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N E C R O M A N C Y   M A L E D  I C T I O N S

༒︎  •  ༒︎

AMENDMENTS/ADDITIONS

AD_4nXcCDoG8C1yDpXmJ0rsySU5U_kk0lrh1G0raKo1ZdKLg29ecBwUSv_hEJYrySq8DOfTbCkvwsifttUvWwM_JCQjJ1fHOSQDplP-JRbXySbNXfkp5fBdD6q67DIqrpB5E9xWdpaFFTA?key=yBm5Q5-cFPEn-QjGb6j-JbIz

༒︎  •  ༒︎

 

GREEN = New

STRIKETHROUGH = Removed

RED = Explanation

 

PREFACE

Every segment of this mass-amendment post, interspersed by the dividers, should be placed as a separate entries in the Amendment Drip Feed, in similar vein to the djinn mass-amends of the past, given each of these are specifically set to be easily voted upon in the current system. Simplifying each of these to three to four bullet points should be relatively feasible, in order to make the voting blocks clear.

- pallo

 

⋆⁺₊⋆ ━━━━⊱༒︎ • ༒︎⊰━━━━ ⋆⁺₊⋆

 

BRANDING → RENEWAL [REWORK]

(Keep the Cantrip version of Branding only.)

Branding

 

The craft in which gives necromancy its very name, reanimation of corpses into animate servants is a feat of strength unlike any in the realm of men.  In the event that a hasty animation made in either completing a menial task or for defense, a necromancer is able to use their own latent life force to pervert the residual lifeforce in an untreated corpse so that it may move again for a short time.

 

Capable of being performed in any situation, a necromancer may brand a corpse they touch, causing it to once more shamble to its feet and heed the command of the master.  This technique suffers detriment to the host, however. Over its duration, the reanimation degrades from knight-tier strength to that of an enfeebled old man until it eventually crumbles.

 

Branding requires three emotes to perform on a humanoid corpse.  An additional emote is required before the corpse shambles up to its feet and is able to obey commands for seven more emotes.  The corpse will obey the user’s simple verbal commands.

 

  

 

Branding - Living Touch

 

 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.



 

Renewal 

Renewal offers necromancers the ability to mend and reinvigorate their defeated summons and constructs, and control and wield them once more. By weaving a significant amount of lifeforce, the necromancer may repair and reanimate a destroyed creation, extending its use in the field. This process requires [3-5] emotes to complete, depending on the size and complexity of the creation: smaller beings, such as animal and skeletal reanimations as well as Ghouls take [3]; regular humanoid reanimations take [4]; whilst larger/more potent constructs such as flesh golems, Draugar, and Darkstalkers take [5]. No matter the size, the energy and focus required to resurrect these beings requires the necromancer’s full attention, concentration, and time.

 

To begin the ritual, the necromancer must gather and weave their lifeforce over [3-5] emotes. Given that the spell requires their undivided attention, meaning the necromancer cannot command other reanimations during this time; all reanimations continue to follow the last command given to it, which cannot be changed lest Renewal be cancelled or completed. Upon the final emote, the lifeforce is funneled into the darkspawn, reconstituting its form and restoring it to a usable state.

 

Redlines:

  • Renewal takes [3-5] emotes to cast depending on the target, including connection. This malediction may only be cast [1] time per combative encounter. Solely Necromantic Summons, Ghouls, Draugar, and Darkstalkers may be the target of Renewal.
  • Renewal may only function if the target has perished within the past [3] emotes.
  • Renewal may not function upon targets who have already been Renewed by another necromancer. Furthermore, any undead subjected to Bursting cannot be restored via Renewal, as the destruction of their lifeforce leaves no threads to reweave.
  • The necromancer must have physical proximity to the darkspawn being restored, as Renewal requires focused manipulation of lifeforce into the remains.
  • Necromancers focused on Renewal may not cast any other spells nor may they grant new commands to their reanimations, their full attention must be placed upon Renewing their target. Necromancers may not move whilst casting Renewal, and must be within [2] meters of their target to begin.

 

REASONING:

Branding is currently not viable at all with the way Necromancy currently works. In fact I would go so far as to say any current age necromancer has never used this spell. I, having been a Necromancer for a very long time, have never used this spell despite it being in my arsenal. Currently you are unable to use the spell whilst having reanimations and an oculus. This begs the question, why even have this spell when the entire identity of the magic is to use both reanimations and your oculus always as your main force of fighting. We decided to change this into instead a combat revival spell where a fallen undead, be it a reanimation or a player CA who perished during the course of the battle may be brought back to fighting capacity. We intend to make it so it can only be used once per encounter and it takes some time to revive the perished ally, as well as those who are more powerful take longer to conjure back. (more count to the emotes) With this, cantrip branding was always a good and useful passive spell which was non combative so we intended to keep it, merely changing the naming and it being under branding.

