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[✗] Fourth Generation Necromancy - Rewrite.


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Tiers are replaced with terms of magical progression:

Novice, T1

Apprentice, T2

Adept,  T3

Expert, T4

Master. T5

 

Cemetery 1 by KoTnoneKoT.deviantart.com on @deviantART

 

 

Fourth Generation Necromancy; The Silenced Awakened 

Among the Dark Arts, perhaps the one most reformed is that of Necromancy. From leeching off the dark powers of Iblees, the utilization of obelisks, and finally to the opening up of a hollow within one's soul, the magic has continuously strived to adapt to circumstances. The newest discovery of Necromancy is that it does not alter the soul or force body disfigurations of non-active users. 

Necromancy is still the art of manipulating life-force serving the will of a necromancer in manners unique to themselves, which include the likes of resurrection, tainting, and ceremonial rites.

 

Necromancer’s Rebirth

Stillness spread throughout the grounds, an ebony fog creeping through with silent whispers of the native wildlife still and silent - the place being over the harrowed ground, torn and mounds of dirt overlap each other in a spiral towards the center of the land where two stands. The arch-necromancer and apprentice.

 

"Death: a stepping stone one tries to overcome though never to risk one's own life. Where you differ- though you too will come close to it." the necromancer states as a blackened mist would begin to develop over his fingers, coiling around them like a serpent.

 

"For one to overcome this, you have to perish and hope your will is strong to awaken darkness in you to keep living." The mist would begin to join like a union to his skin, staining the hand black before the necromancer places it upon the apprentice's chest. The fog would dance from his hand to the newcomer's body and entwine over their chest. The veins and arteries bulge out of the skin with an unmistakable hue of black surging through them.

 

The arch-necromancer pulls his hand away as the trailing mist continues to latch onto the apprentice's body before eventually breaking. The necromancer then steps back. "I have taken a piece of you, and now will teach you how to get that piece back."

 

Necromancy is one of the forbidden forms of magic a person has been able to learn from the beginning to the present. It has always been around through the manipulation of life and death, weaving through the principle of man. Though as previous necromancy permits, a new nature of necromancy has been founded and arisen to take hold of the future generations. The practice of necromancy would no longer require the opening of an entity inside one's body, but rather through the practice of learning how to weave your fingers through manipulating life-force.

 

The creation of a new-necromancer through this passage of learning requires flexibility in the apprentice's mind and body so they may understand the fundamental principle of necromancy and the way the magic is used to manipulate the life-force all around them to twist into their desires.

 

Necromancy Mechanics

Spoiler

Necromancer Physiology

Spoiler

Necromancer Physiology

 

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https://i.pinimg.com/564x/67/2a/a1/672aa191159b94ef3e70a41f43849b6a.jpg

 

An individual practicing necromancy won't have any abnormalities in the body shape or form upon studying necromancy, only if they try to exceed what the necromancers base limit will they begin to see physical and or mental changes. 

 

When a necromancer begins to manipulate their pool of life-force, a degrading effect will start to occur within their body. Muscles will start to thin down, and bones become brittle as they utilize their pool of life-force for a power unnatural to them self. The effect will continue until their dying breath as they practice the magic; however, it will not kill the necromancer. It will just physically weaken them like other magic kin.

 

A change will come to a necromancer who exceeds in using life-force, which isn't directly apart of them. A physical change will occur upon the body of the necromancer. This change will usually begin to appear to the closest area on the body where the necromancer casts. The change will appear on the skin, looking like a black stain growing upon the body. 

 

The black stain will continue to spread through the body of the necromancer if they continue to exceed their life-force capacity, and will only start to stop once either full capacity is reached, or the necromancer has rid themselves of any excess life-force.

 

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https://i.pinimg.com/564x/61/71/55/61715559cd3d644e78e03a71d3505071.jpg

 

The black stain will act as a separate layer of ashy flesh bound to the necromancer, feeling like nothing more than a brittle stone with the density of flesh. If it remains upon the necromancer for an extended period without expelling, the excess life-force could cause a change in the body and mind. A degrading effect will occur of stiff ligaments, trouble with fine-motor skills and mental greed will grow for the consumption of life-force. While the primary source of food for a necromancer this way will be through life-force, it'll sustain the body, keeping it alive. However, due to the lack of nutrients from food, the body will break down to an undeath like state.

A necromancer once they've reached the stage of primary consumption of life-force and face the degradation of the body will still be considered living despite the change of appearance. While the individual is under these effects, any connection to the magical arts will cease due to the mental instability besides the innate touch drain ability they learn from life-drain. 

 

The individual will become less calculated and more aggressive, attacking anything on sight that has life-force within them to satisfy an unquenched hunger of greed. The only way to return the necromancer back to normal would be through expelling them of the excess life-force, this can be done through the Reverse Drain ability by another necromancer or death, both forcing the individual to return to status as they were previously.

 

  • Redlines:
  • The degradation of the body is similar to voidal degradation from practicing magic.

 

  • If a necromancer exceeds the base 100 life-force(10 Spell Slots), they will form that life-force upon their skin which appears like a black stain.

 

  • The blackened flesh will feel cold, numb, but still functional. Basically you feel the life-force being drained from your body. 

 

  • The black stain will completely cover the users body at 200 life-force(20 Spell Slots) capacity, this is also the limit of life-force one can hold.

 

  • The black stain has no defensive capabilities and is only a visual effect.

 

  • The rabid necromancer / ghoul isn’t something that can be forced upon an individual, only to be done through the player’s RP choice.

 

  • The rabid necromancer / ghoul has no added strength amplification and they can be reverted through a necromancer reverse drain or player death.

 

 

Life-Force

 

Spoiler

Life-Force

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https://i.pinimg.com/564x/ff/5e/b9/ff5eb9241564c67697f73184ec8a4326.jpg

 

Life-force is an energy that resides within all-natural and living beings. It is the definition of survival. Without life-force, the earth, flowers, trees, critters, beasts, and descendants will perish. Life-force controls and interacts throughout every cell of any living being, working to assist bodily functions such as organs and the immune system to strengthen oneself. Even though life-force will naturally build as the host begins to age and fill the body as the being grows, the living being will eventually die. Life-force will remain inside of them and will seep into the earth, ready to begin another cycle.

 

Necromancers can disrupt this natural balance of life-force through learning how to manipulate it, controlling the energy to push or pull it and redirect it to wherever they desire. This unnatural art can assist in creating new-life and help destroy existing life. Without life-force, a necromancer won’t be able to utilize the abilities handed to them making a sacrifice to themselves or to those that contain it around them to practice their art.

 

 

Life-Force Capacity

 

Spoiler

Life-Force Capacity

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https://i.pinimg.com/564x/9f/82/94/9f8294416ec08a264cc5630e64c4f29e.jpg

 

The art of necromancy requires a lot of time in training, practice, and careful study of your abilities and limits. To be able to cast a spell of necromancy, you need to be able to draw upon the pool of life-force. Life-force powers up the internal functions of the body; this pool is the direct fuel of your magic.

 

Each Descendant has the same amount of life-force inside them. Necromancers, however, possess the ability to drain Life Force and store up to twice the usual amount. This life-force becomes the fuel of their spells and the amount wasted depends on the spell. The amount of Life-force varies from one Necromancer to another— especially during the early stages of practising the art when their body is still healthy. A Novice necromancer may only manipulate a certain percentage of life-force (Spell Slots) where a Master may expend their full pool. 

 

The amount of life-force a descendant has equalled a hundred Percent (10 Spell Slots) and can expand to the full capacity of 200 Percent (20 Spell Slots). A novice Necromancer will have a lower limit of the amount of life-force they can manipulate, locked to use 100 Percent (10 Spell Slots) that expands per tier by Twenty Percent (2 Spell Slots) to a maximum of 200 Percent (20 Spell Slots).

 

When your Life-Force drops below thirty (3 Spell Slots), you will feel significant fatigue in your thoughts and movements. There is also a chance that your spells will stop functioning. In the event your Life-Force drops to ten (1 Spell Slot), you will no longer be able to focus enough to cast any spell. You won’t be able to move, and your speech will become something akin to short phrases between ragged breaths. 

 

  • Redlines:

 

  • A halfling has the same life-force as an orc, don’t question it.

 

  • A necromancer can only utilize full Spell Slots, any half Spell Slots they acquire cannot be used for spells unless made full numbers.

 

  • All descendents have a base of 100 life-force (10 Spell Slots).

