given. For instance, if you were to give someone double their body’s amount in lifeforce, they will almost suffer instant Cardiac Arrest as their body cannot take up that much lifeforce. That is not to say, however, you can carry two bodies worth of lifeforce of the victim on you, as this effect can also occur to the Necromancer.

 

Lifeforce also has a ‘frequency’ property: a Necromancer can manipulate these frequencies to deliver desired effects in their spells, ranging from harmless implementation of lifeforce to creating curses.

 

 

Creation:

To Become a Necromancer, one must be taught by a T4+ Necromancer on how to move lifeforce around them in a way the mind wishes. This can be a difficult and sometimes painful process as the Necromancer must understand how lifeforce can enter or leave the body...Sometimes this will require that they  be injured to do so.

 

Physiology:

Necromancy, although forms at some point, an equilibrium, it is not to say it is a fruitful one. Necromancy drains the victim to around the stage of them being about the density of a voidal mage, if not possibly weaker. Necromancers can sometimes overcome this if they are to quickly consume lifeforce in a short amount of time. This, however, can come at a cost as the more over capacity, the faster it is lost


 

Psychology:

It is, of course, natural for such dark arts to have a detrimental impact on the mentality of a Necromancer. Psychopathologies such as depression may form, among other issues such as paranoia, chronic nightmares, and delusions or hallucinations where the necromancer may see or hear dead people and perceive them as being alive. The necromancer may even communicate or otherwise interact with them. The effects of this usually peak at the start of Tier 1 and will fade in and out when they reach Tier 5.

 

 

Forenote: All segments of Necromancy consist of three parts: Summary, Basics and Method. The summary is a description of the overall segment, the basics is the explanation of how it functions, and the method is the roleplay methodology of how to come around doing it.

 

The Necrotic Link: Tethers & Imbuement [T1]

Spoiler

 

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“Now watch closely young one!” the Warlock said to his apprentice as a dark mist warped and weaved around the fresh apple as it began to disintegrate, over time simply becoming a small pile of grey dust, the student peering with awe and curiosity at his to-be powers “These are the powers of the Necromancer, the movers of lifeforce into one object to another” they spoke tenderly, as a dribble of hazy black mist would escape from their fingertips into a rotting apple, as it’d begin to plump and redden as if fresh, albeit still containing some of it’s ‘rotten’ properties.

 

Summary: A basic spell for Necromancers to obtain, transfer and infuse objects with lifeforce for a range of purposes including transfers required for later spells, increasing allies or weakening hostiles.

 

 

Basics: The Necrotic Link is the basic form of spell all Necromancers must learn to continue in their studies, its main theory is that lifeforce can be taken and applied to different objects be it living or nonliving, this is not to say however you can give non-living objects such as stone life, but more-rather imbue it with latent lifeforce which may have effects that can be applied later on (for instance it may form as a type of ‘battery’ albeit it would slowly fade over time)

 

 

Method:

 

The Necrotic Link forms when a Necromancer opens up themselves to accept lifeforce, a silvery tendril will then formulate and bond with the target, where lifeforce will then be extracted or injected (localised, for instance if you were to drain somebody’s leg, you could target it to be only anything below the kneecap, or to give lifeforce in only certain areas to keep them alive while bleeding).

 

  • One Emote to Establish Connection

  • One Emote to Begin Transfer

  • Transference of Lifeforce

 

After contact, these are the different effects felt (on 3rd emote)

  • First contact: Heightened pain in the area, numbing and pins and needle, limb will become sluggish and easy to avoid attacks with, or slow the person down.

  • Pain in an area that can be compared to having a ‘dead’ feeling in the area (blunt pain, e.g. having a dead arm)

  • Increased Pain in area, alike victim has been cut or stabbed, this will be quite severe and can be quite agonising, the target will have this area be almost inoperable (e.g. internal organs or limb)

  • The area becomes inoperable and disintegrated, paling and flaking occur and the pain stops as the nerves in the area are no longer functional.

 

The Necromancer is also capable of injecting objects or organisms with lifeforce (read up on the the idea of lifeforce for an explanation of what would happen), objects infused with lifeforce will retain lifeforce for 24 hours before beginning to diminish within the next 48 hours to its normal self.

 

 

Permanent Imbuement: The Necromancer could weave lifeforce to attune to in animate object causing it to take on a dark and shadowy effect, simply an aesthetic ability to allow a Necromancer to give an area a horror-like feeling.

