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[✗] [Magic Lore] Reaving & Occultism

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Explanation

 

Gleaming

Reaving and occultism requires [1] activation emote, a casting tell called ‘Gleaming’ in which they may smoke with black vapors, glow from within with a diaphanous teal light, or appear desiccated and rotten. While casting spells this effect persists. Once activated, a gleaming reaver or occultist does not need to repeat this activation emote unless they have ceased to gleam or had their gleaming disrupted. In this regard the [Gleam] listed in the below spells represents an extra emote for necromancers not already gleaming. Pale knights do not have to [Gleam] when casting their inherent reaving or occultism spells.

 

The gleam is the surfacing of a necromancer’s inherent, internal lifeforce and anima to be deployed as spells and ectoplasm. It is not, in that regard, the fragile concentration of a Voidal mage; Gleaming will persist through most non-lethal blows, as well as bright flashes or explosive sounds. 

Should they wish, a Necromancer could Gleam indefinitely though would be obviously doing so, even through armour, disguises or illusions. Exposing their unnatural energies in such a way courts the wrath of holy magic, subjecting them to harm from spells that target darkspawn regardless of if their assailant knows the nature of their magic or not.

 

A necromancer’s gleam can be ceased at will or disrupted by violent blows from abilities which target darkspawn, as well as dragonsfire, malflame or pure aurum (or equivalent). Mundane injuries as well as banes to spellcasting such as thanhium or direct touch with auric oil will disrupt and restart their casting emotes unless specified otherwise, though will not end Gleaming.

 

  • Gleaming cannot be obscured by any means, serving as a visible indication of dark spell preparation. 
    • Whilst Gleaming, necromancers are classified as ‘revealed Darkspawn’. 
  • Whilst Gleaming the necromancer can only cast necromantic magic; spells from the Reaving [MA], Occultism [MA] or Exorcism [MA]. To cast non-necromantic magic they must cease Gleaming.
    • Ceasing to gleam requires [1] emote during which necromancers cannot be casting or begin to cast/connect to another magic until the following emote.

 

Wither

All combative uses of necromancy accrue ‘Wither’, an unnatural fatigue that builds as necromancers strain their own bodies to fuel their inhand spells with lifeforce and ectoplasm, with the exception of the Tether spell which can revert Wither by stealing vitality from outside sources. 

 

At maximum Wither no more spells can be cast, and a necromancer becomes sluggish and incapable of sprinting. Reaching the Wither cap also renders a necromancer incapable of casting Leech or Siphon without the aid of a talisman, forcing them to wait for their lifeforce to naturally replenish. 

 

Wither is restored at a rate of [1] Wither per OOC hour spent outside of combat. 

 

The amount of Wither a necromancer can suffer increases with practice and commitment to their art. Necromancers may endure [1] additional Wither per magic slot dedicated to any [MA] in the school of necromancy: 

 

Tier 1: [2] Wither + Slots 

Tier 2: [3] Wither + Slots

Tier 3: [4] Wither + Slots

Tier 4: [5] Wither + Slots

Tier 5: [6] Wither + Slots 

 

  • Exorcism is a [1 slot] [MA] alongside Reaving/Occultism, increasing a necromancer’s Wither potential by [1].
  • Reaving is a [2 slot] [MA], increasing a necromancer’s Wither potential by [2]
  • Occultism is a [2 slot] [MA], increasing a necromancer’s Wither potential by [2]
  • Wights [CA] require [5 slots] to already be dedicated to an Exorcism [MA], Reaving [MA], and Occultism [MA]. The [CA] also increases their Wither potential by [1], and allows the Fade, Leech and Siphon spells to be cast without accruing Wither. 

 

A reaver or occultist’s Wither cap is defined by whichever MA they are the highest tier in, with the addition of slot dedication. In that sense once a necromancer is Tier 5 in one of these two MAs, advancing in a second MA will offer them no additional Wither potential, but they will benefit from the extra slots of that MA. Exorcism does not train or bolster a necromancer’s lifeforce as it does not feature in their spells, though with it a necromancer may still enhance their mastery over anima and mana to minorly increase their own Wither potential.

 

  • Regardless of [Tier] exorcist spells do not use lifeforce, so they have only [1] Wither.
  • [Tier 1] reaver/occultist will have [4] Wither. 
  • [Tier 1] reaver/occultist could have [7] Wither if dedicated to the reaving, occultism and exorcism MAs.
  • Wights have [12] Wither, the maximum for any necromancer as they must be [Tier 5] in reaving, occultism and exorcism as a prerequisite for the CA.

 

Anima

Many of the spells and rituals of necromancy involve the harvesting or spending of fragments of anima: the inherent energy of the soul. Though abundant in the Elysian Wastes, the Soul Stream, and the afterlives beyond, anima is a scarce resource in the material plane. Though there is much anima to be gained from the creatures upon Aos and Eos, it is typically locked away without physical presence if not artificially afforded such by the likes of infernal or necrotic spellwork. 

 

Playable creatures categorised as: mortals, dragonkin, inferi, fae, and transcendent constructs all have a potential cap of [1] anima which may be harvested whilst they are living/active. If slain, a character’s anima is taken with their soul and can be harvested no further. 

 

Geists and souls corrupted by undeath cannot have their anima harvested. This means anima cannot be claimed from necromancers who practice reaving or occultism, nor may it be reclaimed from wights, pale knights/pale lords, zombies, gravens, ghosts or ghouls. These creatures may however store the anima of others harvested through the Leech, Siphon and Spiriting spells within themselves, to be used in other spells and Necromantic Rituals. 

 

Necromancers and undead alike may carry a maximum of [5] fragments of anima within themselves. These fragments - if not spent in-hand - can be distributed at will to other necromancers or undead, or stored into menhir soul-cradles. If a necromancer or undead creature is slain whilst carrying anima, it will be lost.

 

  • Anima is only found in creatures with anima, as specified under the Resources table in the Necromancy Hub: LINK HERE
  • Regardless of if a character is left living or slain during anima harvesting, depleted anima is recuperated at a rate of [1] per OOC day. 
  • Necromancers and undead must catalogue and screenshot harvested, distributed, and stored anima in order to evidence its collection to ST.
    • If anima is distributed or harvested between players before being stored, these catalogues must also be given to the player now possessing the anima.

 

Necromantic Rituals

Unlike the in-hand spells of occultism and reaving, which are all unique to their respective necromantic art, necromantic rituals may be performed by either occultists or reavers to achieve the same staple feats of necromancy. They are as follows:

 

Spoiler

 

[T1] Soul Steal - Noncombative/ Combative

[1 Victim] [1 Participant]

 

Occultists and reavers may drain the soul essence and fragments of an individual without harming their corporeal forms, deceiving them into a wound upon the soul wrought without violence. This is achieved whilst gleaming, however with a subtlety that constrains its visible sheen to the necromancer’s eyes and leaves the rest of their body mundane.  

 

This is achieved by careful manipulation of their own anima temporarily brushing their soul’s will against that of a living mortal which has been untouched by the school of necromancy. That is to say, Soul Steal may not be used on another necromancer, nor may it be used on an undead creature. Characters with vivification but none of the listed MAs/CAs are affected by Soul Steal as normal.

 

Soul Steal is an arduous process that involves the necromancer opening their own soul and that of their victim to the Elysian Wastes and subsequently making them vulnerable to the machinations of geists on repeat visits soon after. This grants the victim [1] OOC week of immunity from the Soul Steal ritual, during which any attempts made by any necromancer to perform this rite on them will result in the necromancer in question being afflicted by the effects of a minor geist of their choosing for [3] emotes.  

 

Over the course of [3] emotes, a necromancer may perform a ceremonial or occult rite of their choosing, such as a palm or tarot reading, a prayer, or an explicit drain. The only necessary constant being physical touch or eye contact within [4] blocks with the character they intend to harvest, any combination of which must be sustained for the duration. 