- anti

 

Branding is effectively useless, requiring a necromancer to forgo their oculus and pray that someone dies in a battle or that there's just a corpse to use: the only use is the aesthetic part of the spell, which remains. The addition of Renewal utilizes the concept behind branding, acting as a high cost single use ability in combat to rebuild an undead. The idea also adds to the niche of Necromancy focusing on raising the dead, adding a bit to that niche.

- aehkaj

 

⋆⁺₊⋆ ━━━━⊱༒︎ • ༒︎⊰━━━━ ⋆⁺₊⋆

 

 CAUTERIZATION [REWORK]

Cauterization 

Though dissimilar to previous Maledictions, Cauterization is a breaking discovery that first came to fruition under the necromancers of Devirad.  By taking the brutality of lifeforce manipulation and using it to cruelly stitch together living flesh and bones, a necromancer is capable of mending wounds and reattaching severed limbs.  The process crudely takes vast sums of the user’s lifeforce to solder organic tissues together crudely, causing agonizing pain akin to red hot needles piercing and weaving through the affected area.  What remains is the patchwork job and hideous scar of what could have been a life-threatening wound. Necromancers ultimately may use this as a tool to repair undead reanimations or ghouls, darkstalkers, and draugars. A more crude and patchwork fix during situations where fixing it quickly versus flesh smithing may be more viable.



 

 

Cauterization requires [2] emotes to conjure a black aura on the hands, and an additional [2] to [4] emotes to seal the wound.  Complex damage to bones and gash wounds to undead which may inhibit their capabilities may be sealed or mended within two to five emotes depending on the damage. Cauterization will only apply to the particular area that it is applied. Cauterization mends all wounds upon the undead over the course of [2-4] emotes, wherein the highest constituted injury dictates the amount of emotes for the wounds to be amended in total. Smaller fractures and snaps take [2] further emotes, medium-leveled injuries take [3], whilst dealing with large-scale issues such as full-limb shattering take [4].

 

Redlines:

  • The process is extremely painful for the victim, feeling as if hot irons were weaving through flesh, and leaves behind a noticeable and gruesome scar. Undead would not feel these effects as they feel no pain, they may however feel a sensation of shifting structure as they are mended, regaining ability to move a limb or area post repair.
  • After Cauterization is used, a living recipient is exhausted for the day and cannot engage in combat to any degree besides attempting to run. Undead may continue to fight after having Cauterization used, but they must however roleplay any misshapen or not fully repaired parts if applicable.
  • If a Necromancer is mending an undead and is interrupted before fully repairing the bones, limbs, or flesh, the recipient must roleplay an unfinished attempt. Therefore half-repaired bones would shatter in less emotes than fully repaired ones. As well as ligaments not fully repaired may fall apart, leading for the limb to break off again or cause issues for the undead when using said limb or connected parts.
  • Cauterization on the undead may be used to mend broken bones, fix gashes, and attach flesh together to repair functionality of limbs and other parts. It is not able to completely repair an already shattered skull to revive a fallen undead. Nor fully repair a shattered bone, as it would be impossible to successfully collect the many shards needed to fully repair. 
  • Wielders may use Cauterization upon themselves as long as they can reach the afflicted area. Though they too will feel the effects of when Cauterization is used upon them if they are not undead, meaning they would be exhausted for the day.
  • Cauterization can only close wounds and stitch together flesh on the living. Anything beyond critical organ damage can only be “repaired” through surgical RP where a necromancer takes freshly harvested organs and cauterizes it into the body.  There does not need to be a “donor” match.

  

 

REASONING:

Cauterization is very underutilized and we believe it should be improved to allow for combat viability to act as a healer for undead in the midst of combat. This also applies to their reanimations and being able to even use it on the living (greatly negatively affects the living even after healed, specifically unable to fight). We wanted a way to piece ligaments and fix limbs which are one of the most common injuries that undead sustain because of their inability to feel damage. The spell as it was made was too limiting to actually use it and never specified for combat.

- anti

 

Cauterization is a neat spell, but in its current state it’s caught lacking with the potential it has for undead support. The current way Necromancy operates is effectively as a command center for the 2 reanimations they have bound, and altering Cauterization so you can mildly aid the undead around you while having a harming effect on regulars is a nice touch. In contrast to Renewal as well, Cauterization is more of an in-the-moment patchwork that has more chances to be used if the Necromancer is given the chance or an option to use if the Necromancer is cornered. 