 

 

The Shaping of Flesh and Bone; Bone & Flesh Construction [T2]

Spoiler

 

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“And so with it erect great monuments of bone and hide, mold the dead to your will and mend the living to your pleasure, the power of life is in your hands and in the hands of those who are before you, after you, and next to you, go now young one, go now and learn the twisted art of construction” - The second bone tablet of Varil’dul.

 

Summary: Flesh and Bone Shaping (or Flesh Smithing) is the manipulation and usage of living or dead material, such as bone, organs, flesh and even entire limbs. Flesh smithing has a range of purposes such as building shelters ranging from small bone and hide huts to towers made of strengthened bone which has been molded using hundreds of dead creatures, Flesh smithing has a range of purposes for a range of people.

 

 

Basics: Simply put, to utilize flesh smithing, the Necromancer bonds the lifeforce of a target to the structure it holds to and then motions it in different directions, for example, a necromancer bonds the latent lifeforce held within the bones of a deer carcass, to the structure of the bone itself, and hence begins to push and pull and twist the energy as the bone would slowly follow with it until he had shaped a short spear after bonding more bones on from it.

 

 

Method: The Necromancers focusses on a still point of a target (dead material) where he mentally images the lifeforce bonding to the object he’s targeting (quite alike imbuement with a tether however without ever extracting the lifeforce), the Necromancer then creates a mental picture of what he wants to create, and gestures with his hands the sorts of directions he wants to move the material, he could also do this with flesh with the same outcome.

 

 

 

The Creation Phenomena: Sometimes, it has been observed that if lifeforce is pumped into bone and used like this, more bone can be worked out than was actually present, this is to be believed that lifeforce has manifested a replica of the bone and stimulated an almost ‘pseudo-growth of it’, this Phenomena can be exploited alongside multiple other Necromancers to pump lifeforce into the base of structures (albeit quite a lot would be required) to then create large structures such as bone towers

 

 

 

Flesh smithing is focussed around a construction ability but has one singular combat feature, this feature however is quite nerfed and requires the target to be either restrained or motionless for an established period of time.

 

 

The Raised; Undead Creation [T3]

Spoiler

 

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“With burning eyes and mindless desire, I beseech you the words that will raise and the words that will destroy, use these words well and you shall never crumble, but use them too much and you shall fade, for I and those before me did so.” - The Third Bone Tablet of Varil’dul

 

Summary: Reanimation is a classic feature of Necromancy. It also creates the most basic explanation for all zombies and undead featured in lore and games. Undead Creation focusses on raising ghouls, an unplayable type of creature used in roleplay by a necromancer to fulfill different desires.

 

 

Basics: To create an undead, the Necromancer bonds lifeforce to a creature to create a form of pseudo-life wherein the brain functions operate in the most basic of ways (of which is innately bonded to the Necromancer), while the actual lifeforce forcefully operates the muscles (though all other bodily functions fail to operate).

 

 

Method: The Basic set-up for ghoul creation is extremely easy but can only be during times when the necromancer is not under direct assault, the Necromancer would project both materials into a corpse which still has a head (or at least an intact brain), where the body will (even while lacking muscles) begin to form and walk, ghouls are around as strong as they were in life, however become extremely sluggish in plate armour as all their reactions become slower due to their unlife. Ghouls can be dodged most of the time however can become extremely pesky in number, two ghouls are greatly capable of defeating a man in thick armour, however one may struggle to defeat a quickly evading wood elf.

 

Raising: 1 emote to focus, 1 emote to select corpses, 1 emote to fill with power, 4th emote is them raised.

 

 

 

Ghouls:

Ghouls are also restricted to one-word commands, such as ‘Kill!’ ‘Hunt!’ ‘Charge!’, usually a visual aid is given too for the ghouls as it makes it easier for them to understand, there the ghouls will try to fulfill the request in the best way they can till they are killed: Ghouls can only be killed by either starving or decapitation or crushing of the brain, severe trauma can weaken them, crushing in the skull will work. Ghouls can feed from direct lifeforce supplied by the necromancer, or feed off of flesh and absorb lifeforce indirectly.

 

The following list is for how many ghouls can be raised, however only two ghouls can be used in combat at once. This does however allow a Necromancer to use ghouls to perform menial tasks, such as ‘Clean!’ to maintain their living space.

