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Necromancy - Amendments/Additions

 

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Purpose:

Spoiler

 

 

As of recent, necromancy can’t get out of its own way. With a magic that was created during one of the worst times in magic history, flam era, where magic was watered down to its most basic components and even aesthetic was rendered to nothing, it’s clear that the magic still has a lot of things to buff out. Dardonas did his best to work with a predator admin who was having a very serious power trip, and I hope here I can add and fix up Dardonas’ grand project of Rh’Thorean necromancy. These changes are changes for mainly aesthetic purposes, to clear up things we ‘can’ do, yet aren’t actually able to do because of when the lore was written and how ST currently function. Likewise are things that used to be available in necromancy, but were lost in the move through lore games. This will be but a portion of what I’m attempting to write, as I wish to see necromancy once more open up to become a corner of the server that is renowned and allows for newer players to flourish in a magic full of jaded old fucks. Thank you.

Also, **** forum formatting. If you want the OG doc here it is: https://docs.google.com/document/d/1O852jWpYLCopU8QPDM3vNL96RmbuBdOJR4I8ntpc6qU/edit?usp=sharing

 

 

 


 

 

Amendments

 

Pestilence - Amendment

 

Current

Pestilence abilities may be administered in combat and out of combat, where using plagued bone weapons, boneforged tools, Ghoulflesh, or plagued refreshments where applicable.  Beyond Ghoulflesh, all implements are single-use.

 

Modified

Pestilence abilities may be administered in combat and out of combat, where using plagued bone weapons, boneforged tools, Ghoulflesh, or plagued refreshments where applicable.  Beyond Ghoulflesh all implements are single-use. Boneforged tools and weapons are only usable once per encounter, or once a narrative hour.

 

 

Branding - Amendment/Addition

 

Just as Branding may be utilized on fallen corpses, it may likewise be applied to those who still walk the earth- at least for the time being. By utilizing another necromancer or any within the weaver’s path, they may embellish a ‘brand’ unto the person by means of touch. Once their lifeforce has been conjured and weaved, they are ready to enact the spell. Taking three whole emotes, where the first two are spent conjuring one's essence, the spell requires full contact to inflict. Upon the third emote they must touch a living person anywhere, as long as it is in contact with either skin or light cloth. This funnels the lifeforce into the living person, acting as an invisible battery that would reanimate the afflicted should they perish. The contact must also be done on skin, as thick armors and hides would protect those from the enthralling spell of the necromancer. A slight numbing sensation would sprawl over where they were touched, though no visible brand would be seen, only felt. There are no effects caused by this brand outright once it is enacted, lasting through only the combat encounter and no longer. The purpose of the brand comes once the brand falls or succumbs to death, as after this brand has been applied- should the branded individual perish, it would take one emote after the death for the corpse to shamble to a rise. Thereafter, the corpse simply acts as a normal Branding reanimation, lasting for 8 emotes until it succumbs to the earth once more.

 

  • Branding on a living individual requires two emotes of charging with lifeforce, then a third emote where direct touch on skin is required to set the brand.
  • Hides and plate armor will protect against the touch brand, but light cloth will not.
  • The brand has no effects outside of a slight sensation upon anointing, remaining unnoticeable thereafter.
  • The brand only comes into effect is the individual dies, reanimating them in the next emote as a combat reanimation.
  • A necromancer may only use branding when not in use of their oculus, as this follows all redlines of the normal branding spell.
  • The brand will lose its effect after a narrative hour, or after combat has been concluded.
  • Branding is unusable on any undead or likewise spectral/holy or soulless creatures.
  • Should the branded individual be drained of their lifeforce by darkening, the brand would expire. Branded individuals must be culled by other means to raise them from the dead.

 

 

Branding - Cantrip

 

Often utilized by necromancers in the midst of projects or in preparation of rituals, these masters of life and death may raise the fallen cadavers within their lair to mill about, completing tasks and even cleaning the debris of lost projects if they so wish. A rotted half skeleton may bring their master the herbs and salts they require, while others may simply pile the skulls of the deceased into a ‘tidy’ pile. No matter the task or the empty husk commanded, these corpses range from swarms of small insects to humanoid descendants, their role in the afterlife but one of labour and service to their master until they are once more quelled to eternal slumber. Tasks uttered by the weaver must be simple and clear, unable to give commands such as ‘build a house’, or ‘forge a sword.’ Instead, much more simple commands are optimal for the reanimated, such as ‘sweep this room,’ or ‘bring me two saffvil from my quarters.’ etc etc.

 

By using branding, a necromancer is capable of raising embalmed corpses and skeletons to work as their assistants and janitors outside of combat. There are tools for different tasks, as a few undead rats will be quite useful in retrieving bone matter and viscera from a gutter- but a full sized human will not. As these animations are purely non-combat, anything relating to combat including traps, pit falls, etc are unable to be constructed by these undead. In addition, if combat is to ever start in the vicinity of a risen cadaver, it will immediately fall inert as the Necromancer’s attention is then focused on their oculus, or on a branded combat animation. Cantrip branding may be used in tandem with oculus bound undead, up until combat starts in their vicinity. Anything larger than a descendant is unable to be risen by the cantrip, requiring the handling force of an oculus to restrain the creature. As for miniscule creatures, ‘swarms’ of risen insects may be no larger than a human’s head, whereas rodents and other small fauna may range in their numbers, but are limited to the mass of a human. Notable as well is that swarms of creatures operate in a hivemind, unable to work as individuals in any regard.

 

This spell has no range, as the creatures will simply continue to toil in the absence of their master. This means they may be used as messengers or as aesthetic creatures which simply mill about one’s lair. Should any person touch or jostle the undead minion, it would crumble and fall dead, inert as the last remaining lifeforce escapes from the husk.