- aehkaj

 

 ⋆⁺₊⋆ ━━━━⊱༒︎ • ༒︎⊰━━━━ ⋆⁺₊⋆

 

BURSTING [REWORK]

Bursting 

The defining recourse in how necromancy earned a name for its grotesque machinations lies in its manipulation of cadavers.  By inverting the process of Branding, Bursting is the crudest of these techniques that causes a corpse to bloat until it bursts forth, spewing infectious gasses to the living.  

 

This controlled yet volatile weaving of a renanimation’s form by a Necromancer comes in differing levels of severity, each in correspondence to their sizes. The three primary brackets of Bursting revolve around the three sizes of reanimation, from Creature, Humanoid, and Flesh Golem; the force of all combustions incited by Bursting are [2] meters in radius.

 

Creature

Requiring [3] emotes of sustained contact on a corpse, the necromancer causes it to smolder, bloat, and hiss before it can be made to erupt with [1] additional emote. The corpse can be thrown by the caster or a reanimation, and upon impact, it creates a small explosion that causes blunt trauma and pain to unarmored parts of an opponent’s body, potentially searing small areas of flesh, potentially breaking bones. Medium armor absorbs a tangible portion of the damage, while heavy armor nigh-completely reduces the blast’s effectiveness. The explosion also releases a cloud of viscera and gas within a [1] meter radius, causing coughing and potential disease exposure if someone remains in the cloud for more than [3] emotes. Those outside the blast zone are mostly covered in gore but not harmed.

 

Humanoid - Requiring [4] emotes of sustained contact on the corpse, the corpse will begin smoldering black and grotesquely bloating and hissing. Exploding on contact would result in fatal injury, capable of blasting off limbs and chunks of flesh; Medium will offer only surface level protection, whilst Heavy armor will protect limbs and flesh from being taken, though would still do significant blunted damage. The corpse explosion creates an effect of sudden viscera and gas release which will create a radius of [2] meters that would cause one inside it to cough and catch disease if they remain in the cloud for more than [3] emotes. 

 

Flesh Golem - Requiring [4] emotes of sustained contact on the corpse, the corpse will begin smoldering black and grotesquely bloating and hissing; [1] further emote may be expended at any time to cause it to erupt. Exploding on contact would result in fatal injury, capable of blasting off limbs and chunks of flesh; Medium will offer only surface level protection, whilst Heavy armor will protect limbs and flesh from being taken, though would bash the armor, leaving the damaged areas exposed. The impact would ultimately halt someone from a task or action they were doing, stopping movement and stunning an individual for [1] emote upon contact. The corpse explosion creates an effect of sudden viscera and gas release which will create a radius of [3] meters that would cause one inside it to cough and catch disease if they remain in the cloud for more than [2] emotes. 

 

After imbuing volatile lifeforce into a corpse, it reacts with the body’s residual lifeforce to reach critical mass.  With a brief delay, the cadaver explodes in a virulent expulsion of disease ridden gore, covering a medium radius around the corpse’s location.  Those caught in the immediate explosion vicinity will be hailed with the shrapnel of bones and mutilated appendages capable of piercing flesh that later can cause infection.  

 

The residual impact of this ability is the air of plague it leaves in its wake.  If inhaled by the living, they will be stricken with immediate shortness of breath and infection of the lungs if detours are not made.

 

Bursting requires four sustained emotes touching the corpse to imbue it with lifeforce.  The fifth emote details the corpse smoldering black and grotesquely bloating, and the sixth causes it to rupture and explode

 

Redlines:

  • If untreated (any medical roleplay is sufficient), infection will persist and can cause pneumonia, respiratory infections, or even death within [1] OOC week up to the target’s jurisdiction; these similar infections would be gained if one remains in the cloud of noxious fumes for the said amount of emotes.
  • Bursting may solely be cast upon non-skeletal summons- the three subtypes of Necromantic summons outlined above, following commands until it explodes (see Corpse Crafting). It may not be cast upon CAs, nor the Necromantic summons of others.
  • Bursting that would cause minor flesh/bone harm can be alleviated via Medium Armor, and be greatly nullified via Heavy Armor, though would still cause blunt trauma. Blunting that would cause major flesh/bone harm can be suppressed and lessened in damage via Medium Armor, giving surface-level protection, and Heavy Armor would protect limbs and flesh completely.
  • Bursting that would cause limb loss may be prevented via Medium Armor, though total limb loss and chunks of flesh from being taken from the afflicted, yet it would still cause great pain. Bones may break, the blunt damage of the explosion may give trauma and muscle damage, possibly twisting or breaking limbs. The armor after said explosion would ultimately have the afflicted area or touching parts break apart and be destroyed or heavily damaged.