 

T3: 2

T4: 4

T5: 6

 

The Ruptured; Abomination Creation [T3]

Spoiler

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“I leave you a dark method from a dark past, the rituals and rites of change, though take heed, as I feel myself quiver as I write it, for these are dark sacraments to fulfill” - The Fourth Bone Tablet of Varil’Dul

 

Summary: Abominations are living, breathing mortals who have been twisted by Necromancy till they become vile creatures, though a Necromancer could choose to make minor additions, such as twisting the nails of one hand into elongated claws alike a bear so that the cultist or other could still pass through without seeming ‘too’ extraordinary, they may choose to twist the humanoid into a horrific monster with slender body, long claws and arms for reach and serration, arched back to force them into a quadrupedal stance and exchange their eyes for that of a nocturnal creature to turn the once mundane man to a stalker-like creature of deep eldritch horrors.

 

 

Basics: In simple terms, it is the elongating or shortening of limbs and body parts, or the additions and/or replacement of limbs and body parts, examples being extra limbs, stomach-like sacks attached to the side of the face that could allow one to ‘forcefully eject’ it’s contents onto a target to cause acid burns, and so forth.

 

 

Method: To perform, the necromancer applies their skills of flesh-smithing onto a living target to elongate bones and flesh, they must do so carefully as if they were to do it too quickly it may flay the skin and cause unwanted complications. If the necromancer wanted to ‘replace’ a body part or ‘add’ a new one, they would have to create an open area of the flesh that would make sense for the addition, stitch on the new limb and then weave in lifeforce and bind it to the target’s lifeforce. This twists the soul-blueprint without breaking it, into forcefully feeding off the body’s natural lifeforce, and rebuilds the area of tissue from the original humanoid, to work with the new addition, for instance, attaching to small appendages beneath the arms, would cause the waist’s bones to contort and the muscles and blood vessels to link up with the humanoid and the appendage, this means if the appendage was to come under harm, it would hurt, and they still bleed like a normal limb.

 

 

The amount of abominations a Necromancer can create scales like this:

 

T3: 2

T4: 4

T5: 6

 

Examples:

 

  • Elongating the hand to make long thin digits with claw-like nails, capable of slicing through flesh alike a bear claw

  • Adding a stomach to a person which is covered by muscle, a hole located on the stomach where when the muscle is contracted at will, the stomach acid would eject out (no further than 1 block)

  • Stretching out the figure to make them taller, and vise versa. Stretching out the arms to give them more reach (albeit this would hurt).

 

The Baleful Curse; Flesh and Bone Cursing [T4]

Spoiler

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“Bind them, hold them, do what you will and let your will do what you want, I give you curses and hexes, carve them into flesh and bone.” - The Fifth Bone Tablet of Varil’Du

 

 

Summary: The Baleful Curses is a Necromancer’s method of giving items and people curses in a functional way. Examples of the curses could be inscribing onto the limb a symbol that will cause a numbness for a period of time, or writing down symbols along the edge of a bone-mace to cause it to fill up with a sludge like liquid that when smashed onto a target begins to cause armour to deteriorate.

 

 

 

Basics: The Baleful Curses can only be applied to organic tissues, be it bone blocks or tanned hide, these symbols are filled with lifeforce, and if they are to be broken they will dig themselves further into the main part of a target (be it further down a bone sword or higher on a man’s leg) as the lifeforce seeks to be bound to a target, this lifeforce in a way is ‘tuned’ like a wave frequency to disrupt normal lifeforce to perform different desired effects.

 

 

Method:

 

 

On living (torso, thigh):

 

The necromancer would carefully carve with a sharp implement a symbol on the target’s skin, where the Necromancer would then weave lifeforce to fill in the cut. A list of desired effects can be seen below:

  • Memory loss: (lasts even after symbol wears off): Target loses 1 hour’s worth of memory / the equivalent time of the encounter (e.g. finding out the Necromancer’s hideout or their identity), this can however with OOC consent be increased to 3 days.

  • Crippling: The  bones in the limb misalign and fracture, this causes pain over time and even if fixed they will repeat the same process, they will however become numb and last for 3 days up to a week with OOC consent, the numbness sets in during the last day, signifying the fading as the bones will realign once it wears off.

  • Stagnation: The limb although is not injured from this, it does not heal any injuries placed on it, thus cannot scab over cuts, cannot fix bruises and all lifeforce remains still within it, this also makes it feel numb and causes light nerve-loss in it.

  • Greed: Target will have a uncanny greed for wealth, this effect lasts for 6 days and if they were to see a wealthy item they would be suggested to try and obtain it, otherwise they’d be filled with slight envy.