 

  • You will passively obtain life-force overtime by resting and eating healthy similar to the common cold up-to the base 100 life-force (10 Spell Slots). This process takes from zero to one-two IRL days.

 

  • A necromancer can only hold the capacity of 200 life-force (20 Spell Slots). Any more will become stagnant and release from the necromancers body similar to a black mist.

 

  • All descendents learning necromancy start only able to cast up-to ten spells, going up by 2 spell slots each tier. Maximum 20.

 

  • If a necromancer hits 30 percent (3 Spell Slots) of life-force they suffer extreme fatigue. This increases to extreme fatigue hitting 10 percent (1 Spell Slot).

 

  • If a necromancer hits 0 life-force, they’re dead. If done to themselves; suicide rules apply.

 

 

 

 

 

Abilities

 

Spoiler

Life Drain (Novice - T1): [Combat]

Spoiler

Life Drain

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https://i.pinimg.com/564x/5b/f1/08/5bf108c6f2dbdff7442aa155c1daddf6.jpg

 

Life drain is the first spell picked up by a necromancer. Though essential, it is the base of controlling life-force in its purest form— draining an individual to replenish your pool of life-force. With this spell, a necromancer can extract the life-force out of any organic matter and transfer it into themselves: being descendants, beasts, and flora. Some magical creatures are immune to this spell due to the complexity of their form and unnatural flow of life-force that they hold.

 

A necromancer requires life-force for the majority of their spells, without the correct amount the ability wouldn't function or not work. Life-force for a necromancer will steadily replenish with time similarly to regaining energy, however not in the same situation.  That said, it’ll undoubtedly help balance the necromancer's control of life-force and utilization of spells more efficiently if they exert their natural life-force. Through life drain, living descendants offer the highest percentage return of life-force, followed by beasts to finally flora. Dead organic matter offers half the percentage of life-force return up until the following elven week where the organic matter wouldn’t be harvestable for any amount of life-force.

 

Draining Descendents:

Using life drain on Descendents is the most effective way to replenish your life-force capacity to a hundred percent (10 Spell Slots) or to exceed that amount. Draining an individual will be a one to one return rate of life-force replenishment (1 Spell Slot return rate). This would mean you aren't required to drain an individual to death, but rather until the necromancer is satisfied with the percentage of life-force they’ve acquired.

 

Draining Beasts:

The life-force of a beast would vary depending on the size of the creature, breaking into five sections to correctly allocate the return of life-force. Draining beasts, although less effective than a descendent, allows hiding necrotic powers from the public eye, disguising the corpse, if killed, like a sickness.

 

Tiny Beasts - Fifteen Percent Life-force return. (1.5 Spell Slot replenishment).

  • Examples: Squirrel, Bird, Rabbit, Rat.

 

 Small Beasts - Thirty Percent Life-force return. (3 Spell Slot replenishment).

  • Examples: Dog, Cat, Goat, Hyena.

 

 Medium Beasts - Forty-Five Percent Life-force return. (4.5 Spell Slot replenishment).

  • Examples: Sheep, Boar, Wolf, Pony. 

 

Large Beasts - Sixty Percent Life-force return. (6 Spell Slot replenishment).

  • Examples: Horse, Buffalo, Bear, Elephant.

 

Massive Beasts - A hundred Plus Percent Life-force return. (1t1+ Spell Slot replenishment).

  • These are ET creatures and based on the exact size will determine how much life-force return you will receive, if you require information ask an LT member.

Examples:

  • Dragons: Five thousand Life-force. (500 Spell Slot replenishment).

  • Wyvern: One thousand Life-force. (100 Spell Slot replenishment).

  • Basilisk: One thousand Life-force. (100 Spell Slot replenishment).

  • Sky Whale: One thousand Life-force.(100 Spell Slot replenishment).

  • Lurker: One thousand Life-force. (100 Spell Slot replenishment).

 

Draining Flora:

The life-force of Flora is significantly less to the other groups; it'll allow the necromancer not to take a life or damage the livelihoods of Beasts of Descendents. Draining Flora to replenish a certain amount of life-force would depend on the size of it to determine the return rate. A bonus is due to the less-complexity of plant-life a necromancer can easily tether to multiple and or groups, able to drain various bits of flora at any given time. Necromancers who consume plant-life will find they disrupt the life that'll grow in the area, preventing the growth of flora in the area until remedied by other means.

 

Small - One percent life-force return. (0.1 Spell Slot replenishment).

  • Example: Flower, Wheat, Mushroom. 

 

Medium - Ten Percent life-force return. (1 Spell Slot replenishment).

  • Example: Bush, Small Tree, Cactus.

 

Large - Twenty Percent life-force return. (2 Spell Slot replenishment).

  • Example: Tree, Giant Mushroom, Druid Altered large plants.

 

Massive - A hundred Plus Percent Life-force return. (1t1+ Spell Slot replenishment).

  • These are LORE Plants and based on the exact size will determine how much life-force return you will receive, if you require information ask an LT member.

Examples:

  • Cerridwen’s Charm: One thousand Life-force. (100 Spell Slot replenishment).

  • Jokers Scum: One hundred Life-force. (10 Spell Slot replenishment).

  • Starlit Monacrie: One hundred Life-force. (10 Spell Slot replenishment).

  • Miners Helmet: One hundred Life-force. (10 Spell Slot replenishment).

  • Spirit Magnolis: One hundred Life-force. (10 Spell Slot replenishment).

 

Touch Drain:

A necromancer is required to build up necrotic energies in a body part, which they can use to inflict/initiate a drain of life energy through direct contact with the victim. The necrotic energy, once placed on a target, will latch onto and into the being. As the touch connects, the target will have an unknowing realization of what’s happening to them. The body will react by locking all the muscles into place, the skin dehydrating and deforming around where the necromancer holds them. The necromancers touch will also cause branding on the body where they touch outlining upon the surface of the skin with a black mark which feels like an inferno as it marks the body.  They will also face a myriad of debilitating effects upon them, these effects wouldn’t happen instantly and would intensify for however long the connection lasts. While physical touch is upon the individual, the necromancer gains a percentage of life-force each moment they are connected. Only after the connection ends will the drain of life-force and the debilitating effects fade from the individual.

 

The necromancers focus would be bound to keeping the touch-drain stable without breaking, only giving them slight movement to walk while channelling. If the spell has been disrupted the spell will hold the remaining life-force of the individual into account. If the drain is re-established, it requires only the spare time to complete rather than the full duration. The touch drain would require three emotes minimum to weave into effect and if successfully connected on an individual, it will drain twenty life-force (2 Spell Slots) upon each follow up emote. It takes five emotes to completely drain a descendant of life, from start to end beginning after successful channeling.

 

Debilitating effects include:

  • Numbness.

  • Hallucinations.

  • Vertigo.

  • Struggle to breath.

  • Fear.

  • Loss of vision.

  • Crippling of limbs.

 

Tether Drain: (Adept - T3) 

To accurately perform this spell, a necromancer must build up necrotic energies to a pinpoint part of their body, and manipulate these energies a short distance away from themselves.

If these necrotic energies connect to a target, it'll form a tether. The individual will instantly feel a pull of energy ripped from them pulled towards the necromancer, draining them of life-force.

 

Those bound by the tether would begin to feel some debilitative effects seen in touch drain, these effects would be; vertigo, dehydrated skin and muscle spasms. While the tether is connected, stretch marks would form circling the tethered location.

 

The pain would echo across the body of the individual in random areas while the connection remains firm, leaving black marks upon the body in a dead-zone type area. The tether drain, by context, would begin to drain the individual by gaining a percentage of life-force for each moment the necromancer is connected. Only after the connection ends will the drain of life-force and the debilitating effects fade from the individual.   

 

The necromancers focus would be bound to keeping this tether stable without breaking, only giving them slight movement to walk while channeling. If the spell has been disrupted the spell will hold the remaining life-force of the individual into account. If the drain is re-established, it requires only the spare time to complete rather than the full duration. The tether drain would require three emotes minimum to weave into effect and if successfully connected on an individual, it will drain fifteen life-force (1.5 Spell Slots) upon each follow up emote. It takes seven emotes to completely drain a descendant of life, from start to end after successful channeling.

 

  • Redlines:

 

  • Will restore a necromancers life-force or exceed capacity up-to 20 Spell Slots.

 

  • Touch drain can only be done via touch and will always induce debilitating effects.