 

From the second emote of the rite onwards, the necromancer may enhance their spellwork with paranormal flair, limited to any combination of the following:

 

  • A ghostly silhouette or image of a character the necromancer knows the appearance of, projected into a crystal ball, mirror or painting within [8] blocks.
  • A chorus of disembodied voices originating from any point in a [3x3x3] area around the necromancer.
  • A gust of wind sufficient only to billow hair or clothing within a [2x2x2] area around the necromancer.
  • Artificial dimming of light and darkening of characters and objects as if moonlit within a [2x2x2] area around the necromancer.

 

Once the rite is complete, the afflicted individual would be stricken with nausea and unexplained anxiety, as well as disturbed by a vision of the necromancer’s creation, or by a prior rippled Prophecy of the necromancer’s choosing. This may be cast into the victim’s mind in an instant or may be left dormant to manifest as a nightmare when next the victim sleeps. In either scenario, the victim is wrought with recurring nightmares of the vision or prophecy for the next OOC week. These visions/prophecies may disturb a character at the victim player’s discretion, though will never forcibly stun or disrupt the focus of characters during combat. 

 

With the rite’s conclusion, the necromancer may harvest [1] anima from their target. Harvested victims have no additional anima left and cannot be harvested again with the Leech, Siphon or Spiriting spells until the next OOC day. The Soul Steal ritual may not harvest further anima from this victim until a full OOC week has passed.

 

  • Soul Steal is an inherent ritual gleaned by any occultists or reaver once they have been conjoined or attuned to their talisman and taught the Leech/Siphon spell at Tier 1.
  • Soul Steal only affects creatures with anima. Creatures without anima are immune, as specified under the Resources table in the Necromancy Hub: LINK HERE
    • Reavers, occultists, exorcists, pale knights/lords, wights, ghouls and phantoms are all immune to Soul Steal and may not have their anima harvested in this way. 
  • Soul Steal can be repeated by a necromancer though those who have been victim to the rite become immune to this form of harvesting for one OOC week, regardless of which necromancer performs the ritual on them.
    • Though immune to Soul Steal, the victim’s anima still replenishes the next OOC day, which may still be harvested with the Leech, Siphon and Spiriting spells as normal.
  • Paranormal flairs cannot obstruct vision or offer any sort of combative advantage.

 

[T2] Menhir Mason - Noncombative

[Stone] [1 Participant]

 

Since the days of the Second Synod, ancient mystics and necromancers have imbued earth with their dark spells to create the uniquely haunted rock known as ‘menhir’. This stone is moist and marred by faintly glowing veins of ectoplasm, causing it to take on a dull blue-green gleam. 

 

Through in-hand manipulation of their lifeforce and mana, reavers, occultists, and eidolons are also capable of shaping and sculpting pre-existing menhir like wet clay. This can be used to fashion implements and objects like marble. An eidola may also use this to repair or customize their menhir shell, to the extent of adding additional limbs or heads and retexturing their exterior. 

 

The Menhir Mason ritual can be discovered and created with ease by reavers or occultists by experimenting with their mana and reversals of their Leech or Siphon tethers. Once created, menhir is doubly as durable and heavy as the original stone, and sufficiently sized mounds of menhir are also capable of preserving stored anima without the need of a living or undead host. When sufficiently chipped or smashed, the ectoplasm is released from menhir, reverting it to ordinary stone.

 

Soul-cradles are obelisks of menhir consisting of a minimum of [1] block width and [6] blocks height to a maximum of [3] blocks by [3] blocks width and [10] blocks height, at which scale they become sufficient hosts for anima. Eidolons may also double as soul-cradles; capable of exceeding the usual cap of [5] anima fragments imposed on most necromancers and pale knights. Anima fragments are deposited via touch by necromancers and undead creatures carrying them after they have been harvested, and may be reclaimed using the Leech, Siphon or Spiriting spells. Through the Entomb and Greater Resurrection rituals a soul-cradle can be enchanted and transformed into an Abyss seed or phylactery respectively.

 

Once host to [1] or more fragments of anima, a soul-cradle gains the ability to ‘heal’ lost ectoplasm and retain its structure. Restoring itself gradually from minor chips and scrapes, soul-cradles must have their magical reconstruction outpaced in order to be destroyed. Within [3] consecutive rounds of emotes or 30 OOC minutes (whichever comes first), a soul-cradle must be subjected to any combination of: [8] strikes from warhammers, pickaxes, maces, or concussive Voidal spells, [4] strikes from a golem, titan, or high-density boomsteel weapon, [4] gouts of continuous dragonsfire, [4] strikes from a templar’s furiously flaming weapons or magical spells or [4] necromantic drains such as those available to pale knights/pale lords, reavers or occultists.

 

 

  • Menhir Mason, as well as the creation of soul-cradles, is an inherent ritual gleaned by any occultists or reaver at Tier 2.
  • Menhir Mason used to sculpt an eidola obeys all of the mechanics and restrictions outlined under Greater Undead: LINK HERE
  • Ordinary menhir items may be represented by unsigned/ player signed builds and MC items, and have no special effects beyond being made from doubly heavy and strong stone.
  • Soul-cradles hosting [1] or more anima must be represented with an ST sign. This sign details how much anima is stored within the soul-cradle and must be updated (whether deposited or drawn from) with an /sreq. 
    • Screenshot evidence for the anima harvesting, deposit or withdrawal RP must be provided on request from the ST.
  • If a soul-cradle is destroyed, destroying players must /sreq to ensure the destruction RP is valid and must either be overseen by an ST in the moment or provide screenshots for the ST if none are available. Once destroyed, all anima in a soul-cradle is irrecoverably lost. 

 

[T3] Entomb - Noncombative

[10+ Anima] [3 Participants]

 

For time immemorial, gods and men alike have misunderstood the cosmic order as a diarchy; torn between the heavenly forces of Light and the mortal sphere of the Dark. “Darkening” is a term first coined by Mordring who felt the corruption of his own Radiant Shard at the hand of the Old Lords, and their subsequent mortal theft of necromancy from Iblees’ divine repertoire. In the centuries since Aegis’ destruction and the Banks’ baptism of the Abyss, the Darkening potential of lifeforce in abundance has been well catalogued; bolstering the forces of undeath in opposition to and rejection of the deific order.

 

Necromancers are capable of replicating and spreading the Abyss in small pockets of their own land, entombing it under lakes of lifeforce to mimic Abyssal properties. By imbuing a soul-cradle host to a minimum of [10] anima fragments with abundant lifeforce, a trio of reavers or occultists may blacken its menhir into an Abyss seed and bathe a [50x50x50] area in a shroud of onyx fog which thins the veil between the land of the living and the Elysian Wastes and chokes the reach of extraplanar deities. The borders of Entombed land can be extended by [10] blocks in every direction per [5] anima added to the central Abyss seed. 

 

Within Entombed land all undead creatures are soothed with a comforting warmth and the dulling of their passive mental conditions akin to black bonfires. Outside of combat intangible phantoms also gain the ability to interact with objects with the same physical potential as living humans.

 

Beyond this both inside and outside of combat, Entombed areas have the following effects:

 

  • Characters without gravesight have their vision reduced to [8] blocks.
  • Characters with extraplanar deific patrons - templars, heralds of azdromoth, naztherak, and shamans - require [1] additional emote to establish their connections before casting as normal.
  • Characters with vivification as well as exorcists currently invoking deliverance become more vulnerable to the effects of hexing, which they endure for [1] additional emote.

 

Entombing lasts indefinitely but will shrink from its extended borders if anima is taken from its central Abyss seed, in [5] anima increments over [10]. Entombing is removed in full if the Abyss seed is destroyed or reduced to [9] or less fragments. 

 

Abyss seeds can be drained from using the Leech or Siphon spells, which recover anima fragments but not Wither. Abyss seeds may be destroyed through the same means as a soul-cradle.