 

On dead (sword, chestplate):

 

The Necromancer would use a sharp implement to carve the symbol onto the target, where as before they weave lifeforce to fill the gap. On weapons, the desired effect is activated via some method, (one emote) where it takes one emote to begin filling up with a dark shadowy aura or viscous-like sludge (emote two) and on the third emote it can be applied, where it will on impact with a target try to make contact with the skin if possible, if it hits plate armour it may turn viscous and ‘splash’ albeit it may not mean it will make contact with skin (roll is usually an effective method of working this out)

  • Draining: Target takes on the same effects as the Necrotic Link spell as the weapon is filled with lifeforce and acts like a lifeforce battery which can be harvested for later, it applies however the 4th emote and on instead of starting from the beginning

  • Suffocation: Target begins to feel as if they are choking, this would not render them unconscious however causes them discomfort for a period of time and may cause them to stumble.

  • Poison: The skin turns a gangrenous green and feels like it’s on fire, light decay could also be seen in it as necrosis seems to settle in on the outer layer of the skin, if this was to be delivered directly to an organ it could have seriously detrimental effects.

  • Bleeding: alike the flay spell it will cause nearby areas to flay and rip open as if a second blade or sharp implement was present, sometimes mistaken for ‘invisible blades’ it is merely the aura projected by the weapon.

  • Rust: A pseudo-application of lifeforce, where flesh like growth would begin to grow on any metal applied to it and cause it to rust in an horrific sight, as the metal beneath would seem to rust or decay, making it weaker (e.g. plate armour could be pierced with a sharp weapon on the third strike afterwards) and so forth.

 

There are also positive boons that could be applied onto bone and flesh apparel:

 

  • Weight: Bone becomes as strong as steel with almost equal weight (mostly for the aesthetic purposes to allow cultists to wear bone armour)

  • Regeneration: Cracks in armour and weaponry will begin to seal themselves over the span of four emotes.

  • Protection: The target could not be drained from passive effects from the environment, such as life-drain runes (mostly to protect fellow cultists, but could be impeding if obtained by the wrong hands!)

 

 

And lastly, symbols can be applied to stationary objects, large pillars of bone (add a sign about these effects):

 

 

  • Necrotic Field: members without charms/non-undead inside feel lethargic when in the area, and feel tired and slightly numb, albeit not serious it can stack over time, leading to a fight of attrition against a Coven’s foe as after 8 emotes of being there, they’d become numb and weaker.

  • Fog: A thick fog making it impossible to see through unless the target knows the way, only really able to see around 3 blocks in front of them, and echoes or whispers can be heard in the fog, such as voices of dead people and potentially even hallucinations of skeletal figures or shadows in the fog, these increase over time as the target is there.

  • Tainting: The ground begins to die out and seems barren, trees will wither and twist and the general area will seem to look as if actually cursed, this is mostly an aesthetic effect for the Necromancer and does not go over other effects. It also does not require refuelling

 

The Spells of Old; Necromancer’s Spells [T2-5]

Spoiler

 

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“I have inscribed many spells that I have gathered over my time in undeath, use them wisely and I hope they help you in your progression, as they did so help me” - The Sixth Tablet of Varil’dul

 

Summary: A set of short spells and Rites a Necromancer can perform for either aesthetics or utilities, none of these spells can be used in combat and are simply utilities and things for Necromancy to become more involving and have a wider range of tools. These are essentially defined ‘freeform’ magic

 

 

Method: For all the spells, the method is roughly the same, an emote to prepare the casting, an emote to charge the casting, and then the third emote of application.

 

 

T2: Stagnating: Can only be used on a corpse, this spell helps preserve the body and wards away decay for one IRL week.

 

 

T2: Regrowth: Can only be used on plant life, this spell sends out lifeforce from the Necromancer into the surrounding environment, causing all earth in a 5x5 area to become slightly more fertile or healthier

 

 

T2: Puppet: Only works on dead bodies/skeletons, able to move and gesture hands, skulls and small extremities, however cannot puppet entire skeletons. Puppeted structures cannot be used to apply force other than a light poke (unable to bite or strangle with sufficient force)

 

 

T2: Diminish: Can only be used on plant life, this spell sucks in lifeforce from a surrounding 5x5 environment, causing the earth to become less fertile and decayed.

 

 

T3: Compression: Can be used on living targets: Causes lifeforce from an area to passively be drawn towards a desired point to help with healing and rejuvenation of that area, this could be applied to maybe a tree to help fight off a fungus, or a limb to help it heal faster over the span of a week

 

 

T3: Impression: Can be used on only organic material, causes desired mark on the area as lifeforce is painlessly weaved into it with no side effects, it instead leaves an ash black mark on that desired area such as a handprint to even writing, can last up to one week, or indefinitely unless fixed via healing magic, alchemy etc.