 

  • If an individual drains plant-life they’ll prevent new life from growing in its place until mended by alchemists/druids.

 

  • Tether drain can be done via tether starting at a 4 block distance up to a maximum of 10 blocks before the tether breaks.

 

 

Reverse Drain (Expert - T4): [Combat]

Spoiler

Reverse Drain

"It's a cruel world where magic thrives. Doctors are little more than glorified murderers... Trading the life of one for another... We all have our regrets. This one is mine."

 https://i.pinimg.com/564x/9c/7f/bd/9c7fbdb0cf09126d2eebccd70dfc2feb.jpg

 

"It's a cruel world where magic thrives. Doctors are little more than glorified murderers... Trading the life of one for another... We all have our regrets. This one is mine."

 

A spell that assists the necromancer to entwine life-force and rework the drain ability from taking life-force into the opposite of giving it to others. Reverse Drain is the reverse of touch or tether life drain ability, feeding life-force into rather than take.

 

A necromancer may utilize reverse drain to support others, sacrificing life-force and pushing it into another. This ability also comes with added positives and negatives; recuperating mortal life from fatigue but supplementing the black stain upon them as an example.

 

Once successfully bound to another, you'll be able to nourish them by pushing life-force back into the individual convalescing the; strength, fatigue and sluggishness all caused by exhaustion.  In addition to nourishing, you can soothe an individual to dispel debilitating effects upon them caused by non-magical and magical means; this includes reanimation eternal hunger temporarily. By soothing another or oneself while the added life-force remains within you'll be exempt from these debilitating effects.

 

While this ability does remove exhaustion and debilitating effects, it will not heal wounds or recover mana-loss. Soothing a reanimation places a mark on them, making it passive to you until removed.

 

It’ll take after connection, two emotes from touch and three emotes from tether to fully encompass the effects of the ability. Restoring 2/4th of the users nourishment/soothing each emote by touch and 1/3 by tether. Five emotes in total.

 

  • Redlines:

 

  • Life-force can flow into a target individual either soothing or nourishing.

 

  • Subtracts the necromancers life-force (Spell Slots) to use, following the draining descendants guidelines. (20 life-force taken by touch || 15 life-force taken by tether to be put in the individual).

 

  • Same distance as tether drain, up-to 4 blocks to initiate and 10 blocks before the tether breaks.

 

  • The life-force will remain until removed by other necromancy abilities or over-working through physical/mental strain otherwise over an IRL week.

 

  • You’re only able to dual-cast this spell with ‘life-drain’ once you’ve acquired the master rank. Tier 5.

 

 

Fleshsmithing (Apprentice - T2): [Non-Combat]

Spoiler

Fleshsmithing

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(Game Screenshot - Agony)

 

Deconstruction and reconstruction, fleshsmithing is the act of sculpting through organic matter like dough and bone like clay to mould a plethora of tools to use in various necrotic constructions. While fixing the dead organic matter with a flow of life-force one can begin to rework flesh, muscle, sinew, tissue and plant matter into a mixture of biomass, so it’s ready to be pushed and pulled into forming individual piles of each material.

 

The utilization of fleshsmithing by repurposing biomass to construct chrysalis pods, architecture designs and artifacts offers benefits such as; Reanimating crafted bodies,  Strategic Defenses and Magical enhancement.

 

Significant weaknesses towards biomass would be the respective counters to the original matter used, for example the ever cold; These are freezing temperatures which harden the layers of biomass causing them to be stiff and rugged. While this could offer a more significant defence, animations  would find themselves stiff and unable to have fluid movements. The opposite reaction would occur through a blazing heat or flame that'll damage the walls and components of the organic matter like structure if enough damage has accumulated the organic would break down opening vulnerable areas.

Abominations:

An abomination is a process of cultivating a sum of biomass to a particular shape or form regarding organic life. A necromancer basing their creation from existing natural life would significantly lessen the process of creating an abomination, requiring knowledge only of the anatomy. Whereas creating a new form of life would require an extensive study by researching biological laws of life before the initial creation.

 

The power and sentience of an abomination would rely on the biomass used in its creation. Giving the body mass of an Uruk would give the creature the same strengths and weaknesses as the descendant. The sentience for the abomination would always make it, so they're fully aware of their surroundings and themselves capable of understanding when outmatched or out damaged and vise-versa.

 

Modifications of an abomination requires the biological laws of life followed without absurdity. These laws would state that a creature cannot be so disproportionate to the current area of its birth or creation.  Due to this, necromancers would have to follow similar proportions of animals currently existing — modifications such addition of claws would be reasonable whereas an extra limb wouldn't. 

 

Repairing abominations from minor to severe wounds from broken bones, missing limbs and or broken bodies are all possible. A necromancer requires the understanding of the abominations anatomy to repair; without it, the necromancer is unknowing of what biomass was used to create the husk thus unable to fix. Once a necromancer has obtained all the knowledge of the abominations anatomy they can proceed and work with biomass to correctly repair the creature. 

 

Minor and significant repairs to the current abomination may take time depending on the severity of the damage done, forcing biomass to mould in specific ways forming the shape and structure of the wound.

      

An abomination not following the blueprint of current living animals 

 

Apprentice: Able to create biomass, no further fleshsmithing.

 

Adept: Able to do minor modifications/repairs to abominations and create abominations based around living animals. Requires Reanimation to animate.

 

Expert: Able to perform major repair, modify and create unique abominations.

 

  • Redlines:

 

  • Allows the necromancer to build up piles of biomass to be utilized at a later period of time for a series of spells and utilization.

 

  • Gives the necromancer the ability to graft flesh and bone to create unique designs of abominations giving creativity and variety of the forces.

 

  • Still requires reanimation to animate any abomination.

 

  • Allows the necromancer to repair and make modifications to animations .

 

  • Player abominations are limited to what fleshsmithing modifications are allowed, such as; no third ligaments.

 

  • Fleshsmithing is a roleplay ability, disallowed in combat due to the time it takes.

 

  • Fleshsmithing cannot be utilized on the living.

 

 

Bonesmithing (Adept - T3): [Non-Combat]

Spoiler

Bonesmithing

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https://i.pinimg.com/564x/2b/2f/82/2b2f82ae5d475acef5e74db6695c5a51.jpg

 

Bonesmithing while apart of fleshsmithing requires an adept necromancer to understanding the complexities of shaping mortal bones in the art of fashioning weaponry and armour for both offensive and defensive purposes. Similarly to how organic matter in fleshsmithing, the bones would be reworked by life-force making the bones malleable.

 

These tools offer the necromancer a lightweight alternative to regular swords and armour, yet have a weakness of being brittle. Bonesmithed tooled effectiveness lies in how the bone has been forged. The weapons can pierce up-to chainmail, and the armour has a larger surface area that can withstand repeated attacks having stronger durability than chainmail. Both the tools armour put under repeated stress from strikes will shatter the bones due to the fragile nature, massive surface area attacks; such as with a hammer, will shatter any tool or weapon almost instantly depending on density.

 

Tools and weapons can be crafted specially for the necromancer or their creations. Given a necromancer suffers from a weakened body, they will only be able to carry bone; staffs, single-handed tools or weapons and dagger dual weapons effectively. Otherwise, the necromancer faces not to be so equipped to handle the tool or weapon.

 

Armour bonesmithed requires a specification of craftsmanship to its intended wearer. The armour if too heavy or loose, can impede the effectiveness of the wearer movements and agility. The armour in itself would weigh in-between chainmail and iron and have similar strength between them. If one, however, would use a blunted tool or weapon that covers a large surface area, the armour would easily break due to the fragile nature of it.

 

The requirements for a necromancer to successfully craft either tool, weapon or armour would cause the necromancer to utilize ten life-force (1 Spell Slot) per item they create. Emote counts would require a minimum of four to finish.

 

  • Redlines:

 

  • Bone armor, tools, and weapons may all be utilized by necromancers and animations  due to their light weight; however, these tools are brittle when met with resistance. This leaves them vulnerable to being broken. Armour will typically shatter in a single hit should it meet the force of a heavy weapon, for instance; a large hammer.

 

 

Cauterizing (Expert - T4): [Non-Combat]

Spoiler

Cauterizing

 

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https://i.pinimg.com/564x/2e/02/0a/2e020a2bfd9d986311f919a776855fbb.jpg


 

Cauterizing is a different form of fleshsmithing which allows a necromancer to work on living organics. The ability permits the necromancer to begin to sculpt, disfigure and move various pieces of the living organic body. The ability to cauterize can be used in multiple ways from pseudo healing from clotting injuries to reattachment of limbs. 