 

  • Entomb and the creation of Abyss seeds is an inherent ritual gleaned by any occultists or reaver at Tier 3.
  • The Entomb ritual requires any combination of [3] Tier 4+ occultists or reavers to achieve, at least [1] of which must know the Entombing ritual.
  • Entombing requires Region Owner consent to be placed in a player-owner region. Once placed this may only be removed through valid roleplay and cannot be OOCly evicted.
    • Entomb is represented by an ST sign on the Abyss seed specifying the area of effect as well as region messages and optional build changes.
    • Abyss seeds are black, coal-like obelisks consisting of a minimum of [1] block width and [6] blocks height to a maximum of [3] blocks by [3] blocks width and [10] blocks height.
  • Voidal, dark, and miscellaneous mages as well as deific mages who draw power from forces in the mortal plane, including azdrazi drawing from their inner flame, druids communing with present flora or fauna, or seers communing with their witness, are unaffected by Entombing. 

 

[T3] Primal Resurrection - Combative

[20+ Anima] [3 Participants + ST Event Actor]

 

By extracting a minimum of [20] fragments of anima from a soul-cradle through advanced hexing, a trio of pale lords or occultists trained in the Primal Resurrection ritual may coax an equal number of geists from Ebrietaes to be bound together and raised again as an ectoplasmic, undead amalgam known as an apparition. Any number of anima fragments beyond the minimum may be forfeited to an apparition, allowing it to swell with power with each excess geist, the extent of which is open to ST interpretation.

 

Even in its weakest form this undead seraph is a force to be reckoned with, comprised of an intangible ectoplasmic body and equipped with an exceptional affinity for primal necromancy, though it is not indomitable. Its anima can be unfurled and destroyed by the Leech, Spiriting, and Siphon spells and materials and abilities which target phantoms can rend its incorporeal form. 

 

When drained or defeated, the anima spent on the creation of an apparition is lost; however the geists within it become vulnerable to the Consumption ritual, which enables the creation of pale lords and wights.

 

  • The Primal Resurrection ritual is inherently gleaned by pale lords and wights upon ascension, though occultists performing this ritual must always have been trained through roleplay. This is tracked with a comment on the occultist’s MA.
    • The Primal Resurrection ritual requires any combination of [3] pale lords or Tier 3+ occultists to achieve, at least [1] of which must know the Primal Resurrection ritual.
  • Devouring an apparition for the creation of a pale lord or wight adheres to the mechanics and redlines of the Consumption ritual found here: LINK TO GREATER UNDEAD
  • This ritual requires ST oversight which should be arranged before it is attempted. Apparitions created by Primal Resurrection are ST Event assets and cannot be represented by players.
  • Apparitions adhere to all of the mechanics and redlines described in their respective lore piece, found here: [✓] [Playable CA Race + Event Creature] Phantoms & Apparitions - Spectral/Undead - The Lord Of The Craft

 

[T4] Grafting - Noncombative

[Limb/Menhir Ring] [1 Participant + Living Mortal Player]

 

In lasting enchantments that replicate reaving’s expulsion and occultism’s puppeting spells, necromancers are capable of fashioning replacement limbs for living characters that are sustained in undeath. By fusing a ring of menhir or the stem of a bone to the exposed marrow, socket, or joints of an amputated, living mortal and imbuing it with excess lifeforce, it may be artificially grafted to their soul blueprint. 

 

From menhir springs forth a corporeal, translucent ring of ectoplasmic mimicking the mundane limb the mortal had in life.

 

Fused bone becomes a permanent fixture to the mortal skeleton, which moves at will without need of muscle or tendons.

 

These limbs are always only as strong or dexterous as the creature they have been added to, though are numb to all sensations beyond weight and balance. This is with the exception of aurum which in pure quantities (or equivalent) rends agonizingly through these limbs with ease and as slayersteel which will clash ordinarily with these though inflict a burning sensation, however both materials may be handled by a grafted limb.

 

Further, though grafting does not corrupt the soul of a character, any with their undead limb exposed will become vulnerable to spells which target darkspawn striking any part of their body, being themselves classified as revealed darkspawn.

 

  • Grafting can only be done on living mortal creatures with lifeforce, as specified under the Resources table in the Necromancy Hub: LINK HERE
  • Grafting requires OOC consent to succeed lest the soul blueprint reject the modification.
  • Grafting can only be done to replace arms from the shoulder down, legs from the waist down or any lesser portion of the aforementioned appendages. 
    • Grafting cannot be done to undead creatures. This would necessitate the Fleshsmithing spell.
  • Grafting always appears distinctly undead in its ghostly or skeletal variants. Characters, regardless of what magics they practice, become vulnerable to darkspawn-targeting magics once grafted and if their limb is revealed they will be harmed by such accordingly.

 

[T4] Lesser Resurrection - Noncombative

[Body/Seance] [1 Participant + Ghoul/Phantom Player]

 

Through experimentation with reaving’s expulsion or occultism’s puppeting spells, adept necromancers are able to glean the necessary processes behind the creation of autonomous Lesser undead. 

 

Imbuing excessive lifeforce into a corpse for a prolonged period enables a necromancer to coax its affiliated soul back from the realms of death. This summoned geist finds purchase once more in their remains as a ghoul [CA], or will spring out from them in an ectoplasmic vessel as a phantom [CA]

 

Reavers/occultists who also practice exorcism or are afflicted with vivification may pair this ritual with the Seance spell to call upon the souls of those whose bodies they cannot access, thrusting them into a new host corpse or knitting them a host of ectoplasm accordingly.

 

All variants of Lesser Resurrection are spiritually taxing and require a window of respite between attempts. Reavers and occultists may only perform Lesser Resurrection twice per OOC week. Pale lords may only perform Lesser Resurrection once per OOC week. 

 

  • Lesser Resurrection can only transform mortal creatures with lifeforce into ghouls or phantoms, as specified under the Resources table in the Necromancy Hub: LINK HERE
  • The Lesser Resurrection ritual must be conducted before a new Ghoul [CA] or Phantom [CA] is submitted (if the character has been resurrected this way), at which point the participant must comment to confirm they conducted the ritual. This requires [1] pale lord, reaver, or occultist to perform. Pale lords know the ritual inherently from ascension and may perform this ritual once per week. Reavers and occultists, who know this ritual inherently from Tier 4, may perform this ritual twice per week. For tracking purposes ghouls' and phantoms' CAs must be commented on their creator necromancer's MA upon acceptance.
    • This rite requires the presence of the target character’s living body or corpse to conduct. Alternatively, a soul reached via exorcism/vivification’s Seance spell may also undergo the rite with a placeholder body however this is limited by this spell’s defined reach. 
    • If a character cannot be reached with the aforementioned criteria they cannot be raised with Lesser Resurrection.
  • Undergoing the Lesser Resurrection ritual requires informed OOC consent in which the subject player is linked to this lore with which they must familiarize themself before agreeing to undergo the ritual and posting a CA. Once their CA has been accepted this decision cannot be reverted or retconned and their character will be permanently altered. 
  • Phantoms and ghouls adhere to all of the mechanics and restrictions outlined in their respective pieces.

 

[T5] Greater Resurrection - Noncombative

[Body/Seance/Ghoul/Phantom] [1 - 3 Participants + Pale Knight Player]

 

Replicating the arts stolen from Iblees and gleaned by the First Synod centuries ago, necromancers are capable of creating lasting, greater undead creatures made independent by their own phylacteries and lifeforce. 

 

This rite involves binding of a living mortal or corpse to a soul-cradle, which is host to exactly [3] anima fragments. Through ritualistic binding these fragments are destroyed as the target’s soul becomes anchored to the phylactery and their flesh peels away or is subsumed by the menhir into the form of a pale knight. This pale knight will usually bear the soul of the mortal body in question. However, if one of the ritual’s participants is also a medium or practices exorcism, they may pair this ritual with a seance to invoke the soul of one whose body is not present, binding it to the phylactery and a new cadaver. 

 

Greater Resurrection is the practice of creating pale knights; a risen undead sorcerer, soldier, or behemoth. These creatures are borne of immense necrotic enchantment and spellwork which necessitates the shared efforts of [3] reavers, occultists, or pale lords led by a masterful necromancer or pale lord respectively. A trio such as this can repeat participation in the Greater Resurrection ritual once per OOC week.

 

Alternatively, a pale lord or wight may undergo this rite alone, albeit through exhausting and calculated efforts. A wight or pale lord may only perform the Greater Resurrection ritual solo once per OOC month.