 

 

T4: Ripple: Causes lifeforce in a small pool of water to decay, causing it to become an inky black colouration and taste of dead plants, (effects a small pool of water such as a pond)

 

 

 

 

T4: Sever: Can only be targeted on dead organisms (excluding undead), can sever one area from another on dead flesh, such as removing an arm from a body with a crude-like cut marking.

 

 

 

 

T5: Dispersion: Causes lifeforce from the necromancer to be expunged instantaneously, causing a large black smoke like area around him in a 3x3, this is only aesthetic though hand has no consequences, it is still possible to see through it too.

 

 

T5: Singularity: Causes lifeforce to hover on one point in a focussed ball where it will then crystalize, this crystal cannot be taken back in and is stuck in this form, and is still easy to shatter alike glass. It does however have the odd ability of creating a dim light from lifeforce being passively sucked in from bacteria and then outputted instantly again.

 

 

The Transformed Form; Ascendance [T5]

Spoiler

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“Live now, live forever, live...eternal, this is my last few words, and I write them before my passing, I am Varil’Dul and these are my very bones, take them on and so lastly deny the passing, the last breath, I give you now, immortality” - The last tablet.

 

Summary: Ascendancy is the final part of Necromancy, the Immortality ever asked for by cultists and many across the realms. It is the last part of Necromancy obtained via a ritual at T5.

 

 

Basics: Lifeforce is bound to a desired item, something the undead finds of value, this bound itme stores a part of the undead’s lifeforce and acts as their tether to the material world, if they were to lose this item through it being destroyed, their link will destroyed and they will be vulnerable, this vulnerability could mean that if they were to be killed before they established a new link to a new item, they will have to PK.

 

 

Method: For one to become undead, it is not an easy task. A Necromancer must take three bodies worth of lifeforce and fill it into the target, be it themselves or someone else, it involves overfilling a body with more lifeforce than it usually can handle, a painful process and especially difficult if performed on the self, from there it is the most simple of tasks, death, the Necromancer must deliver a quick blow to the heart to kill their target (destroying the brain may risk the undead to lose some of their memories), and from there the powers beyond take their path. Where the Undead will rise as the lifeforce begins to balance out, from there they must quickly find themselves a phylactery to bind to, be it a family heirloom or a rounded gemstone, it must be of value and must be of adequate size (around the size of a tennis ball at the least)

 

 

The Undead a list of features and abilities:

 

 

Features:

 

  • An Undead’s (un)life, begins off with them as a corpse, quite alike a ghoul over time this corpse will decay, as their bones will be the only part left (this takes up no shorter than 3 months to occur), although it is possible to preserve the body for longer.

  • An Undead has a phylactery, which is some type of trinket of one description or another that may hold sentimental value to the undead, this is filled with a portion of the Undead’s lifeforce, creating a physical link to the physical world. Should this trinket be destroyed, the Undead is vulnerable to death and if they were to die before they could make a new connection, they will have to PK.

  • As suggested before, it is possible for an undead to establish a ‘new connection’, this does not mean however they can have multiple, and any change of phylactery must be screenshotted and sent to an LT member.

  • An Undead has infinite endurance, they remain as strong as they were in life if they do not utilize magic, and suffer no exhaustion, they do not need to eat, drink however occasionally may need to feed as it is a method of pushing away insanity, as a world without any senses except for hearing and sight it can get lonesome, lifeforce to them can taste whatever they want it to taste, it is like intaking euphoria for them, which can lead it to become addictive in worst circumstances.

  • An Undead still has all five magic slots, however if they were to utilize these magic slots, the same effects as the voidal debuffs ( https://www.lordofthecraft.net/forums/topic/165665-on-the-voidal-mage-strength-and-their-connection/ ) will still apply, this means an undead can choose which path they would like to go down.

 

Abilities and Clarifications:

 

  • All Undead have the ability of the Necrotic link spell from T1 of Necromancy.

  • Undead are able to rearrange their bones and disassemble themselves if they wish, which could allow them to simply hide within a set of other bones.

  • Although illusion charms can help hide their full vistage, they are incredibly weak and will not allow an undead to hide away in a city for a long period of time, they can be however used for if the Undead wanted to quickly enter a city and retrieve something or talk to someone before leaving, this is simply to avoid improper roleplay of what Undead’s image is trying to send out.