 

REASONING:  

Bursting is heavily in need of changes or at least clarifications to the existing spell because it is too vague. It also does not account for the size of corpses when they explode and just gives a general idea which has been abused in the past where a small corpse is thrown and the user expects the afflicted to roleplay crazy levels of injury for something so small. We wanted to clarify for three sizes of corpses a necromancer may use much like the three kinds of reanimations they create. Small creature corpses can be thrown or exploded at a stationary position but do not do much damage versus their counterparts. Bursting may be used on a humanoid or flesh golem reanimation and controlled to move, but they may not attack during the course of their detonation. We also decided to specify the damage per the size of the corpse and what to expect within range from out of the area to right next to the explosion.

- anti

Bursting in its current state is incredibly vague, and takes forever to use no matter what kind of corpse is available. From small rats to golems, as it currently sits the spell operates as a heavy cost ‘win’ condition gamble.  With this rework, we seek to make bursting a better option to utilize in combat for Necromancers while also balancing out the use time of the spell and damage depending on the corpse utilized. A tiny rat shouldn’t be a thermonuclear bomb that takes 6 emotes to charge, while something like a flesh golem feels comfortable working as an ability that dishes out a greater effect without it being an instant win.

- aehkaj

 

⋆⁺₊⋆ ━━━━⊱༒︎ • ༒︎⊰━━━━ ⋆⁺₊⋆

 

GRASPING [NEW SPELL]

Grasping 

An ability which Necromancers harnessed from the innate power to pull from the black banks to conjure onto the battlefield to aid them. Necromancers summon forth multiple small tears upon a surface for undead hands to sprawl out and lifelessly grab for anything it can. The undead within this rift yearn for a chance to undo their death, and grab for a chance to feel the living to bring them closer. Those above the afflicted area would be interrupted and caught by the grasping hands, inhibiting movement through and from the area so long as they are passing through or were caught in the cast.

 

Grasping requires [3] emotes to perform, including connection- conjuring the effects on the third, and able to be persisted for a fourth so long as the caster continues to hold their spell for that additional emote.

 

From a range of up to [20] meters, a Necromancer may cast a [3x3] area where hands sprawl from the ground and attempt to grab at those within said area or those which enter it. This effect may persist for two emotes, or cut short at one. Those who enter the area will have their movement split in half. Those within the area also are interrupted in actions which require concentration, including spell casting.

 

Redlines:

  • The movement of those passing through the [3x3] area is cut in half. This means if a person is running at [8] meters and passes through this zone or is caught in it initially, they may only move [4] meters. Instances where players transcend the typical cap and where splitting movement in half leaves an odd number, it will always value the higher number. (Such as [5] in half, defaulting to [3]).
  • Said hands may not do anything apart from grab and lash out to cause minor issues. They may not grab and hold on or use any items or objects. 
  • The area is indiscriminate, meaning any person, ally, or enemy, including the caster themself if caught in the area will too face the effects. Players within or without may emote kicking or slashing at the hands, but it will ultimately not nullify the effects as there are too many hands to quell.
  • Where the [3x3] may be on an incline, it may not surpass two meter height differences from the originating meter. Meaning if there is a cliff-side with only a two meter path, and all other connecting meters are separated by [2] meters in height, it will only persist upon those two meters if cast upon them.
  • If summoned beneath a person, they may not somehow dodge in the subsequent emote and negate the effects of the spell unless they have unique flight abilities, or are grabbed from flight by something else to flee the spell.

 

REASONING:  

Grasping is a new spell we are implementing as we believe Necromancers despite being pivoted as a caster, with general weakness and inability to wear armor; they did not have a lot of spells which actually contributed to this idea. Therefore a spell was created to act in tandem as a support to aid on the battlefield. This spell creates an area which if passed through will slow down a target by half their speed block range. It lingers for two emotes and is 3x3, it is indiscriminate and will even affect the caster should they go through it.

- anti

 

Grasping is a nice touch up addition to Necromancy as we believe that the magic lacks in its supposed place as a caster archetype. As it was made, Necromancy is semi-geared to delving into other sources for that idea but the modern turn economy just makes utilizing 2 magics weak. We want to add to that spellcasting feeling Necromancy should have, while also keeping the niche it has as a sort of supporting command for undead in a battle. Grasping is a relatively simple spell, slowing movement through an area for a limited time.