 

  • Greater Resurrection can only transform mortal creatures with lifeforce and anima into pale knights, as specified under the Resources table in the Necromancy Hub: LINK HERE
  • The Greater Resurrection ritual must be conducted before a new Pale Knight [CA] is submitted, at which point the participant(s) must comment to clarify who led and who participated in it. This requires [3] pale lords, reavers, or occultists being led by a character that is Tier 5 or a pale lord. Alternatively the rite may be conducted solo by [1] wight or pale lord with a [1] month cooldown during which they may only lead or assist in group rituals. For tracking purposes pale knights' CAs must be commented on the MA of the leading necromancer or the CA of the solo pale lord or wight upon acceptance.
    • This rite requires the presence of the target character’s living body or corpse or the presence of a ghoul or phantom character to conduct. Alternatively, a soul reached via exorcism/vivification’s seance spell may also undergo the rite with a placeholder body however this is limited by this spell’s defined reach. 
      • If the characters conducting the Greater Resurrection ritual do not have the body of the character they want to raise or the ability to reach their soul as defined in seance, they cannot make that character into a pale knight.
    • The Pale Knight player chooses freely between the sorcerer, soldier and behemoth variants, marking such on their submitted CA. This cannot be changed later, however.
      • Mortal characters with lesser souls such as hou-zi, wonks, or musin cannot become the draugar variant of pale knight, though may become darkstalkers or eidola.
  • Undergoing the Greater Resurrection ritual requires informed OOC consent in which the subject player is linked to this lore with which they must familiarize themself before agreeing to undergo the ritual and posting a CA. Once their CA has been accepted this decision cannot be reverted or retconned and their character will be permanently altered. 
  • Pale knights adhere to all of the mechanics and restrictions outlined in the Greater Undead piece: LINK HERE

 

 

 


 

 


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Reaving

[MA - 2 Slots]

Paladins of the Abyss, Dark Knights, and unhallowed crusaders, reaving is a school of necromancy descended from the likes of Mystic Blades and Abyss Knights; dedicated to close quarters combat and the spread of curses, diseases, and other maledictions. Having consumed into themselves a second soul, they are bloated with abundant ectoplasm and lifeforce woven into their martial style at no cost to their physique, but their mind. Maddened by the undead soul imprisoned in their very bodies, these grim soldiers exist in a tumultuous state between life and undeath.

 

Conjoined Casting

Reavers lead a strange existence. Their still-living bodies house the soul of a dead mortal alongside their own. This awakens them to the latent potential of the lifeforce within their bodies and allows them to manipulate it into their spells either directly or as ectoplasm. The presence of the additional soul also overstimulates their bodies into producing lifeforce in excess, ripe for use in their spellwork without physically decaying their forms. 

 

Conjoinment is achieved by the aid of a wight who is able to pluck a stray from the Elysian Wastes or a geist from the Soul Stream and force it with their incorporeal grasp inside of the reaver’s body, binding it to their living soul. From the moment of their conjoinment, reavers are at all times haunted and tormented by their geists though also physically fortified as hosts to pseudo-undeath. For instance, reavers completely lose the ability to sleep unless knocked unconscious, yet thanks to their bloat of lifeforce also no longer require it for physical function.

 

This allows the reaver to retain their physique and to fuel their art in-hand though it stretches their psyche thin; forced to share their consciousness with a second, often unwilling presence that haunts their thoughts as an eternal prisoner. 

 

  • Reavers who also practice occultism do not regain their mental fortitude though sustain their physique and are able to reap the benefits of a talisman should they carry it. Practicing Exorcism offers no additional benefits besides the increased resources described in the Wither section.
  • Reavers retain their physique despite their necromantic spellwork though do not gain any strength or endurance beyond their mundane potential had they not been reavers to begin with.

 

Compatibility

Reaving is a [2] slot dark magic [MA]

 

Corrupted by a second soul and denied peace by the lasting presence of a second consciousness, reavers lack the mental fortitude to practice Voidal arts and are marked as untouchable by most patrons of deific magic as well as any magic requiring an untainted body or soul. Due to their conjoinment with an Ebrietaean geist, all reavers are capable of witnessing Prophecy.

 

Alongside other arts in the school of necromancy, reaving remains compatible with blood magic, housemagery, bardmancy, seer, alchemical feats, and naztherak. In the case of the latter, reavers would still be physically weakened to the same extent as other naztherak and would therefore have their marshal prowess diminished.

 

Reavers cannot cast any magic outside of the school of necromancy whilst gleaming (‘connected’), requiring a [1] emote gap to signify the cessation of gleaming before another magic’s tells can be emoted.

 

  • Reavers who also practice the Occultism [MA] do not regain their mental fortitude, though are able to cast with or without their talisman, accessing the range and wither benefits offered by such.
  • Reavers who practice physically weakening magics (such the Naztherak MA) will still be weakened by such as normal. The physical retention offered by their second soul is only relevant to necromancy.
  • Reaving is incompatible with Kani and Templarism, as well as all MAs and Feats listed as Voidal, Druidic, or Shamanic.
  • Reaving is incompatible with all but the Wight, Zar’ei, and Kharajyr CAs.
    • Bloated with a second soul, reavers cannot successfully migrate between alchemic bodies and are thus incompatible with the Klone CA.

 

 

Abilities

 

[T1] Leech - Combative 

[1 Wither] [Gleam + 2 - 6 emotes]

The basest ability in a necromancer’s arsenal is that of the tether: the manipulation of lifeforce, both bled from their own reserves and viciously ripped from the organic world. As in-hand, melee necromancers, a reaver’s tether is limited to their immediate vicinity and is primal and vicious.

Spoiler

When cast aggressively, leech requires the reaver to gleam before then grappling their chosen victim and extending out their own lifeforce pool to intermingle with their target’s. Attempting to initiate their tether on a victim will cost the reaver [1] Wither, though once established it becomes free to maintain as they begin to steal lifeforce and anima from their victim with successive drains. This parasitic bond will hold so long as the reaver and their victim remain within [2] blocks of one another and the reaver is not disrupted.

 

Though a reaver can carry up to [3] stolen anima at any given time, Wither is only restored when it has already been spent. In that regard, a reaver with a cap of [4] Wither could replenish spent Wither up to [4], but could never increase their cap or store [5] Wither or above.

 

During a combat encounter a victim may be drained with the Leech or Siphon spells a maximum of [4] times before falling unconscious, or [5] times before being killed completely. Though it will not restore Wither or harvest anima, Siphon may also drain animals of bear size or higher at the same rates. Smaller animals down to the size of a cat die after being drained [3] times. [1] drain is sufficient to any smaller animal, as well as swarms of insects within the tether. This does not need to be done successively or by a single necromancer, though the below emote example details a potential interaction between one reaver and their mortal victim without being disrupted.

 

Emote example:

 

  • [Gleam] + First Emote: the reaver dedicates their action to attempting to grapple the target as their gleam spreads over the touched area at the cost of [1] Wither to the reaver. Attempting to attack, block, dodge, perform actions, or move more than [4] blocks in a single emote or being disrupted henceforth will cause Leech to stop. 
  • Second Emote: the victim begins to feel inconsequentially nauseous as they are drained for the [1]st time, and the reaver restores up to [2] Wither
  • Third Emote: the victim begins to feel inconsequentially dizzy and as they are drained for the [2]nd time, and the reaver restores [1] Wither. If the victim is a viable target then [1] anima is also harvested from them as a streak of white passes from the affected area and into the reaver. 
  • Fourth Emote: the victim’s strength is halved and they lose the ability to sprint as they are drained for the [3]rd time, and the reaver restores [1] Wither.  They will remain hindered in this way for [3] emotes starting from the next turn. 
  • Fifth Emote: the victim falls unconscious as they are drained for the [4]th time, and the reaver restores [1] Wither. They will remain unconscious for [3] emotes starting from the next turn. 
  • Sixth Emote: The last vestiges of lifeforce are pulled from the target, killing them as they are drained for the [4]th time, and the reaver restores [1] Wither.

