Sorcerio 4596 Popular Post Share Posted June 2, 2021 Amendment to Necromancy The following amendments seek to modify the current necromancy lore to be more viable and sustainable to roleplay. As the lore was passed under the Flamboyant era, many of its mechanics were harshly restricted due to the criteria at the time. While a rewrite for necromancy may be necessary to fully rectify the issues at hand, this piece will hopefully tide over some of the more glaring issues regarding the lore. For one, the matter of active engagement in conflict is addressed through the craving amendment, incentivizing necromancers to actively drain mortals in order to survive. Secondly, Darkening has also been amended to allow for aesthetic and combative clarity that was not touched on in the original lore post. Slotting Necromancy becomes a four slot magic as opposed to a five-slot magic, allowing characters more variation in their abilities, aesthetics, and their casting. Necromancers will be able to take on any Arcane or Miscellaneous magics such as fire evocation, conjuration, kani, etc., though are unable to harbor connections to deities or practice magics requiring a pure soul. Additionally, upon becoming an Archlich, necromancy becomes a three-slot magic as opposed to a four-slot, in alignment with their Arcane Affinity ability. Craving Necromancers, bearing a fissure devoid of lifeforce within them, must continuously sate their ravenous hunger for raw life-essence. This requires that the necromancer actively drain mortals in order to sustain themselves beyond the scope of mortality, as otherwise they will become gaunt, weak, and lethargic should they not consume the lifeforce of a mortal within the span of one IRL week. At this stage they will suffer from persistent illness, mental deficiency, lack of concentration, and other such afflictions. Should they go yet another week without draining a mortal, they will be rendered at the strength of an enfeeble old man, having much of their mind subdued in favor of a vicious hunger for any lifeforce. Each mortal possesses two units of lifeforce on average, and will be rendered unconscious upon fully draining one unit. Upon draining two total units, the individual will shrivel up as if dried and will perish. Attempting to drain lifeforce from another necromancer to sate one’s own hunger will result in the victim necromancer losing their own sating lifeforce. Darkening Darkening is a wicked, albeit primary instrument of Necromancy which embodies the occult desire to consume, a tool of heretical sects and malignant guilds handed down from ages passed. This vile testimony to the dark remains a staple of the necromancer’s power, permitting them to tear lifeforce from the living and sew it among the dead. Spoiler Non-Combat - Cantrip To perform darkening, a necromancer must manifest an abysmal aura which appears as a thick black haze which swirls around their hand. With this, the necromancer may manipulate lesser living lifeforms as they see fit, such as a patch of grass or shrub. So long as it is touched or in the immediate proximity of the necromancer (5 meters) they may steal the life from it so that it appears withered and decayed. This grants no benefit to the necromancer save for a slight euphoria, though does nothing to replenish their energy or ability to cast. As this is limited to a cantrip, it cannot be used combatively. Alternatively, when at T3, the necromancer may attempt to hide the aura and may perform such through subtle skin-to-skin interactions, such as leaving an individual feeling lethargic after exchanging a mere handshake. Combat - Direct Drain The necromancer may also use this method to a more malefic capacity, capable of actively sapping the lifeforce from a descendant. This would require two emotes to channel the haze, before the necromancer must grapple their target victim and begin to drain the lifeforce. This feels alike to hot needles which are pulled out from under the flesh, which may overwhelm the victim and cause them great degrees of pain. Over the duration of two more emotes, assuming direct physical touch was sustained, the victim will become gradually weaker and frailer until they are incapacitated. This would not kill them outright, though would render them unconscious and gaunt for a moderate duration until aroused. Should they be drained yet a second time, the individual would shrivel up and be killed. Combat - Tether Drain Bestowed upon necromancers that have achieved proficiency of T4 or higher, tether draining allows the necromancer to drain their target from a distance rather than direct touch. This would require an adequate amount of concentration and limits the necromancer’s movement to two blocks per emote while sustaining the tether. This requires two emotes for the necromancer to manifest the haze, lock upon their target and weave it. So long as the victim is within ten