 

Weaknesses:

 

  • Holy magics and aurum are the key weaknesses to undead, these can slice through bones and tissue of an undead, which is why they either stick away as a mage or wear plate armour to protect themselves, pain is an extreme sense to them and they will try to avoid aurum and even the sight of it. Clarification: Aurum is an extreme version of pain of what they would feel in life, if they were to touch aurum it would have no effect.

  • As said before, if they were to die when their phylactery is destroyed, they will have to PK with no chance of returning.

  • Bones are quite vulnerable to bludgeoning damage, they can crack and fracture, if a significant amount of the body is injured or destroyed (e.g. entire bottom torso is destroyed by a hunk of ice), the lifeforce within the bones will become unstable and the body will fall apart, this usually means most undead wear some form of covering even robes to help cover up their form, or wear armour (If they can that is) to stop them from dying

  • An undead with magic cannot wear even half plate as it would not really work for their body make-up (They’re bones), gambeson and robes however is plausible for use

 

Tier List

Spoiler

 

The Novice: [T1]

At this stage the Necromancer’s body begins undergoing the different adverse effects of necromancy, their body may thin slightly and they’ll suffer hallucinations as well as other psychological torments. At this stage, they will begin to learn about the different abilities of Necromancy, although incapable of casting any other than the first spell. They would also find that their draining spell to be not very efficient, as lifeforce is given off to the environment.

 

The Apprentice: [T2]

 

When the Necromancer reaches this stage, they will begin to cast slightly more complex spells. The Necromancer would be able to cast these with moderate ease. They will also find their draining to become slightly more efficient, able to intake more lifeforce without drop-off

 

The Adept: [T3]

 

Once the Necromancer gets to grips with their powers of moving lifeforce, they will begin to learn how to move and stretch bone and flesh, able to change things about the size of a humanoid such as making bone blades or shields from corpses or able to stretch a carcass over bones to create a makeshift shelter. The necromancer would also be able to now raise smaller forms of undead, such as skeletons and ghouls.

 

The Master: [T4]

 

The Necromancer, at this point, would be incredibly good at moving lifeforce around, with minimal to no loss in transfer. The Necromancer would also be able to move larger structures now especially when paired with other necromancers or additional sources of lifeforce, things such as bone buildings with skin stretched around the outside is not unheard of, panes of tightly pulled skin allowing you to see in through the veiny outlines. Necromancers at this point would be capable, with time to create bone golems and create a larger number of undead. Lastly. The Necromancer would begin to develop powers in cursing targets, learning different inscriptions and runes which can cause bones to become like steel, or giving a blade the power to inflict a form of draining on a target. It is also possible to inscribe different carvings directly onto a victim with...extreme results.

 

 

The Warlock: [T5]

 

 

At this point, the necromancer would have reached their most elite level, capable of ascending themselves and possibly others into higher life forms, a true end, the true achievement, the final destination. Necromancers of this tier would have extreme control of Life Force manipulation, able to drain a victim down quickly and efficiently, bone constructions could be large towers made of bone and flesh and their carvings are even more powerful now, armour as strong but half as heavy as steel, blades of bone that can render life from each slice of lunge and capable of creating small legions of undead or flesh golems towering over eleven feet tall. The true pinnacle, the true end.

 

Redlines

General Redlines:

  • Cannot be self taught

  • 1 magic slot

  • Necromancers can create 2 undead and 3 abominations (abominations can be shifted in and out as desired as long as the last one was reverted)

  • Necromancers suffer similar effects to the voidal debuff

  • All beings have a ‘maximum’ lifeforce, too much of it can cause adverse effects such as increased heart rate increasing the risk of cardiac arrest etc.

  • ‘Pain/weakness to aurum’ is a slightly increased damage from aurum attacks, undead can still touch aurum however may have distaste to it, it merely amplifies the pain taken from usual damage.

 

Spell Specific Redlines:

 

Weaknesses:

  • Undead, abominations and ghouls are weak to aurum as well as any other abilities that may damage them

  • Significant damage to the skull can usually lead to their destruction quickly.

  • Abominations are still mortals and thus can still bleed out and suffer pain alike any other mortal.

  • Necromancers gain similar effects to the voidal debuff when learning this magic

 

Necrotic Link:

[Necrotic Drain][4 Blocks Range, on a still/restrained target][Increasingly Debuffed][Until no lifeforce remains/is halted by other means]

  • Concentration can be broken alike normal voidal mages

  • Do not suffer exhaustion from prolonged use as no mana is being used, however may be mentally fatigued as it requires concentration

  • Necromancer can simultaneously hold up 4 beams at once at T5, (T1:1 T2:1,T3:2,T4:3,T5:4), these require an additional emote after the first 3 emotes, placing on same areas can increase speed or be applied to different areas to spread effects.