 

The draining tether of the Leech spell may only pass through clothing and light or medium armour. Leech may only drain characters wearing heavy armour if aimed through porous areas like mail or gaps such as the visor of a helmet. Leech could not bypass solid physical barriers like raised shields or pieces of plate. 

 

Though the symptoms of Leech are felt from the first drain onwards as inconsequential nausea followed by dizziness, the victim’s ability to perform actions and move are not hindered until the third drain when their strength is halved and they lose the ability to sprint. In that regard a character who dedicates their action to escaping or disrupting Leech would force the spell to end, though they would retain the amount of times they had been drained and the effects associated with such.

 

Leech will be disrupted: 

  • If the reaver attacks, blocks, dodges, performs an action, or moves [4] blocks in a single emote.
  • If a shield or physical barrier comes between the reaver and their victim.
  • If the victim sprints more than [4] blocks away from the reaver in a single emote, bringing them out of range by the next emote as the reaver cannot sprint to keep up without disrupting Leech.
  • If the reaver’s Gleam is disrupted with any of the means outlined under the Gleaming section.

 

So long as a reaver can gleam they can continue casting Leech on a viable target in range, able to sustain such even through being struck by any attack that would not disrupt gleaming.

 

If a reaver has [0] Wither, they cannot cast Leech. However, reavers who are simultaneously an occultist may cast Leech at [0] Wither if they are wielding their talisman.

 

In a noncombative scenario the reaver may also reverse their tether and instead feed lifeforce into dead organic material to temporarily and crudely revivify it before reclaiming it, making this usage a cantrip free of Wither accrual. Reverse tethers may at most un-wilt desiccated plant matter, puppet small animal remains, or wipe away diminutive scrapes or bruises on living individuals.

 

Redlines:

  • Leech only affects creatures with lifeforce and can only harvest anima from creatures with anima. Creatures without lifeforce or anima are immune to Wither’s effects as specified under the Resources table in the Necromancy Hub: LINK HERE
    • Creatures without anima who still have lifeforce are still subject to Leech’s effects and Wither harvesting. 
    • Creatures with anima who do not have lifeforce are immune to Leech’s effects but can still have their anima harvested.
    • Wights and pale lords are fully immune to the effects of Leech.
    • Anima may only be drained one from a victim per OOC day, as per the Anima section.
  • Reverse tethering requires physical touch with the fed organic material whilst being cast and has no wither cost.
  • Reverse tethering cannot be used to control plant matter, only enliven it. It cannot reanimate animal remains larger than rats, which may only be temporarily puppeted, not resurrected in a meaningful manner. It cannot heal wounds on individuals greater than minute surface-level scratches or bruises and is largely aesthetic in nature. Overall reverse tethering with the leech spell is for aesthetic and flavor purposes.

 

[T2] Spiriting - Noncombative/ Combative

[0 - 2 Wither] [Gleam + 1 emotes]

By unfurling their lifeforce and enchanting it into a physical form, reavers may varnish physical objects or coagulate entire substitutes for them with ectoplasm. These tools and weapons are ‘blessed’ with the properties of necromancy, capable of engaging undead creatures and rending anima from the ensouled. 

Spoiler

Reavers may channel [1] Wither around a touched weapon or similar object, enveloping it in a ghostly sheen to give it presence within the Elysian. This would allow the weapon to make physical contact with phantoms even when intangible and gain lifeforce-sapping properties affecting all undead creatures like pure aurum. Alternatively, by forfeiting [2] Wither a reaver could spill and weave together lifeforce and mana into a self-sustaining, temporary tool or weapon of pure ectoplasm. This created object would have similar weight and strength to wood or steel (or a combination of the two, such as a hammer’s pole and head), retaining the same aurum-like properties of a pre-existing weapon coated by Spiriting. Outside of combat implements may be created or imbued with Spiriting at no Wither cost. If combat begins they may remain sheathed or be forfeited freely, though the reaver will have to gleam and spend the appropriate amount of Wither if they begin wielding it during combat. 

 

Emote examples:

 

[Gleam] + First Emote: the necromancer spills forth ectoplasm as a pale blue/green smoke which haunts and sticks to their held implement, leaving it with a ghostly sheen and the properties of Spirting.

 

OR

 

[Gleam] + First Emote: the necromancer spills forth ectoplasm as a pale blue/green smoke which spreads from their empty hand, coagulating into a glassy, translucent implement of ectoplasm with the properties of Spirting.

 

In either instance this tool lasts for as long as the reaver remains near it, persisting even through unconsciousness. Spirting is diminished if an affected object is taken further than [8] blocks from the reaver, crumbling away in the following emote. In that regard an arrow made from pure ectoplasm may still strike its target, though will dissipate after doing so. Spirited weapons may also be broken with the same force (though not heat) that would destroy wood or steel respectively or would also break after parrying/blocking or being parried/blocked by pure aurum [3] times. 

 

If a Spirited weapon succeeds in striking and harming a creature with anima it will also wound their soul causing no additional pain in the moment but chipping a fragment of their soul away as stolen anima. Strikes made this way to living creatures with lifeforce may be paired with Taint, following the emote examples and mechanics specified under that spell.

 

[1] anima may be harvested from a victim successfully struck with a Spirited weapon. This anima is lost if the weapon or the blessing upon it is broken, and a reaver may only retain this anima by touching the implement against a soul-cradle for storage, or absorbing their Spirited weapon back into themselves. Though the soul will always heal and recuperate lost anima, bodily wounds left by Spiriting scar a brilliant, pale white glow surrounded by dark veins and scabs. These can heal naturally or remain indefinitely at the victim’s player’s discretion. 

 

If their weapon or the blessing upon it has not been destroyed or lost, a reaver may absorb it and its harvested anima as well as all of the Wither spent making it. Doing so requires careful, bespoke use of the Leech spell, in which the reaver cannot simultaneously attack, dodge, perform actions, or move. This does not have to be done on their own implement; another reaver may steal the Wither and harvested anima of Spiriting in this way.

 

Emote example:

 

[Gleam] + First Emote: the reaver falls still, wisps of shadow collecting over their hand as it runs the length of the weapon, causing it to crack and crumble as lifeforce [and X fragments of harvested anima] disappears into their gleaming form.

 

  • Spiriting only harvests anima from creatures with anima and may only be paired with Taint to inflict maladies and curses on living creatures with lifeforce, as specified under the Resources table in the Necromancy Hub: LINK HERE
  • Spiriting implements, though glassy and translucent, will never become invisible or intangible, only adopting a ghost-like aesthetic or gleam similar to an object that is hexed. 
  • Spiriting can only bless or create temporary objects, which will respectively lose their sheen or crumble away the moment they are moved more than [8] blocks from the reaver.
    • Objects made with Spiriting obey normal physics and may be no larger than a tower shield, and will share the same weight, sharpness and durability of mundane wood or steel counterparts.
    • Objects made with Spiriting may not have moving parts or bends. For example a flail could not be made from pure ectoplasm with Spiriting, though a pre-existing flail could be blessed with it. 
    • Spiriting cannot be used to bless pre-existing items made from pure aurum, slayersteel, or thanhium, or objects which have been treated with auric oil.
  • Reavers may only create or bless [1] object with Spiriting at any given time.

 

[T2] Shroud - Combative

[1 Wither] [Gleam + 2 Emotes]

By unfurling their lifeforce and mana in its basest form, the two will bind in the air surrounding the reaver as a dense fog of ectoplasm. This cloud clings to the reaver, trailing around them at will. 

Spoiler

A reaver may overload their Gleam and allow it to explode out in a Shroud, spreading [2] blocks out in every direction from the reaver at the cost of [1] Wither. Once expelled, a shroud will shift and roll with the necromancer’s movements, trailing after them. 

 

Emote Example:

 

  • [Gleam] + First Emote: the veil over the necromancer warbles and swells. This can be done alongside blocking or dodging but not attacking or sprinting. 
  • Second Emote: a shroud of ectoplasm explodes out from the reaver, immediately filling [2] blocks in every direction for [5] subsequent emotes and dissipating at the start of the [6]th emote.