 

A twisted agony happens throughout the process of cauterization the individual feeling like their flesh being warped into different places, weaving of needles into the skin, glass shards pinned into muscle, hot iron rods to fix bone into place, although metaphorical actions the pain as if it is happening would occur in the victim. The pain is acute and lingering, a feeling the individual would feel throughout their body in every motion or movement, the final product being unpolished leaving skin crudely sewn shut, wounds packed with thick globs of flesh and bones violently cracked back into place. It cannot cure ailments and serves mostly to stop people bleeding out, leaving a hideous reminder that this is the last resort to utilize on others or yourself.

 

Cauterization is a spell utilized by necromancers to assist in their fleshsmithing capabilities on the living, unlike the dead where they can sew modifications and repairs with ease living tissue is much too complicated to work with to add modifications. Leaving necromancers to do a far from perfect job to assist in repairing the bodies of the living in many regards, except for sealing wounds, mend broken/reinforce broken bones and even reattach limbs all these would have to match the soul blueprint.

 

Consent for cauterization is a requirement before beginning, permission given in any communicative form is acceptable. Once consent is given willingly and not through force, the soul-blueprint would open the body up-for accepting life force to begin cauterizing. Once started, consent cannot be revoked until the necromancers life force has parted from the individual's body.

 

Minor Wounds: cuts, lacerations, minor broken bones.

Major Wounds: Non life-threatening puncture wounds, major broken bones.

Serious Wounds: Life-threatening wounds.

 

The requirements for a necromancer to successfully cauterize would cause the necromancer to expend ten life-force (1 Spell Slot) per minor wound, fifteen life-force (1.5 Spell Slots) per major wound and twenty life-force (2 Spell Slots) per serious wound, reattachment of limbs require fifty life-force (5 Spell Slots). Emote counts would require a minimum of four emotes on minor wounds, five for major, six for serious and seven for limb reattachment. If the individuals dies prior to emote completion cauterization will fail.

 

  • Redlines:

 

  • Able to be utilized on the living, similar to fleshsmithing the act of mending flesh would be more crude and rudimentary due to the target not being dead.

 

  • Mended wounds and surrounding area of the body will be afflicted with horrific scars and bodily deformations.

 

  • Can reattach limbs within the same day they’re removed, unless preserved. They have to follow the soul blueprint, after a week without the limb the soul blueprint will reject the limb.

 

  • This is agonizing to the recipient.

 

  • Requires initial willing consent.

 

 

 

 

Petrification (Apprentice - T2): [Non-Combat]

Spoiler

Petrification

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 https://i.pinimg.com/564x/f9/d0/4a/f9d04a7cbbb2a6ab1e6a99beb500d4ad.jpg

 

Petrification is an ability that a necromancer can use on any decaying organic mass up-to a human year in age (One IRL Week). Petrification will suspend the organic mass in a preserved state, and this allows the organic mass to no longer be decayed. 

 

The ability works by a necromancer funnelling life-force into the organic mass to put it in a suspended petrified state, feeding the organic mass. Once the life-force has been consumed, the organic mass will return to a state of decay if not replenished.

 

A body found or created can be petrified, if all major organs are intact being the brain and heart. If these organs are damaged, a transplant can be performed from the same suitable race or created. Petrifying a body this way enables the necromancer to latch tethers onto each organ within the body to stimulate a living organism. Having a petrified body that is stimulating life to be in the act of breathing, heartbeats or brain function gives a falsehood of unconscious life.

 

Petrification is an ability a necromancer can perform on any decaying organism they're able to life-drain. The life-force requirement would be one fourth (1/4th) the amount of life-force the body contains. This requirement needs to be refilled per human year (1 IRL week). Petrification on individual or grouped organisms requires minuscule amounts of life-force if not assembled. The emote count to petrify biomass is three emotes for any organic matter and one additional emote if your working on a body to attach the tethers.

 

  • Redline:

 

  • Preserves the body or organic piece up-to a week before requiring renewal.

 

  • Requires 1/4th of life-force consumed to maintain per week. (eg: For a descendant - 2.5 spell slots).

 

  • Only able to be done on decaying soulless bodies.

 

 

Animation (Apprentice - T2): [Combat]

Spoiler

Animation

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https://i.pinimg.com/564x/a7/4b/ec/a74bec8120c4a30cc592486172c123dc.jpg

 

Animating a petrified body into a living organism being able to move upon its own free or controlled will is a regulated process done by a necromancer. Animating requires steps to begin; 

  1. Biomass collected to create a chrysalis pod for incubation.

  2. A petrified body would have to ready. Tethered to simulate life.

  3. A necromancer to feed their life-force into this pod.

 

When the steps have completed, a necromancer can begin to start the chrysalis process. Utilizing fleshsmithing one would work the biomass into a pod-shaped structure around the petrified body; this would form the chrysalis to protect and incubate the body into animation. Once the chrysalis has formed, layers can be placed to protect the inhabitants further. Life-force will be used on the chrysalis pod to bind the petrified body to the pod through tethers; this will assist the body to steadily animate itself.

 

The Chrysalis pod would be formed mainly out of organic biomass; one can create it from bone long as the pod is air-tight. Life-force then would be pushed inside to connect both the pod and body together, fusing the petrified body tethers stimulating life to the interior of the chrysalis pods walls. Once all tethers have successfully bound the incubation process can begin, this process would start to feed life-force in and out of the body yet trapped inside the pod.  A necromancer can only have two chrysalis pods active during any time, this would be due to the unfamiliar bond that has to be created.

 

After a prolonged wait from a series of human months (3 IRL days), the incubation would be complete; the petrified body would become fully animated inside the chrysalis pod ready to break out. Once prepared, the shell of the pod would begin to breakdown and decompose or shatter depending on the biomass used; the fumes of stagnated life-force would release and the petrified body animated. 

 

The animated body would remain within or around the pod location until disturbed or commanded by a necromancer. The necromancer who can control these animated bodies would be that who gave their life-force to them. Abominations would follow the same processes as above except for being commanded. These atrocities have a conscious mind able to move freely, although, they can still be influenced by a necromancer but not adequately controlled.

 

The requirements to create the chrysalis pod and tethers to fully awaken the animation will require a base of five emotes, expending fifty life-force (5 Spell Slots) per chrysalis pod.

Limitations and Weaknesses of animations :

The animated bodies are bound to locations where they have been commanded or incubated. Set to a non-hostile nature without being directly controlled the animations are similar to passive creatures only moving freely to eat already dead organics. Consuming organics would cause the inner tethers to drain any trace amounts of life-force from the item replenishing the petrification cycle.

 

The weaknesses of animated bodies would be the major organs holding their life together. If one were to strike and significantly damage the organ or decapitate the two from connecting the reanimation would fall, and the petrification cycle will end, causing the body to be animated once more.  

 

Targeting other limbs or organs of the animated body would only slow the body down and make it sluggish in actions rather than defeating it like something living.

 

Controlling the animated bodies would follow the same functionality of their creature counterpart based from, unable to do anything outside of its scope of strength or agility. Once a necromancer has given orders to the animated it'll seek out to fulfill them, simple orders such as; attack, follow, assist and defend are accessible for the animated body to perform. Complex orders such as; delivering a message or clearing a blocked tunnel can be complicated if the reanimation is unsure where the location is or have the strength to move boulders.

 

Both animated and Abomination bodies follow the same weakness of not being able to harm their original life-force giver, even when commanded by other necromancers.

Reanimation limit: (Reanimation Influence/Control)

A necromancer based on mastery would depend on how many animated bodies they can command at any given time; these commands would be either simple or complex able to be ordered as a group or singularly. 

 

Apprentice: Five insectoid beasts, two tiny beasts, one small animal.

Adept: Ten insectoid beasts, three tiny beasts, two small animals, one medium animals.

Expert: Four tiny beasts, three small animals, one large animal, two medium animals.

Master: Five tiny beasts, four small animals, two large animals, two medium animals.

 

During a combat situation, a necromancer may only command based on size ten insectoid-creatures, squirrel-sized creatures and or up to one grizzly bear-sized creature. Locking to only one of these groups, any group chosen would follow a swarm mechanic of; one command does all.  Any other animated bodies you have with you turn passive as you focus on controlling during attacking. Once your summon(s) have been defeated you cannot command another.