 

The cantrip of branding requires two emotes of conjuring one’s aura, and one emote of touching or pointing/motioning to a corpse within quiet range. On the third emote where it is touched, the body will begin to shamble upwards, and on the fourth it will be ready for whatever orders it is given.

 

  • The branding cantrip is learned once the base branding spell is learned.
  • The cantrip cannot be used in the midst of combat, nor to serve ANY combat purposes (other than an undead retrieving the necromancer’s weapons before a fight, or anything of that caliber.)
  • Should combat start in the vicinity of the undead, it will simply fall inert until combat is resolved.
  • Servants can’t build traps, pit falls, wards, or anything requiring higher intellect.
  • Servants can’t aid a necromancer in reaching areas mechanically unable to be reached, save for if specifically allowed in certain ET events.
  • Commands must be simple and clear, as far too complex commands will offer nothing to the necromancer.
  • The undead must be capable of doing whatever task they are given. Telling a skeleton to lift a boulder will result in a broken skeleton, just as telling one to fly will result in either nothing, or a broken skeleton that has fallen from a great height.
  • Commands must be spoken verbally, in any language.
  • Commands must be made in RP chat range.
  • Swarms of insects may never exceed the size of a human head en masse.
  • Groups of small animals may be utilized within reasonable numbers. (No groups of animals may reach more than a descendant’s worth of mass.)
  • Anything larger than a humanoid descendant corpse is unable to be risen by the cantrip.

 

 

Thaumaturgy - Addition

 

Mass Plague - Ritual

 

Rite of Malediction

Woe be to those who garner the vice of a necromancer, for their covens may harness pestilence to reap the harrowed fields of decaying kingdoms and bastions alike. By gathering a mass of lifeforce is a coven capable of spreading disease across a region of land, varying from fields of grain to entire lakes that subside the populace with water. Twisting and stagnating the land can produce abyssal effects, giving those who enter the area flu like symptoms, and perhaps even benign tumours and growths if exposed for too long. Those who consume the afflicted substance are then wrought by whatever malediction has been planted within the chosen substance. Whatever disease the coven opts to infect the area with, it must be done upon fields capable of life, either farms or grassland, or a body of water.

 

The Rite of Malediction is a ritual that requires at least two necromancers to perform, growing in size and intensity with each additional necromancer present. By fusing twisted lifeforce into the earth and the targeted harvest or body of water, a necromantic pestilence may be fused with the mass. This may extend from a small field of wheat, to an entire lake given the needed amount of necromancers are present to expand the area of effect. This land may be afflicted with a specific pestilence within necromancy, or may simply bring about abyss-like taint and effects. Abyssal taint infers that flu-like symptoms are felt by those who ingest the tainted substance or meddle in the area affected for a narrative hour. After two narrative hours of standing within the region, small bulbous tumours may begin to appear on ligaments and appendages, offering no true harm other than acute sores and a dulling pain.  

 

A gathering of two or more necromancers may call upon their lifeforce to twist and plague a field of farmland, flora, or any body of water with a chosen malediction. If no malediction is chosen, abyssal like taint is instead called upon as fields grow grey and the air lingers with stagnant lifeforce.

 

  • The rite requires two or more necromancers, with the scourge scouring a base range of a 20 meter radius with only two present. With each additional necromancer 10 meters of range are added.

  • The disease has no max range, as long as PRO permission is given and there are the required amount of necromancers.
  • The chosen disease must be an approved pestilence from the necromancy pestilence section. If a pestilence is not chosen, the land is instead given abyssal like taint, lesser to that of the Heith-Hedran scars.
  • One must spend over a narrative hour in these areas to have flu-like symptoms appear.
  • Consuming the afflicted substance, whether food or water, will infect the individual with the chosen pestilence.
  • Plagued land may be mechanically plagued, having either swarms of locusts consuming entire fields, or holding strange growths and abyssal taint within crops.
  • Plagued fields and crops only affect those within the area and region specified. This is locked to the tile that the plague is set upon, with afflicted substances falling to ash when carried long distances.

    Such prevents intentional transferring of plagued items to be “spread.”

  • Bodies of water may be murkier, or hold strange scents that are not natural.
  • Plague lands may be purged by fire for crop fields, removing the taint once all has been reduced to ash.
  • Blight healing is capable of purging mass plague.
  • One an afflicted substance is consumed it takes 3 OOC days for the disease to arise. This disease lasts for 2 OOC weeks, unless cured.
  • Victims may choose to permanently keep the affliction, if chosen OOCly.
  • Diseases may be cured by means of homeopathy, alchemical remedies, or any general healing magic.
  • Plagued lands must be ST reqed, either having put down a sign to signify its effects, or to show signs of plague. 
  • The visual effects of pestilence are left to a notice sign or otherwise, with in game builds requiring RO permission to aesthetically change and alter the blocks. Land outside of a region is determined by WT on if it is viable or not.
  • Mass plague as a ritual is only capable of being done once every OOC month by those who enact it. Likewise, attempts to spam the spell in aims to ruin nations is thoroughly frowned upon.

 

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To any ST reading, I took no part in writing this, knew about this or otherwise inserted any ideas into this. 

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Our mortal succor.

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-1 not a necro 

 

+1 so cool XDXDXDXDXDXSXD

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👏🏻 I really like all of this. I’m happy to see Necromancy, perhaps, finally have some fresh ideas and direction in terms of the decision making. 
 

Definitly miss the old days of seeing Necromancers slithering arouns in all black and up to no good… 

 

+1

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

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