 

This Shroud is ectoplasmic and appears as a ghostly, pale grey/blue or white fog. Optionally, faint images of the dead may weave in and out of its smoky exterior as the veil between the mortal realm and the Elysian Wastes is thinned, though these will always be obviously illusory and inconsequential. 

 

The reaver may occupy any space in the cloud, and may move and reorient it freely so long as they do not leave its [3x3x3] block interior. Shrouds can last for up to [5] emotes once created. A reaver’s Shroud is always completely opaque to characters without Gravesight, veiling its contents from those outside of it and restricting the vision of those inside of it to only [1] block ahead of themselves. Further, reavers are able to throw their voices to originate from any point within a shroud and muffle the true source of their own voice.

 

Shrouds are intangible and phase harmlessly through most mundane objects and entities, however certain spells may pierce, disperse or banish them. Gusts of Voidal air of [Tier 3] or above as well as blasting potions which erupt within a Shroud’s range will disperse them. Gouts of Voidal fire, dragonsflame, or malflame will puncture and burn tunnels through any part of a Shroud touched by their range/size and any part of a Shroud caught in the radius of a Templar’s Fervent Flare will become translucent or fully dissipated if cast at [Tier 4] or above. 

 

  • Shroud may be seen through clearly by characters with Gravesight, as specified in the Necromancy Hub: LINK HERE
  • Reavers do not have to stay at the center of their Shroud and may move freely within it, though moving (or being moved) to its perimeter will drag the cloud with them.
  • Once a portion of a Shroud has been dispersed, destroyed or made translucent it cannot be restored or replaced without a full re-cast of the Shroud spell. 

 

[T3] Fade - Noncombative/Combative

[0 - 2 Wither] [Gleam + 3 Emotes]

By flooding their bodies with ectoplasm and surrendering their flesh to their conjoined geist’s grave yearnings, a reaver may allow themselves to fade from the land of the living and into the Elysian Wastes. This physically separates them from the material, mortal world, causing them to disappear from it as they are reduced to an unseen witness amongst the stray souls that linger before the gates of the Soul Stream.

Spoiler

In combat, a reaver may hastily unfurl their lifeforce and mana through their own bodies at the cost of [2] Wither, during which they cannot simultaneously attack, dodge, perform actions, or move more than [4] blocks in a single emote as they tailgate their clamouring geist into the Elysian Wastes. If initiated outside of combat, a reaver may less clumsily allow their lifeforce and mana to seep into their geist’s grasp, passing gradually into the Elysian Wastes at no cost.

 

Emote Example:

 

  • [Gleam] + First Emote: the reaver is enveloped in a thick, opaque shroud of lifeforce that sticks to their skin. 
  • Second Emote: the shroud shifts to hues of pale blue/green.
  • Third Emote: the ectoplasm sinks into the reaver’s flesh, causing them to vanish as they exit the mortal plane. 

 

Whilst invisible, reavers are no longer inhabiting the material plane but the Elysian Wastes; the unseen veil upon it where usually only the dead may walk. This plane is a one-way window into the land of the living through which the reaver can see, navigate, and be obstructed by the material plane but never touch it. Like the stray souls native to this realm, reavers cannot in any way impact the land of the living whilst using Fade; they cannot open doors nor leave behind footprints nor even exert warmth or touch toward the physical plane as they are for all intents and purposes no longer on it. 

 

Though the Elysian Wastes has no presence in the land of the living, it is shaped by it. Whilst the reaver cannot be detected or seen there without the aid of Exorcism or Vivification, they may still be obstructed or struck by objects and energies from the land of the living. 

 

If physically touched by any creature, harmed by any sort of attack or spell, or averts their delicate focus to actions besides the Fade spell, the reaver will be being yanked violently back out of the Elysian Wastes. So long as their focus is not disrupted, a reaver may remain in the Elysian Wastes indefinitely and may leave it at will. Regardless of if this is done by force or willingly, leaving the numb land of the dead is an overwhelming experience that dazes the reaver for [1] emote in which they cannot attack, dodge, perform actions, or move more than [4] blocks until the following emote. 

 

  • Whilst in the Elysian Wastes a reaver is no longer party to the land of the living and may only seen by Seers’ Spot Energy and Kani’s Third Eye abilities, as well as characters with Soulsight, as specified in the Necromancy Hub: LINK HERE
    • Unless they themselves have Soulsight, reavers will remain oblivious to the stray souls in the Elysian Wastes as well as other characters using the Fade spell. 
  • Whilst in the Elysian Wastes a reaver has no presence on the physical world and must stop casting Fade to open doors or interact with characters or objects.
  • Fade fails if the reaver attempts any action besides moving or sprinting. If the space a reaver is in in the Elysian Wastes is physically touched by a character or hit with any form of attack or spell, it will touch or hit the reaver and immediately return them to the land of the living.
    • When leaving the Elysian Wastes a reaver is always dazed for the [1] emote in which they are revealed, and cannot attack, dodge, perform actions or move more than [4] blocks until the following emote.

 

[T3] Cauterise - Combative

[2 - 4 Wither] [Gleam + 2-3 Emotes]

Bloated and bolstered by their pseudo-undead forms, reavers are capable of stitching their own lifeforce through feats of in-hand fleshsmithing.

Spoiler

Host to a dead soul within their still living bodies, reavers exist in a strange state caught between life and death. This lifeforce-bloated body can be manipulated through necromancy beyond the normal means of a living descendant, capable of being forced through traumatic growth and repair through excruciating bouts of necrotic surgery. Cauterizing weaves lifeforce as needles into the skin, pinning muscle with glass shards, and fusing bone as if by hot iron rods.

 

Reavers may only cast Cauterization on themselves. By smoldering through their own lifeforce like gunpowder a reaver may succumb to [2] Wither and in turn mend a Minor Wound, or [4] Wither to also mend a Major Wound with additional investment. Whilst performing this pseudo-surgery on themselves, reavers require absolute stillness and focus; attacking, dodging, blocking, performing actions, or sprinting will cause this spell to fail. If a reaver succeeds, they are agonised by the process for [1] emote during which they cannot attack, perform actions, or move more than [4] blocks though they may still attempt to dodge or block incoming attacks.

 

Minor Wounds are negligible injuries which could be persevered through by uncorrupted descendants. This could entail a cut no deeper than [½] an inch, individual broken or dislocated digits, a black eye, a burst eardrum, or a superficial burn/scald of an area no larger than a handprint. 

 

Major Wounds are painful injuries which could encumber uncorrupted descendants. This could entail an individual broken or dislocated limb or joint, any severed digits, a severed tongue, [1] gouged eye, [3] or less broken ribs, or any form of similar flesh wound. Major wounds may be debilitating but never critical.

 

Emote Example:

 

  • [Gleam] + First Emote: the reaver places a hand on their Minor Wound and falls completely still as lifeforce begins to plume over it and the smell of burning flesh fills the air. If interrupted no healing will be achieved but [2] Wither will still be lost. 
  • Second Emote: the Minor Wound closes with an ugly mass of scar tissue, agonising the reaver as they are left incapable of attacking, performing actions, or moving more than [4] blocks until the next turn. 

OR

  • [Gleam] + First Emote: the reaver places a hand on their Major Wound and falls completely still as lifeforce begins to plume over it and the smell of burning flesh fills the air. If interrupted no healing will be achieved but [4] Wither will still be lost. 
  • Second Emote: the Major Wound begins to close. If it is bleeding it will clot for good, though if interrupted no additional healing will be achieved and the reaver will still lose [4] Wither. 
  • Third Emote: the Major Wound crunches and snaps, heaving over with an ugly mass of scar tissue, agonising the reaver as they are left incapable of attacking, performing actions, or moving more than [4] blocks until the next turn. 

 

In either scenario the reaver will close, swell over, and mend flesh and bones back into place with tumorous, grotesque scars. The likes of severed tongues will reform festering with dark bile and gouged eyes return bloodshot and stye-ridden, whilst severed digits will regrow as near-skeletal stubs of bones and tendons. In either scenario these still function as ordinary, though will remain mutilated and unsightly. Once a reaver has recovered from the trauma of Cauterisation their wound is considered ‘healed’ and they may resume action as normal.