Can be used to deliver lifeforce or direct extracted lifeforce elsewhere into another target, those affected by additional lifeforce when injured may heal at faster rates and help overcome exhaustion.

 

Undead Raising:

[Raising][6 Block Range][Raises a single ghoul][Permanent]

  • Although a necromancer may raise 6 ghouls at T5 and use them however (e.g. hauling etc), only 2 may be used in combat at one time, they are however able to pull more ghouls in only once the first 2 have been killed (no pulling out the injured and sending in stronger)

  • Ghouls can be killed by significant destruction of their body or caving in their skull/decapitation (significant destruction would be at least the removal of 3 limbs)

  • Ghouls require occasional deposits of lifeforce to survive, either from feeding or from the Necromancer depositing spare lifeforce into them.

  • Ghouls can be fleshsmith in minor ways to change their appearance however cannot have extra appendages added to them (e.g. make them hunched over or turn their hands into large spikes/claws)

  • Ghouls can be raised in combat as long as the Necromancer can contain significant concentration (cannot move etc.)

  • Ghouls are NPCs controlled and governed by the necromancer, alike a pet.

 

Combat Ghoul Rules:

  • When raised/used in combat, a necromancer can use up to two undead.
    • If they use one undead, they can fight alongside that undead as well.
    • If they utilise two undead (even having one spare at the back counts as using it, this counters them just continuing to raise and throw ghouls), they are unable to fight and can only use the two ghouls instead.

 

Abomination Creation:

  • Abominations require a CA to play, a T5 Necromancer can have 6 abominations, any new ones require the last ones to be reverted (which is fully possible with time and work)

  • Are susceptible to Aurum and are still living so bleed and can die out from blood loss or pain etc.

  • Can have two extra appendages, bone plates, hide etc. added to them albeit in reasonable areas.

  • It is possible to utilize stomach acid etc in combat (e.g. the abomination has a muscle they can use to squeeze a stomach sac on their chest which sprays it over the person while they are on top of them, albeit stomach acid is not powerful enough to cause instant agony it can be a deterrent and cause pain over time)

  • Cannot be made taller without lengthening out their body causing them to become quite frail and thin.

  • Can be made only above-normal strength.

 

Baleful Curses:

  • All weapons have the same procedure for activation: activate, charge, apply, all effects last for 4 emotes before fading with the worst at the 3rd emote, and the 4th emote of it lessening, all weapons require recharging every 3-4 uses. Once the first application has been applied (e.g. a sword cut) the weapon loses its charge and requires to be reactivated in the same manner (e.g. you hit someone’s torso with an activated weapon, the weapon is now deactivated and you must reactivate it to apply the effect again)

  • Curses applied on targets must be done on flesh or bone areas, if the area is amputated the curse simply moves elsewhere on the body, time restrictions on curses must be clearly defined with the sentence started at the beginning “The date is now: (Date) and this effect will wear off (expiration)” this can be done with Pms but must be stated clearly.

  • Large runes and armour can last extended periods of time however should usually be restocked every few weeks, this can be done throughout the time instead of ‘dump recharging’

  • Multiple effects can be applied to stationary objects with Lt approval (e.g. fog and aesthetic effects)

  • Draining AoE can be lethal, however it would take a significant amount of time for it to so. They can also only be placed on areas where the creator has PRO permission or direct permission to do so (e.g. their own base or in a small area of a city they have gotten permission to do so in), these areas cannot be massive however can be of some size (e.g. around a person’s house) however cannot be something such as entire portions of a city

  • All curses placed on objects can be destroyed with a significant force such as a war hammer or warded away with specialised magic

 

Spells of Old:

  • Majorly an aesthetic set of spells, these cannot be used in combat however can be used after or before combat (e.g. scare off people or help mend people)

  • 3 emotes to create each effect, effects wear off over time and although can be used maliciously, it counts towards the rules on damaging property in regions.

  • Areas affected by tainting spells last for 2 ooc weeks, and then have a cooldown for a week to prevent it being spammed.

 

Transcended Form:

  • One Necromancer can only create 2 undead, including himself.

  • Proof of 3 kills should be verified during CA (screenshots etc.)

  • Undead are weak to aurum but do not feel pain to things such as steel can still break and damage them however they may not feel the damage

  • Can be killed by significant fracturing of body or destruction of skull

  • Can move their skeleton structure as needed albeit the head is the main core, removal of that will cause the bones to shamble to pieces.