 

  • Redlines:

 

  • Requires biomass (fleshsmithing) and a petrified body (Petrification).

 

  • Takes 3 IRL days to animate.

 

  • A necromancer can only have two chrysalis pods active at any given time.

 

  • The chrysalis pod can be broken.

 

  • Abominations are a CA creature. They follow the same redlines as fleshsmithing, animations and they chosen form. These redlines have to be written in the CA application. 

 

  • Abominations cannot learn magic. They don't have a soul.

 

  • Abominations don’t have a soul.

 

  • Necromancer bound won’t be harmed by their creations.

 

  • Animated bodies will easily die once more if a major organ is struct or severed from each other.

 

  • Controlling the animated bodies would follow the same functionality of their creature counterpart based from, unable to do anything outside of its scope of strength or agility.

 

  • Animations have a life-cycle of one week IRL before they perish unless re-petrified by the necromancer to nourish and sustain their connection to ‘life’. Another way to passively feed a reanimation would be for them to consume stagnated ground.

 

  • During a combat situation, a necromancer may only command based on size ten insectoid-creatures, squirrel-sized creatures and or up to one grizzly bear-sized creature. Once either of these summons are defeated, you cannot command another.

 

  • Animations can only move a maximum eight meters/blocks per emote in combat. 

 

  • Massive Creatures are Event Only.

 

 

Feign Death (Adept - T3): [Combat]

Spoiler

Feign Death

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https://i.pinimg.com/564x/66/23/98/662398a5b24974728081310387f49e43.jpg

 

Feign death is an ability that allows a necromancer to use their life-force to sustain themselves or others within a suspended state of living that causes one to appear dead. Feign death functions on the whole or a part of the body, which forces it to look in a death-like state both visually and functionality.

 

The ability allows a necromancer to work with a basis of time, able to give the impression of a freshly dead body, a decaying corpse or a skeleton if given time. The ability works by a necromancer to channel life-force within themselves or others and turn it stagnant to pop-out of the body, the higher the life-force, the more dead an individual will appear. While under the effects, it will cause the body to fall limb and begin paralysis through the affected areas. An individual would only have minimal control over their body, able to; whisper, mumble, roll-over and minimal crawling movements. 

 

Feign death is a tool a necromancer can utilize not only to subdue but also used for defense, while under the channel of the spell any amount of damage caused will not break the ability through physical or mental means. Once the spell has ended any damage caused while under the ability would occur on the individual immediately. 

 

The necromancer would begin by working the spell into effect taking three emotes to successfully cast on themselves or others, doing a tether on another individual requires an extra emote the tether can only be within three meters/blocks. This ability would cause the necromancer to consume ten life-force (1 Spell Slot) for the spell and on each emote after.

 

  • Redlines:

 

  • Essentially cripples the necromancer or individual only able to move or gesture lightly.

 

  • Removes pain receptors within the necromancer or individual until the channel is broken.

 

  • Individual looks completely dead and can be chosen to appear in a recent dead state or decayed.

 

  • Tether can only be made within three meters of the necromancer.

 

Stagnation (Adept - T3): [Non-Combat]

Spoiler

Stagnation

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https://www.halopedia.org/images/1/13/Flood_biomass.jpg

 

Stagnation is a corruptive life-force embryo which causes deconstruction of organic matter, forcing it to the surface. This embryo would be named the stagnated root. When created will latch thin dark tethers similarly to plant roots out to bind to organic mass and begin to break down into biomass. 

 

The stagnated root will eventually grow to encapsulate a center around itself of biomass which is a 5x5 block radius, the speed of which it grows will take months (5 IRL days) to reach the maximum size. Once developed, the area would become a sector; this is a grid term to calculate the amount of stagnated land one has accumulated. 

 

Stagnation will leave destruction wherever it spreads, uprooting organic mass up from the soil and stone to taint the surface and surrounding areas with biomass. The biomass uprooted can be used in the creation of anything within fleshsmithing, including abominations. The affected land if enough stagnation sectors are connected the surrounding area would wreak with a putrid smell of decomposing biomass, fumes would rupture from the ground similar to geysers aerating the atmosphere around it in a murky fog. 

 

For the harvesting of biomass to create structures, tools and abominations that uproot require sectors of biomass, and this is so all necessary biomass collected is used for moulding the structure, tool or abomination. The sectors of stagnation required to construct a structure would be;

 

Structure: 1 sector per 5 meters of biomass.

Tool: 1/2 sector per tool/weapon. 1 sector for armour.

Abomination: 4 sectors per abomination.

 

The biomass stagnation creates is useful not just for the necromancer but the animations; each animation and abomination can feast upon the grounds wandering upon them to replenish the petrification cycle. 

 

Stagnation suffers from the same weaknesses of fleshsmithing relating to elemental area effects. To altogether remove the stagnation from spreading within a sector, an individual would have to uproot the stagnation root which will stop lifting the biomass from the ground. Removing the stagnation root is an easy process that once found all which is required would be a shovel and uproot it similarly to weeds. Using magical ways to eradicate the stagnation root will work though won't clear the land from biomass, having to be removed manually.

 

Stagnation requires that a necromancer use one hundred life-force consumption (10 Spell Slots) and after a base of four emotes a stagnated root will form and begin to spread stagnated ground. Stagnated ground spreads at the rate of time from 1x1, to a maximum of 5x5. (Meaning it takes 5 IRL days for a full ‘Sector’ to form.) After the formation of a Sector (What we refer to be a full 5x5 blocks) the necromancer may begin to make and keep animations  within the Stagnation. The amount of animations that can be held within a Sector is dependant on the reanimation size Two; Tiny, Small, Medium animations can sustain themselves per sector. Only one large animations can sustain themselves per sector, except for the case when a massive reanimation; requiring twenty-five sectors of stagnation. While only a certain amount animations  can be held in a single Sector, multiple Sectors can be put next to and around others, which can also hold to. So two sectors can contain anywhere from 1-4 animations. 

 

  • Redlines:

 

  • Can only be done once every five days. 

 

  • The maximum size of stagnated ground from a single stagnated root is a 5x5 block area.

 

  • The stagnated ground will reach its full radius in 5 days after its conception.

 

  • Biomass can just be picked up and moved, swept away.

  • The stagnated root is the source of the biomass created.

 

  • A animation requires sectors of biomass to correctly sustain it each week. These would be decided by the size of the reanimation. Tiny, Small, Medium, Large requires one sector (5x5) to sustain themselves. Massive creatures requires twenty five sectors (25x25).

 

  • Two; Tiny, Small, Medium animations can sustain themselves per sector. Only one large animations can sustain themself per sector.

 

  • A necromancer constructing boils/mounds of biomass will react by exploding when triggered by an individual walking over / item thrown at them. This works similarly to ‘Biomass burst’.

 

 

Biomass Burst (Master - T5): [Combat]

Spoiler

Biomass Burst

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https://i.pinimg.com/564x/ff/69/b7/ff69b7a13bace0d31ab6bf1d27b8dedf.jpg

 

Biomass burst is an ability that works through the necromancer targeting a specific location on stagnation with life-force. This location will begin to mould up into a mound and eventually, a boil filled with a range of biomass assortments of organic matter and non-organic matter. Once built up the necromancer can trigger the location to burst, rupturing the boil sending the biomass within a radius around it at high speeds.

 

The boil filled with biomass will cumulatively build up depending on the amount of life-force given to it before the trigger of rupturing. When triggered by the necromancer or another, the boil will burst with the innards of; organic matter and non-organic matter build-up. The burst will also have a concussive force behind it with enough power to knock others to the ground standing one meter away, weakening further out. The biomass build-up of non-Organic/Organic Matter; Bone, Stone, Metal fragments, Flesh, Plants, Wood, ext. 

 

The effects of biomass burst are dependant on its size; per meter of the biomass boil will affect a radius of double radius around it, half of that radius knocking individuals down closest to the boil, the outer radius knocking them back. The radius affected will send the build-up matter within all directions of the same velocity of an arrow and leave a smog of hemoglobin to cover the area for a short time. The ability will inherently rupture any stagnation roots within half of the burst radius. 

 

The size and strength ratio will depend if the individual is knocked down or the amount knocked back, an individual not wearing armour will easily be knocked down and staggered back a few meters if within the burst radius whereas one with armour will be staggered back a few meters or a few feet in both radiuses. Bulky races such as orcs, ologs, golems will be treated as if they had armour.