 

- aehkaj

 

⋆⁺₊⋆ ━━━━⊱༒︎ • ༒︎⊰━━━━ ⋆⁺₊⋆

 

BLIGHTING [NEW SPELL]

Blighting

Necromancers may congeal and harness a small figment of lifeforce, and propel it forwards from an outstretched palm.  It’d travel up to [24]  meters, and where it lands- it'll expand in a plume of mentally twisting lifeforce, capable of weaving its way through Light and Medium Armor alike. The shape and detail of the projectile can be fitted onto what a Necromancer wishes, as example; one can opt to manipulate it onto a chakram of hues rather than a sphere.

 

Blighting requires [3] emotes to perform, including connection- launching at the end of the third emote. This projectile launches at the velocity of a shortbow. Upon contact, it instills an otherworldly fear upon the target, causing them to be instilled with a crippling fear; for the next [2] emotes they are incapable of performing offensive actions, with all of their actions (attacks, spellcasting, potions) must concretely be defensive in nature. This may be ended early through the incitement of deific purging/mentally cleansing magics upon the target.

 

This requires connection upon lifeforce-bearing tissue to function; it would not work upon automatons/golems/similar constructs. Furthermore, others immune include Templars (and relevant courage-granting abilities), and those bearing souls already tainted by the influence of the Heith-Hedran- necromancers and necromantic undead.

 

Redlines:

  • Blighting takes [3] emotes to cast, including connection; its effects last for [2] emotes. This malediction may only be cast [2] times per combative encounter.
  • Those immune to Blighting include all courage-granting abilities, all individuals who bear souls tainted by the Heith Hedran, and all individuals who lack lifeforce-bearing flesh upon the point of contact. One cannot be affected twice by Blighting within the same combative encounter.
  • Blighting’s projectile diffuses through Light and Medium Armor, but is blocked by shields and Heavy Armor.
  • Blighting’s effects solely prevent aggressive actions- all actions may still be performed, but only for defensive means. That is to say, whilst one may still cast spells, they should not focus on using said spells to attack and rather will try to create protection or escape backwards.

 

REASONING:  

We made this new spell also in regards to Necromancers needing more of a caster identity and lacking completely within their spells. We opted for a spell that isn't going to do a great deal of damage yet may help change the tide of the fight or give the Necromancer ability to influence the battle instead of just sitting and waiting and having minimal things to do. With this, lifeforce is manifested into a projectile and shot out, it is unable to pierce both heavy armor and shields. Should this projectile hit someone with medium, light, or no armor then they would be afflicted with the debuff. With this, we wanted to further push the idea of Necromancers applying ailments and curses, so with this we were thinking of a fear effect. This also works in tandem with the idea that the currently holy magic which counters necromancers have spells already for mental fortitude and buffing their psyche. We believe this to be the perfect counter.

- anti

 

Similar to Grasping, we wanted Necromancy to have some slight tools to utilize instead of relying on long emote count ‘win’ condition spells such as Tether Draining or pre-patch Bursting. Blighting, or Needle Worm as I rightfully call it, offers the Necromancer a form of casted projectile that retains a useful effect when working in tandem with what’s available to them in combat. 

 

- aehkaj

 

⋆⁺₊⋆ ━━━━⊱༒︎ • ༒︎⊰━━━━ ⋆⁺₊⋆

 

Brought to you by:

#FixNecromancy

 

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They know I'm right, they just can't admit it: THE SPELL SHOULD BE NEEDLE WORM! I CAST NEEDLE WORM! NEEDLE WORM!

 

Jokes aside, it's time Necromancy starts getting updates and shown some love

#FixNecromancy #NewYearNewNecromancy Am I Right Gang?

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-1 Did not credit me despite making me listen to this every day.

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these kids dont understand how good they have it. back in my day darkening was 10 emotes! you had to craft and ressurect constructs backwards, uphill, twelve feet in the snow.

 

grumpy-senior-man.jpg?s=612x612&w=0&k=20

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Major +1

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can i gt a grandfather?

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woa

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22 minutes ago, ScreamingDingo said:

lol pallodium lore denied

AD_4nXc8phKOqvOJPuzkoqTMc5O4eJ4kwoBj0YNSEje6CFKW7QY12pX-_P4PVxKUtK0gDP2_Ke8kxXYTryjBhvJQsSXsHRkoyOtWrGhJfsyuAnscUfYT_Nn4OFr7gq4fUO1DonvVZiYJaw?key=k0p8wGAmYHxZHRtpsO47OQ

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THANK JEEBUS

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pls st fix the necro lore and accept this

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