meters of the necromancer, the tether would drain their lifeforce over the course of four emotes before rendering them fully incapacitated. This tether may snap should the target go beyond eight meters of the necromancer, or if it was severed by energy-based magics such as fire or electric evocation, aurum, or holy magic. Effects of Draining In contrast to the victim’s agony, the necromancer is granted a brief euphoria and sense of vitality when draining, equivalent to a brief and potent high which lasts for a few moments after the draining is complete. Though this does not make them any stronger or improve their physical state to any significant degree, it would be heavily addicting and drive them to great lengths the longer they attempt to go without it. Necromancers who deny themselves the art of draining will often go mad from their lack of the vital sustenance they so crave in their state, becoming weak and lethargic until they shrivel away and die. Draining Redlines - Does not kill the victim the first time, only renders them unconcious. - Direct touch must be maintained the entire spell’s duration for success. - Touch draining requires 2 emotes to channel + 2 for full effect. - Tether draining requires 2 emotes to channel + 4 for full effect. - Tether draining can be severed via aurum or holy magical disturbances. - A necromancer’s draining can be disrupted similar to any mage’s casting, such as stabbing, wounding, or wrestling them sufficiently enough to break their connection. - Cantrip draining cannot be used to drain more than plants and small animals. It can inversely be used to replenish the life of such creatures for aesthetic only. Only up to five meters around the necromancy can be drained via cantrip at once, having no effect on nearby mortals/large animals. - Necromancers are not granted any combative benefit from draining unless they had been made weak/frail from going a particularly long period of time without lifeforce. - Mortal/Combative draining refers to the draining of any humanoid, mortal, or otherwise player character that is not explicitly weaker or more resistant against necromancy. - Combative draining does not wipe the memory of victims. - Draining can be used in tandem with ordering other undead. 30 Link to post Share on other sites More sharing options...
exanimated 1360 Share Posted June 2, 2021 yes 2 Link to post Share on other sites More sharing options...
Nozgoth 2897 Share Posted June 2, 2021 based 2 Link to post Share on other sites More sharing options...
Hephaestus 1317 Share Posted June 2, 2021 An absolutely essential step moving forward. Nicely done. 1 Link to post Share on other sites More sharing options...
Jentos 6884 Share Posted June 2, 2021 Quite based if I might say so myself ! Let us take the steps forward to some more extraversion with necromancy and its related storytelling. 1 Link to post Share on other sites More sharing options...
Johann 1418 Share Posted June 2, 2021 Absolutely. Link to post Share on other sites More sharing options...
Luciloo 2653 Share Posted June 2, 2021 36 minutes ago, Sorcerio said: This would not kill them outright, though would render them unconscious and gaunt for a moderate duration until aroused. How long is a moderate duration? Otherwise looks neat, hopefully it encourages more conflict. 1 Link to post Share on other sites More sharing options...
Security_ 1075 Share Posted June 2, 2021 15 Link to post Share on other sites More sharing options...
Zarsies 6035 Share Posted June 2, 2021 Imo the biggest issue still left is slotting and it should slide from 1-max so players can choose to dabble or be more dedicated. Better than nothing though and could (for the better) nullify a rewrite. 5 Link to post Share on other sites More sharing options...
Gamma 588 Share Posted June 2, 2021 fix wailing idiot 1 Link to post Share on other sites More sharing options...
Jaelon 288 Share Posted June 2, 2021 eidola please 2 Link to post Share on other sites More sharing options...
Sorcerio 4596 Author Share Posted June 2, 2021 1 hour ago, Luciloo said: How long is a moderate duration? Will fix this for greater clarity. It's typically until the end of the encounter unless they are aroused otherwise, though once the encounter has ended it's typically up to the victim to decide. 1 hour ago, Zarsies said: Imo the biggest issue still left is slotting and it should slide from 1-max so players can choose to dabble or be more dedicated. Better than nothing though and could (for the better) nullify a rewrite. Agreed, though this should hopefully address some of the other issues until the full rewrite or a larger amendment can be submitted for the piece. 1 Link to post Share on other sites More sharing options...
UnBaed 8957 Share Posted June 2, 2021 2 hours ago, Security_ said: 4 Link to post Share on other sites More sharing options...
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