 

The amount of damage shrapnel can deal would depend on the non-organic/organic matter built up inside of it, primarily built up of organic matter wouldn’t deal any damage besides mild bruising and just concussive force whereas bone, stone or metal fragments can leave cuts, lacerations or deal fatal damage.

 

The requirements for the Biomass Burst spell would initially cost ten life-force (1 Spell Slot) to create a 1x1 meter burst, affecting a 2x2 meter radius and take three emotes to hit a critical mass to burst. Additional life-force and an extra emote can increase the mass of the boil and radius; Plus Twenty Life-force (+2 Spell Slots) for each concurrent emote up-to a cap of 6x6. Other necromancers can assist in increasing the size of the boil concentrating life-force within it by an extra +2x2 to the size after the initial three emotes to increase the boil size further to a cap of 10x10. Two necromancers can only assist this way.

 

  •  Redlines:

 

  • The size is dependant on the necromancer and biomass available, without either the boil cannot be made.

 

  • The ability will inherently rupture any stagnation roots within half of the burst radius. 

 

  • Can be left for others to trigger on stepping over or rupturing through breaking the boil.

 

  • Will burst similar to a balloon popping.

 

  • Base of 3 emotes, if any additional life-force is funnelled requires additional emotes. Other necromancers assisting can remove the requirement for additional emotes.

 

  • Biomass burst is an ability directly tied with stagnation; without stagnation, this ability cannot trigger. 

 

  • If a mound/boil has been grown already, it’ll only take two emotes for a necromancer to ‘burst’.

 

 

Biomass Swarm (Master - T5): [Combat]

Spoiler

Biomass Swarm

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https://i.pinimg.com/564x/d9/eb/ac/d9ebac624a7cd3bfb7ea3b1678d27572.jpg

 

Biomass swarm is an ability given to a necromancer to command animations upon stagnation sectors. A necromancer in continuous channel will send life-force into the stagnated ground below them and call out to the animations within the surrounding area to swarm in one direct command to a location.

 

The swarm of animations once given the command will begin to assemble within the primary sector, grouping up to be a wave. When the necromancer gives the execution command, the hoard of animations will rush similarly to a wave of water towards the designated sector. The animations will not stop moving once they hit the sector and will try to fill the area and surrounding areas being a tidal wave of flesh.

 

This ability takes the animations from surrounding sectors and repositions them in a different sector on connection stagnation. The ability will cause a mass of concussive force of mass colliding into other mass similar to a tidal wave. Once the animations have reached the designated, they will become passive only offering to be a blockade.

 

The wave once moving will act like a liquid, the force unable to turn/detour around areas effectively and only move to the designated location unable to change paths.

 

A necromancer will channel their life-force into the stagnated ground below them, unable to move from their current position while channelling. Once a necromancer has connected to the surrounding sectors, they can direct a group and execute the command to initiate the swarm.

 

Biomass swarm requires the necromancer to be on stagnation before channelling and cost forty four life-force (4 Spell Slots); the channel will take three emotes to initialize, forcing the necromancer to remain in one position. The necromancer can only command up-to nine surrounding sectors a 3x3 grid. When the channel is complete, a further two emotes would be required to perform the mass group and one emote to establish the execute command. Six emotes in total, the rate the animations move would be ten meters/blocks per emote.


 

  • Redlines:

 

  • Requires the necromancer to be on stagnation and bound to the animations being controlled.

 

  • Will not work on Abominations.

 

  • Acts like a tidal wave of water. Will not turn/detour easily.

 

  • Cannot pick a different designated sector after the execute command is done.

 

  • Animations remain passive. Acting as a blockade.

 

  • The necromancer can only command up-to nine surrounding sectors a 3x3 grid. 

 

  • Cannot go off stagnation.

 

 

 

Sacraments

 

Spoiler

Sacraments are rituals designed around a group of necromancers to successfully perform. The rituals would be an advancement of necromancy with giving power of a necromancer to condemn a being living or dead to be in eternal servitude of those that raised it, the creation of dark structures which assist in necromantic control and having a sense of hierarchy within the necromancer coven if chosen to form.

 

Sacraments being ritualistic spells, they must be taught although only master necromancers (T5) would be able to perform them with the assistance of those beneath who have access to reverse-tether drain. For a sacrament to be learned a previous necromancer must give up the knowledge towards the underlings or partners, this would be a careful process as incorrect details could lead to disastrous effects to anyone practicing. (This requires a FEAT application to be accepted).

 

The Sacrament of Creation would give access to necromancers to create dark structures, these structures would give unique abilities towards necromancers within range and animations  although only able to be performed on biomass ground that covers the landscape around it, this is so the structure stays successfully fueled to perform the task required.

 

The creation of structures through necromancy are attached to a life-force dependency requiring it to function and unable to be destroyed, placing it around/on stagnated ground will cause it to have no renewal period, associating themselves as permanent structures. The structure itself requires to be made of certain metallic materials so that it’s durability doesn’t waver through the decades it’ll stand. The structures effects would be able to assist in further sacraments.

 

  • Redline:

 

  • Require multiple necromancers to successfully perform.

 

  • When taught how to perform a sacrament you require a Feat application. To teach, requires a TA in said feat. To utilize other necromancers for the creation of Sacraments don’t need to do this.

 

  • Can be taught by any necromancer with a teaching application if they have knowledge how.

 

Sacrament of Creation

Spoiler

Sacrament of Creation

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https://i.pinimg.com/564x/e7/20/7a/e7207aceb92dba7aed813af61d7ed937.jpg

 

The structures durability would be increased by the materials used in it’s creation and the necromantic energy coursing through it to mass levels of almost indestructibility, removing its source of fuel would falter this and make the structure as durable as the material its made from.

 

Structures designed unless specified would have to go through the channels of LT by submitting a Creative MArt or lore piece for unique effects, boons, weaknesses, ext.

 

Redlines:

 

  • Any structure is considered indestructible if surrounded by biomass to assist fuelling. Once the biomass has been removed (Stagnated ground). The structure will be as durable as the exterior components.

 

  • Must inform LT of the direct placement of the structures for moderation purposes.

 

  • The structures cannot be moved, if they are notify LT.

 

Pillar of Resilience:

This pillar once erected and connected will send a radial effect on all those bound to the biomass ground it resides to a maximum of one hundred connected sectors of stagnation will give a stronger resilience to golden weaponry, frost or magic that would cause it great harm to animations  and biomass. This would assist in preventing freezing over within the winter regions without a strong occurrence of magic or alchemy, having no pain brought to them by golden weaponry, treating it as a regular weapon and stronger resilience to magic damaging effects. The Pillar of Resilience once destroyed or having no fuel would remove any and all resilience effects.

 

The Pillar of Resilience is a structure that requires at least six necromancers to successfully create, one being a master necromancer. Utilizing eight-hundred life-force consumption (80 Spell Slots), six necromancers sacrificing equal life-force would reach the construction (15 Spell Slots consumed Each).

 

Redline:

 

  • Will affect a radius around giving animations extra resilience to the elements whilst on stagnation.

 

 

 

Redlines

 

Spoiler

General Redlines:

  • Necromancy takes up one magic slot.

  • Necromancy cannot be self-taught.

  • Necromancy doesn't cause any taint/affliction to the practitioner. Animation however do.

  • Necromancy does not prevent the learning of other magics unless specified by that magic.

  • Life-force can be found in all living and undead to fuel Necromancy Spells.

  • Necromancers suffer from the same physical deterioration as a practitioner of the void on continuous use/mastery of their craft.

  • Necromancers cannot utilize two handed weapons or heavy armor effectively. 

  • Necromancy uses a mechanic similar to RPG’s following life-force, necromancer cannot utilize any spells if one isn’t adequately filled. Read ‘Life-force Capacity’ for more information.

  • Necromancers can only exceed their life-force pool from 10 Spell Slots to the maximum 20 Spell Slots. Gaining more life-force becomes stagnant and unusable by the practitioner. 

Weaknesses:

  • Necromancer cannot gain physical strength through studying necromancy.

  • They cannot use two handed weapons or wear heavy armor effectively.

  • Limited on spell usage from either life-force or energy component.

 

Life-drain:

  • Will restore a necromancers life-force or exceed capacity up-to 20 Spell Slots.

  • Touch drain can only be done via touch and will always induce debilitating effects.

  • If an individual drains plant-life they’ll prevent new life from growing in its place until mended by alchemists/druids.

  • Tether drain can be done via tether starting at a 4 block distance up to a maximum of 10 blocks before the tether breaks.