 

  • Cauterisation can only ever be cast by the reaver on themselves. It would never be able to heal another character.
  • Wounds beyond major cannot be mended. This includes all organ damage, a slit throat, disembowelment, dismemberment, life-threatening mauling or impalement, numerous broken bones, and other such critical or fatal injuries.
  • Cauterisation could never regrow any bodypart not explicitly mentioned, though it could still clot and scar such over as a Major Wound

 

[T3] Taint - Combative

[1 Wither] [Gleam + optional Shroud/Spirting + 1 - 3 emotes]

Spreaders of plague and spite, reavers are capable of contorting their lifeforce to mimic mundane diseases and magical maledictions, spreading them through malicious spellwork or poisoned strikes to their living victims. This stagnant, putrid lifeforce is called ‘taint’, made manifest in ailments, maladies and curses:

 

Spoiler

Ailments

-Common cold (coughing, sneezing, mucus, fever)

Can be spread through close quarters [2x2] coughs and sneezes.

-Pink eye (swelling, itching, blurred vision, bloodshot eyes)

-Migraines (distracting / preoccupying pain)

-Eczema (rashes, scaly skin which cracks and bleeds)

-Ingrown nails and/or hairs

-Fungal infections (athlete’s foot, thrush)

-Boils (blisters, pustules, and sores)

Can be spread through prolonged physical contact [2 emotes] with the affected area.

 

Ailments are the most minor forms of taint, transmitted with great ease from malevolent reavers to the living. These lesser illnesses are spread either by physically touching a victim’s skin whilst gleaming or by lingering in the infectious presence of a reaver’s shroud ability once tainted for [2] emotes. 

Shrouds remain infectious for as long as they are maintained, as detailed in the Shroud spell.

 

Emote examples:

 

[Gleam] + First emote: the reaver touches the recipient’s skin, afflicting them with [1] ailment of the reaver’s choosing for [1] OOC day.

Second Emote: touch is maintained, extending the duration of the affliction to [1] OOC week

 

OR

 

  • [Gleam] + [Shroud] + First emote: the reaver’s shroud becomes black and tainted with a foul stench. This can be done alongside blocking or dodging but not attacking or sprinting. 
  • Second emote: any who have remained in the shroud’s radius since the past emote and this one (or any 2 consecutive emotes to follow) are afflicted with [1] ailment of the reaver’s choosing for [1] OOC week.

 

If a reaver is simultaneously an occultist with their talisman, they may project their cast of an ailment into [1] zombie raised with the Puppeting spell, dispensed from the zombie in place of the reaver using the skin-touch method.

 


 

Maladies

  • Rabies (foaming at the mouth, delirium, aggression)

Can be spread from rabid saliva entering the bloodstream, namely through bites.

  • Polio (progressive paralysis, severe arthritis)
  • Benign cancer (swelling tumors)
  • Jaundice (yellowed skin and eyes, lethargy, chills)
  • Tuberculosis (shortness of breath, exhaustion, coughing phlegm and blood)

Can be spread through close quarters [2x2] coughs.

  • Leprosy (necrosis, nose bleeds, balding)

Can be spread through close quarters [2x2] coughs and sneezes.

 

Curses

  • Corruption (vomit black bile, cry black tears, bleed black blood)
  • Wilting (benign emaciation and balding)
  • Deprivation (blindness, deafness, anosmia, ageusia, or hypoesthesia) 
  • Paralysis (total numbing and immobility of one limb)
  • Haunting (tormented by geists: magical focus hindered, lowering potential by 1 tier)

 

Maladies and curses are the more sinister, major forms of taint, transmitted through sustained touch and channeling or in combination with the spiriting spell, wherein an ectoplasm conjured or coated weapon is additionally saturated in lifeforce and primed to afflict the first living victim it draws blood from. 

Spirit weapons remain infectious for as long as they are maintained, as detailed in the Spiriting spell.

 

Emote examples:

 

  • [Gleam] + First Emote: the reaver touches the victim (through medium armour or lower), lifeforce beginning to swirl over their grasp. 
  • Second Emote: touch is maintained, lifeforce snaking into the victim. If touch is broken at this point the victim may still be left with [1] ailment of the reaver’s choosing for [1] OOC week. 
  • Third Emote: touch is maintained, the lifeforce disappearing from the reaver as the last wisps sink into the victim, afflicting them with [1] malady or curse of the reaver’s choosing which lasts for [1] OOC week.

 

OR

 

  • [Gleam] + [Spiriting] + First emote: the spirited weapon undulates with unfettered lifeforce, priming it to afflict [1] malady or curse of the reaver’s choosing which lasts for [1] OOC week if they are able to successfully draw blood on the victim with the spirited weapon. This ability can be performed alongside blocking or dodging but not attacking or sprinting.

 

An affliction upon both the body and soul, taint in all forms persists through death in those who are revived by the Cloud Temple monks or through a kloned body. Ailments may be lifted by mundane medical remedies as well as alchemic, herbal or magical intervention. Maladies and curses require an exorcist or shaman’s intervention to lift. If left untreated, all forms of taint may naturally expire after 1 OOC week.

 

  • Taint only affects living creatures with lifeforce, as specified under the Resources table in the Necromancy Hub: LINK HERE
  • No effect of taint is lethal (such as rabies, polio, etc.) and are at most debilitating.
  • Ailments, maladies, and curses do not take effect during combat and only manifest symptoms after combat has concluded. Out of combat uses of taint cause symptoms to manifest immediately.
  • Undead creatures as well as reavers of [T3] or higher are immune to all forms of taint.
  • Reavers who are simultaneously occultists with their talisman may cast lesser taint through their zombies using the skin-touch method of ailments, though maladies and curses cannot be dispensed through zombies.
  • All ailments, maladies, and curses will be lifted after [1] OOC week unless the victim chooses to retain their affliction for longer. That is to say, real world diseases mentioned will mirror their real world symptoms except are not terminal nor require modern medical cures. 
    • Common cold, boils, rabies, tuberculosis, and leprosy can be spread from the necromancer’s victim to others through applicable mundane transmission though will also last no more than [1] OOC week unless infected individuals wish to retain their afflictions. The other listed afflictions are not contagious even if they are in real life.
  • Maladies and curses cannot be applied through heavy armor.
  • The reaver cannot attack or sprint in the same emote as coughing up the miasmic cloud for ailments or wreathing their weapon for maladies or curses.
  • Taint is a translucent dark fog of lifeforce and cannot meaningfully obstruct vision.
  • The curse of corruption does not inflict harm and the vomiting induced is aesthetic in nature.
  • The curse of wilting does not induce starvation or otherwise impede physicality or strength and is merely a shocking appearance.
  • The curse of paralysis will immobilise no more than one arm or leg in the victim (of the reaver’s choosing), making it limp and useless as well as totally numb to touch, temperature and pain.
  • The curse haunt does not prevent casting or connection, only lowering a caster’s tier by 1. Spells then outside their tier are inaccessible for the duration.
  • Once cast, taint will remain primed in shrouds as well as spirit weapons for as long as those spells are maintained. Subsequent recasts of Shroud or Spiriting will require the Taint spell to also be recast if the reaver wishes to use it.

 

[T4] Blight - Noncombative

[6 Wither]

As conduits of disease and pestilence, reavers are capable not only of plaguing living creatures but also flora. Through an intensified variant of the Taint spell, reavers are capable of spreading Blight across the natural world; not merely killing, but poisoning plants and land into cruel, deathly perversions of druidic life. 

Spoiler

By spilling forth plumes of plague-ridden lifeforce, a reaver may leave a lasting blemish upon the natural world. Infesting land and plants with all manner of diseases, blight blackens and rots flora and inflicts illness upon those who eat from the fruits and crops of this affected region. 

 

This is an exhausting explosion of lifeforce released at the expense of [6] Wither, which will blight a region of [8x8x8] blocks to darkness and rot which lingers until purged by the proper means. By combining their efforts, multiple reavers can amplify their corrosive spells in tandem to pollute a larger area than could be achieved alone, scaling the initial Blight out in every direction by an additional [2] blocks per reaver participating. Once created, a reaver could never enlarge a Blighted area.