  • Only as strong as they were in life however feel no exhaustion

  • Have innate touch drain ability for feeding

  • Have 5 magic slots however take debuffs akin to voidal debuffs if they utilize them.

  • Do not need anything to sustain themselves however lifeforce is one of the few things that give them sensations so they usually feed on that as a way to ‘retain sanity’

  • If a phylactery is destroyed the undead must find and make a new phylactery and message an LT with the proof and timestamp of when it happens as soon as possible with proof of its creation, if they are killed before they can make a new bond they have an irreversible PK.

  • Although lacking physical senses, they still have emotions. Some of them may be numbed however leaving them to act as if a sociopath.

 

 

 

Necromancy and the Why:

Spoiler

Why as a Magic:

In pretty much all fantasy games I’ve ever played, necromancy has had some form of role in one way or another, be it Dungeons and Dragons with my friends and the evil necromancer sending forth a wave of undead, Pathfinder Kingmaker and the Lich boss (spoilers!), video games and other sources, Necromancy has so many different versions and iterations, from a school of magic to an unspoken classification of secrecy.

 

I seek to provide LotC with the same genre of a horror-mixed Necromancy, with a new theme behind it, I’ve decided with help along many of the original Necromancers and the viewpoints of random players even those from other magic groups, what they’d like to see in it, the first step, no ghouls, the next step, new aesthetics, and the final step, new abilities.

 

Why the abilities:

I’ve decided to re-think Necromancy and it’s abilities, although taking the abilities of previous iterations such as the infamous life-drain, I’ve tried to keep along the new aesthetic of bone & flesh manipulation (no, not blood magic), with a new form of this ‘death magic’, these new abilities although having some combat abilities, I’ve looked towards roleplay and aesthetics most of the time, I’ve tried to envision this idea of an underground basement made from bone and flesh with stretched hide so thin it acts as a window and tried to be so versatile that if that’s not the wanted outlook they could change it to this dark creepy basement where the ground seems to fill with a fog, where whispers and apparitions can be seen in the darkness. And maybe if basements are not the thing, the old man who lives in the dead-wood, where little do people know in his basement lurks a gently thrumming symbol carved into the skull of a deer, where life around the area seems to thin and die out.

 

A note to Flam:

Flam friendo, I think you can see the issue with only allowing 1 combat summon, the issue being having a meagerly zombie go on a 1v1 (when usually it probably won’t be a 1v1) it’s completely unfair, you never expanded it further than that meaning if I was to play by your rules of 1 combat summon, that means a Necro could only raise 1 zombie vs 3 other people which is extremely unfair, my only decision because of this was to say the necro could raise 2 of them, I have faith that anyone with necromancy will be intelligent enough to precisely present where their two zombies are and what they are doing. Please understand that I want the best for the server just as much as you do, but some of your regulations on summons has severely crippled many magics and for that reason I struggle to abide.

 

 

P.s, Made my me alongside the neccros who helped somewhat, if there are any holes they can be filled in and what-not, I’ve written pretty much all of it though

Edited by LorelessPuddleMancer
Adding Weaknesses to Undead
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The son of a ***** finally did it 

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Intriguing.

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2 hours ago, ScreamingDingo said:

beating-a-dead-horse-gif-11.gif

See with Necromancy that corpse could beat itself

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Why was necromancy even shelved in the first place there’s like 0 good fantasy stories that don’t involve necromancy somehow.

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Exactly why I’m trying to help bring it back lmao

 

We’re able to conjure ice, lightning air, get spirits to bend elements to our will or create elements with runes
 

But we can’t make a corpse do an ooga booga dance

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i wanted to do necromancy once, then it got shelved

this lore looks cool tho so 1+ bring back necromancy its essential in all fANTasY rpS???

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Although I applaud you for writing necromancy lore, it doesn’t touch on subjects wished previously by the Lore Team which in the LoTC discord have been expressed. As with the upcoming lore-games I would’ve suggested holding off on magic lore if it does come into play as it might require you to do big changes to the lore. 

 

To your lore in general it seems a bit lack of detail with descriptions or scratching over certain spells, take tainting for example which can be seen due to the lack of detail abusable. My suggestion would be to expand on the detail to make sure things cannot be abused. 

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Eh that’s fair and can be worked on

 

And I mean nothing really stops it from just being placed in the lore games when they start instead of having it in the dark like some sort of Uno swap hands card, putting it out to the community helps the community solve the issues in it, like you’ve just shown

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Booooo, not my lore.

 

Effort is appreciated though.

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