 

Reverse-drain:

  • Life-force can flow into a target individual either soothing or nourishing.

  • Subtracts the necromancers life-force (Spell Slots) to use, following the draining descendants guidelines. (20 life-force taken by touch || 15 life-force taken by tether to be put in the individual).

  • Same distance as tether drain, up-to 4 blocks to initiate and 10 blocks before the tether breaks.

  • The life-force will remain until removed by other necromancy abilities or over-working through physical/mental strain otherwise over an IRL week.

  • You’re only able to dual-cast this spell with ‘life-drain’ once you’ve acquired the master rank. Tier 5.

 

Fleshsmithing:

  • Allows the necromancer to build up piles of biomass to be utilized at a later period of time for a series of spells and utilization.

  • Gives the necromancer the ability to graft flesh and bone to create unique designs of abominations giving creativity and variety of the forces.

  • Still requires reanimation to animate any abomination.

  • Allows the necromancer to repair and make modifications to animations .

  • Player abominations are limited to what fleshsmithing modifications are allowed, such as; no third ligaments.

  • Fleshsmithing is a roleplay ability, disallowed in combat due to the time it takes.

  • Fleshsmithing cannot be utilized on the living.

Bonesmithing:

  • Bone armor, tools, and weapons mayall be utilized by necromancers and animations  due to their light weight; however, these tools are brittle when met with resistance. This leaves them vulnerable to being broken. Armour will typically shatter in a single hit should it meet the force of a heavy weapon, for instance; a large hammer.

 

Cauterizing:

  • Able to be utilized on the living, similar to fleshsmithing the act of mending flesh would be more crude and rudimentary due to the target not being dead.

  • Mended wounds and surrounding area of the body will be afflicted with horrific scars and bodily deformations.

  • Can reattach limbs within the same day they’re removed, unless preserved. They have to follow the soul blueprint, after a week without the limb the soul blueprint will reject the limb.

  • This is agonizing to the recipient.

  • Requires initial willing consent.

Petrification:

  • Preserves the body or organic piece up-to a week before requiring renewal.

  • Requires 1/4th of life-force consumed to maintain per week. (eg: For a descendant - 2.5 spell slots).

  • Only able to be done on decaying soulless bodies.

Animation:

  • Requires biomass (fleshsmithing) and a petrified body (Petrification).

  • Takes 3 IRL days to animate.

  • A necromancer can only have two chrysalis pods active at any given time.

  • The chrysalis pod can be broken.

  • Abominations are a CA creature. They follow the same redlines as fleshsmithing, animations and they chosen form. These redlines have to be written in the CA application.

  • Abominations cannot learn magic. They don't have a soul.

  • Abominations don’t have a soul.

  •  

  • Necromancer bound won’t be harmed by their creations.

  • Animated bodies will easily die once more if a major organ is struct or severed from each other.

  • Controlling the animated bodies would follow the same functionality of their creature counterpart based from, unable to do anything outside of its scope of strength or agility.

  • Animations have a life-cycle of one week IRL before they perish unless re-petrified by the necromancer to nourish and sustain their connection to ‘life’. Another way to passively feed a reanimation would be for them to consume stagnated ground.

  • During a combat situation, a necromancer may only command based on size ten insectoid-creatures, squirrel-sized creatures and or up to one grizzly bear-sized creature. Once either of these summons are defeated, you cannot command another.

  • Animations can only move a maximum eight meters/blocks per emote in combat. 

  • Massive Creatures are Event Only.

Feign Death:

  • Essentially cripples the necromancer or individual only able to move or gesture lightly.

  • Removes pain receptors within the necromancer or individual until the channel is broken.

  • Individual looks completely dead and can be chosen to appear in a recent dead state or decayed.

  • Tether can only be made within three meters of the necromancer.

Stagnation:

  • Can only be done once every five days. 

  • The maximum size of stagnated ground from a single stagnated root is a 5x5 block area.

  • The stagnated ground will reach its full radius in 5 days after its conception.

  • Biomass can just be picked up and moved, swept away.

  • The stagnated root is the source of the biomass created.

  • A animation requires sectors of biomass to correctly sustain it each week. These would be decided by the size of the reanimation. Tiny, Small, Medium, Large requires one sector (5x5) to sustain themselves. Massive creatures requires twenty five sectors (25x25).

  • Two; Tiny, Small, Medium animations can sustain themselves per sector. Only one large animations can sustain themself per sector.

  • A necromancer constructing boils/mounds of biomass will react by exploding when triggered by an individual walking over / item thrown at them. This works similarly to ‘Biomass burst’.

Biomass Burst:

  • The size is dependant on the necromancer and biomass available, without either the boil cannot be made.

  • The ability will inherently rupture any stagnation roots within half of the burst radius. 

  • Can be left for others to trigger on stepping over or rupturing through breaking the boil.

  • Will burst similar to a balloon popping.

  • Base of 3 emotes, if any additional life-force is funnelled requires additional emotes.

  • Biomass burst is an ability directly tied with stagnation; without stagnation, this ability cannot trigger. 

  • If a mound/boil has been grown already, it’ll only take two emotes for a necromancer to ‘burst’.

Biomass Swarm:

  • Requires the necromancer to be on stagnation and bound to the animations being controlled.

  • Will not work on Abominations.

  • Acts like a tidal wave of water. Will not turn/detour easily.

  • Cannot pick a different designated sector after the execute command is done.

  • Animations remain passive. Acting as a blockade.

  • The necromancer can only command up-to nine surrounding sectors a 3x3 grid. 

  • Cannot go off stagnation.

Sacraments: 

  • Require multiple necromancers to successfully perform.

  • Can be taught by any necromancer with a teaching application if they have knowledge how.

  • When taught how to perform a sacrament you require a Feat application. To teach, requires a TA in said feat. To utilize other necromancers for the creation of Sacraments don’t need to do this.

 

Sacrament of Creation:

  • Any structure is considered indestructible if surrounded by biomass to assist fuelling. Once the biomass has been removed (Stagnated ground). The structure will be as durable as the exterior components.

  • Must inform LT of the direct placement of the structures for moderation purposes.

  • The structures cannot be moved, if they are notify LT.

 

Pillar of Resistance:

 

  • Will affect a radius around giving animations extra resilience to the elements whilst on stagnation.

 

 

Tier Progression

 

Spoiler

Necromancy is a one slot magic. Necromancy as a whole has expanded enough to give option of the player to utilize the magic how they wish following the guidelines and below will be a list of spell tiers and development of a necromancer to what they can learn and practice. It also lists the life-force cost of the spells which can be easier to find then looking through the spell list collaborated above.

Abilities:

  • T1:
  • Life Drain (touch).

    • 0 Life-force/Spell Slots used.

    • Three Emotes to cast.

    • Per concurrent emote, restores 10 life-force/1 Spell Slot.

    • Per concurrent emote, drains 20 life-force. Five Emotes to drain a descendant after the initial three.

    • Requires physical touch. Spell Stops without it.

    • Causes debilitating effects.

    • Combat ability.

 

  • T2:
  • Fleshsmithing.
    • 0 life-force/Spell Slots used.
    • Can creates piles of biomass.
    • At T2 can only work with grouping biomass together.
    • RP only ability.

 

  • Petrification.
    • Petrifies biomass/bodies, ceasing decay.
    • Consumes 1/4th of the total biomass in life-force from the necromancer (eg: Descendant has 100 life-force, 1/4th is 25 life-force. It will take 2.5 Spell Slots to petrify a descendant.
      • (Check Life-drain chart)
    • Three emotes for any biomass or four for a body connected with tethers.
    • RP only ability.

 

  • Animation.
    • Chrysalis pod takes 50 life-force. 5 Spell Slots.
    • Creates a chrysalis pod for incubating petrified bodies.
    • One chrysalis pod can be active per 3 IRL days.
    • After 3 IRL days the pod opens to a mindless Animation/Abomination.
    • Neither creature can harm the one who gave it initial life-force/feeds it from reverse drain.
    • RP only ability.

 

  • Animation (Control).
    • Animations can be controlled by whoever it’s bound towards.
    • Animations move 8 blocks per emote maximum.
    • One animation group per combat encounter, ten insectoid-creatures, squirrel-sized creatures and or up to one grizzly bear-sized creature. Once either of these summons are defeated, you cannot command another.
    • Same weaknesses/strengths as the chosen creature.
    • Has to have continuous focus to command. Unable to do other actions besides minor movement.
    • At T2, can only command 5 insectoid creatures, 2 tiny creatures or 1 small creature.
    • Combat ability.

 

  • T3:

 

  • Bonesmithing.
    • 10 life-force/1 Spell Slot used.
    • Four emotes to cast.
    • Creates tools, weapons, armour for necromancers to be used in combat.
    • Fragile durability.
    • Breaks on repeated attacks / instantly with large surface area attacks – eg: Hammer.
    • RP only ability that creates combat useful tools.

 

  • Feign Death.
    • 10 life-force/1 Spell Slot per concurrent emote after channeling.
    • 3 emotes to self-cast, 4 emotes for others.
    • 3 block distance tether to cast on others.
    • Causes major paralysis unable to feel pain/suffer from wounds while channeling.
    • Individual can whisper, mutter, roll over, crawl while under channeling.
    • Body will appear physically dead, no heart beat, ext.
    • Any wounds caused while under the channel will be suffered instantly once it ends.
    • Combat ability.

 

  • Stagnation.
    • 100 life-force/10 Spell Slots used.
    • Four emotes to cast.
    • Five day CD.
    • Creates a stagnated root, affecting 1 block, will grow over 5 IRL days to a 5x5 area. 
    • 5x5 area called a sector.
    • Stagnated root can be broken through mundane means, repeated hits, shovel digging out, ext or magical.
    • Will uproot any biomass from the underground bringing it to the surface for necromancers to use.
    • Will affect the atmosphere with the fumes, causing a murky fog and putrid smell.
    • RP only ability.

 


  • Fleshsmithing (T3).
    • T3 Fleshsmithing allows for minor modifications/repairs on abominations/animations.
    • Can create abominations based around living creatures.

 

  • Life Drain (tether).
    • 0 Life-force/Spell Slots used.

    • Three Emotes to cast.

    • Can be cast 4 blocks away, tether remains on a 10 block leash once formed.

    • Per concurrent emote, restores 10 life-force/1 Spell Slot.

    • Per concurrent emote, drains 15 life-force. Seven Emotes to drain a descendant after the initial three.

    • Combat ability.

 

  • Animation (control – T3)
    • At T3, can only command 10 insectoid creatures, 3 tiny beasts, 2 small beasts, 1 medium beast.
    • Combat ability.

 

  • T4:
  • Reverse Drain.

    • 10 Life-force/1 Spell Slots used per concurrent emote after channeling.

    • Three Emotes to cast.

    • Per concurrent emote, gives 10 life-force.

    • Can be cast 4 blocks away, tether remains on a 10 block leash once formed.

    • Replenishes fatigue and strength caused by exhaustion.

    • While life-force remains inside, removes any/all debilitating effects caused from magic/non-magic ways.

    • Life-force remains inside the individual up-to a IRL week unless used from physical exertion

    • Combat ability

 

  • Cauterizing.
    • 10-50 life-force/1-5 Spell Slots used depending on injury.
    • 4-7 emotes to cast successfully depending on injury.
    • Requires initial consent prior to use.
    • Minor injuries: 10 life-force/1 Spell Slot, 4 emotes; Cuts, lacerations, minor broken bones.
    • Major injuries: 15 life-force/1.5 Spell Slots, 5 emotes; Non life-threatening puncture wounds, major broken bones.
    • Serious injuries: 20 life-force/2 Spell Slots, 6 emotes; Life-threatening wounds.
    • Limb reattachment: 50 life-force/5 Spell Slots, 7 emotes; Limb has to be under 1 IRL hour old or 1 IRL week if preserved.
    • The individual can still die from the pain inflicted.
    • RP only ability.

 

  • Biomass Burst.

    • 10-110 life-force/1-11 Spell Slots depending on size for one necromancer.

    • 3-8 emotes to cast biomass burst for one necromancer.

    • Can only be done if you have the biomass on stagnation to support it.

    • Size 1x1-6x6 block radius. The affecting burst radius is doubled (2x2-12x12).

    • Depending on what the boil collected; Flesh causing mild bruising, shrapnel will pierce flesh/lacerate it to minor/fatal damage.

    • Objects burst out will have the same velocity of an arrow.

    • You will be knocked over within half of the burst radius or staggered back in the full burst radius due to concussive force.

    • The size and strength ratio will depend if the individual is knocked down or the amount knocked back, an individual not wearing armour will easily be knocked down and staggered back a few meters if within the burst radius whereas one with armour will be staggered back a few meters or a few feet in both radiuses. Bulky races such as orcs, ologs, golems will be treated as if they had armour.

    • Will destroy stagnated roots in half the burst radius.

    • Combat ability.

 

 

 


  • Fleshsmithing (T4).
    • T4 Fleshsmithing allows for major modifications/repairs on abominations/animations.
    • Can create abominations based around unique designs.

 

  • Animation (control – T4)
    • At T4, can command Four tiny beasts, three small animals, one large animal, two medium animals.
    • Combat ability.

 

  • T5:
  • Biomass Swarm.

    • 40 life-force/4 Spell Slots used.

    • Six emotes in total.

    • Effects a 3x3 stagnation sector around the necromancer.

    • Can command up-to 18 tiny, small, medium animations or 9 large animations.

    • Requires the necromancer to remain stationary.

    • Causes all animations in the affected areas to group up and charge a destination location on stagnated ground.

    • Acts like a tidal wave of flesh to knock down/over anything in its path.

    • Animations are passive acting as a blockade when the spell ends.

    • Combat ability.

 


  • Animation (control – T5)
    • At T5, can command Five tiny beasts, four small animals, two large animals, two medium animals.

Sacraments:

  • Sacrament of Creation = X Life-force. // Spell Tier: 5. (40 Spell Slots Used)

 

 

Purpose

 

Spoiler

The purpose of this version of necromancy was to focus on one part of the old lore and expand the magic on that thematic rather than encompassing other aspects which wouldn't make much sense. The thematic I chose to focus on is fleshsmithing and have the magic based around it. I believe that this gives a new version of necromancy which players will enjoy for the different aspect it brings, from event style player magic of PVE and keeping it balanced, so it isn't an unstoppable force. 

 

The version of necromancy which I've written has come with help from the community, asking for feedback and balancing which has lead to this final piece ready to be viewed by the whole community to give opinions. I do hope that this rewrite can see the light on the server to see the various ways it can be role-played. I do believe that the magic I've written is vastly different from others on the server to help give it a fresh feel while following all the ST criteria.

 

 

Citation

 

Spoiler

Dawn of Necromancy

Return of Necromancy - Belphial's Obelisk

The Apotheosis of the Liches [Lich Lore Update]

[Playable] The Darkstalkers Of Xion

[Shelved][✓] Necromancy Rewrite

 

To all the community members which helped me get opinions and writing, thank you.

Special thanks to these members;

Tahmas.

SoulReapingWolf.

Pundimonium.

AssassinOfAwesome. 

 

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~=~ FAQ~=~

 

  1. Liches/Darkstalkers are not in this rewrite, this rewrite focuses around body creation not souls. If this lore is accepted I will be working with Zarsies to create a Mysticism and Necromancy addition that works through combining each magic to create liches/darkstalkers. Zarsies has been told about this and thinks it’ll be cool.
  2. Previous Students of necromancy if given the A-OK by the ST can be grandfathered to T1 of necromancy. 
  3. Abominations will require a seperate or attached guide to necromancy. Requiring it’s own Lore Post. Abomination lore is to be reviewed for balancing. This is about the magic portion of necromancy.

 

~=~ Changelog ~=~

 

Tier Progression – Updated.

...

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32 minutes ago, Dardonas said:

 

 

 

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Seems fun. Can’t wait to heal blight that isn’t caused by events.

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Just now, Aethling said:

Seems fun. Can’t wait to heal blight that isn’t caused by events.

 

You can just use a shovel! Essentially take out the stagnated root and cleanup the biomass and you’re good ?

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2 hours ago, Jenny_Bobbs said:

 

You can just use a shovel! Essentially take out the stagnated root and cleanup the biomass and you’re good ?

 

Lalalala I can’t hear you pissing on my bonfire lalalalala

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To be honest it shows the amount of work you’ve put into this.
I’ve read it plenty of times and despite me not being a necromancy guy myself I really enjoy it. Brings a different take on a magic that was often used as the typical dark death magic. This is better. 

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that’s nice

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this is actually really good...

 

i’m speechless, Jenny.

 

+1

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