 

  • Blight is always placed in a cube around the reaver. This means a reaver working alone could only ever blight a total area of [64], but when working together, [2] reavers could blight a total area [144] blocks; [16] blocks more than if they’d blighted two separate areas. In this regard it is encouraged for reavers to cooperate as they can spread exponentially more blight in groups than when working alone.

 

Once afflicted, blighted areas become visibly putrid, rotten, and festering. Sand blackens like ash, soil becomes grey and fungal, water becomes viscous green sludge and plants turn dark and malformed by innumerable diseases, yet do not die. Crops and fruits grown in blighted land will appear visibly blemished and rotten, and will inflict maladies (as specified under the Taint spell) upon those that eat them, chosen at the victim player’s discretion. Attuned druids will be distraught by the pained voices of nature within blighted land and find themselves incapable of exerting communion and control spells on flora within it. Lycans will uniquely be disturbed to the point of enabling (though not forcing) transformation and living animals will avoid these areas, abandoning habitats now wrought with decay. 

 

Blight may be lifted by druidic Blighthealing, which requires druids at a rate of [½] rounded up of the number of reavers that helped create the blight to lift it from an area. This may also be achieved by [1] occultist using their Siphon spell or [1] shaman invoking Scorthuz’s Blessing for each reaver that helped create the blight. Blight is fuelled by a central mass of curses and lifeforce and as such cannot be lifted piecemeal by less than the required amount of characters attempting to heal it, who will simply be overwhelmed and fail.

 

  • Blight requires Region Owner consent to be placed in a player-owner region. Once placed this may only be removed through valid roleplay and cannot be OOCly evicted.
    • Blight is represented by an ST sign as well as optional build changes.
  • Blight lasts indefinitely and may only be purged by the specified abilities of druidism, shamanism, or occultism. This scales depending on how many reavers collaborated to create the blight, explained in the following examples:
    • Blight created by [1] reaver would require [1] druid to remedy. Blight created by [4] reavers would require [2] druids to remedy. 
    • Blight created by [1] reaver would require [1] occultist to remedy. Blight created by [4] reavers would require [4] occultists to remedy. 
    • Blight created by [1] reaver would require [1] shaman to remedy. Blight created by [4] reavers would require [4] shamans to remedy. 
  • The above listed magics may collaborate in purging blight, scaling criteria appropriately. Unless the full criteria of characters needed to purge a blighted area is achieved, the attempt will always fail as the characters are overwhelmed by the power of the blight.

 

[T4] Wail - Combative

[1 Wither] [Gleam + 2 Emotes]

By giving voice to their inner geist, a reaver may utter a word of power in the abrasive, vulgar tongue of the dead: Al’tahrn-Durngo. Amplified in its guttural qualities which are grating to the living, any word in the black tongue uttered by a reaver with the proper poise will become a wail; a scream regardless of volume, which horrifies living souls to the core.

Spoiler

Reavers are capable of speaking through their geist whilst gleaming, amplifying the dead soul’s native tongue to utter a mortal word of power. Requiring balance and precision during which they cannot be attacking, dodging, blocking, performing actions, or sprinting, the reaver can blacken their lips and throat with lifeforce, heightening their gleam about the mouth to make it temporarily rotten and putrid; suitable for a voice beyond the grave.

 

Emote Example:
 

  • [Gleam] + First Emote: the reaver’s gleam begins to warble toward their mouth, their lips turning back. 
  • Second Emote: the reaver’s mouth becomes temporarily putrid, rotten or mutilated, and they speak a word of Al’tahrn-Durngo, releasing a wave of translucent smoke in all directions at the speed of a flown arrow. 

 

Released then in a whisper, quiet murmur, spoken, or shouting volume, the next word they utter in Al’tarhn-Durngo will unleash their lifeforce in a dark sphere that rapidly balloons out up to [24] blocks in every direction from the reaver, phasing through entities and objects before dissipating. Reavers may choose to wail across a smaller range as they please. Characters able to immediately move out of this range in their reaction emote may escape the wave. Any creatures with anima hit by this explosion of shadow are frightened to the core, disrupting any actions they may be taking as well as movements made toward the reaver, and horrifying them as they cower in fear for [1] following emote. 

 

Melee, ranged, and spell preparations, attacks, or actions will all be disrupted, and will be impossible to begin again for the [1] emote duration, though frightened characters may still dodge or block attacks made on them. Whilst feared, characters cannot willingly move closer to the reaver, though they can move or sprint away from them.

 

Druids, shamans, and Voidal mages will lose their concentration and connections, and may not reconnect until they have regained their composure. Voidstalkers, oscillits, exorcists, and tree lords lose concentration on their current actions or spells but their magical connections may remain. 

 

  • Wail only affects creatures with anima. Creatures without anima are immune, as specified under the Resources table in the Necromancy Hub: LINK HERE
    • Templars, reavers, occultists currently wielding their talismans, and undead creatures are also immune to Wail.
  • Wail does not necessarily have to be ‘loud’, and the Al’tahrn-Durngo word may be spoken in #W, #RP, or #SHOUT. 
    • Volume does not increase or reduce the range of Wail, which may spread up to [24] blocks from the reaver, at most affecting all characters in #RP range. 
  • Though it can disrupt emote counts for priming potions, activating enchantments, or launching ranged weapons, Wail has no effect on potions, enchantments or ranged weapons already activated or launched in the previous emote, except where dormancy is specified in their respective lore. 

 

[T4] Enervation - Noncombative / Combative

[1 Wither] [Gleam + 2 emotes]

With adept, in-hand will over their spilt lifeforce and mana, reavers may artificially exhaust their victims by ensnaring their very insides with bonds of ectoplasm. This curse injects intangible ectoplasm into their target, causing it to rapidly stagnate and stiffen their form as it is robbed of mobility.

Spoiler

By priming a mist of ectoplasm in their grasp and then grappling their victim, a reaver may forcibly feed a curse into a creature’s form to make it artificially sluggish and hindered. This requires direct touch with their target; though a reaver may worm their spellwork through clothing and light armour, Enervation cannot penetrate medium or heavy armour. Upon such touch mist will seep into the victim’s body, spreading quickly across its limbs and joints before it coagulates and constricts them from within.

 

Emote Example: 

 

  • [Gleam] + First Emote: a pale blue/green mist collects about one of the reaver’s hands, primed until they wish to attempt Enervation. This will remain primed for [3] emotes until spent, during which the reaver can move and perform actions as normal but cannot cast other spells. 
  • Second Emote: the reaver grapples the body of their target, expelling the ectoplasm into it and hindering their mobility for the next [3] emotes. A failed grapple (e.g. through medium or heavy armour) causes the primed Enervation to be lost. 

 

The victim is shocked with stiffness and sloth, interrupting any active abilities and casting while reducing their movement by [-2] blocks regardless of if they are performing actions or sprinting. With hindered mobility, cursed individuals require [1] emote to telegraph melee attacks and follow through per normal in a second emote as well as [1] additional emote to telegraph any action or further casting. Enervated creatures may still dodge or block incoming attacks as normal. Creatures with flesh are also subject to painful cramps and arthritic aches. This persists for [3] emotes, after which the ectoplasm is rejected by their forms and they can resume movement and actions as normal. This is reduced down to [2] emotes for oscillits, constructs, and transcendent constructs. Phantom undead are immune to Enervation’s effects.  

 

  • Enervation requires physical touch with a creature unobstructed by a shield or medium or heavy armour between their body and the reaver’s spell. 
    • This armour must serve as a barrier between the spell and the creature’s core body and as such beings whose bodies are inherently ‘armoured’ or made from armour-like materials such as inferi, fae, corporeal undead, constructs or transcendent constructs may still be affected.
  • Enervated individuals require [1] additional emote to perform any action other than dodging or blocking which includes CA, MA, and FA abilities or spells, as well as alchemy, enchantment, or ranged weapon usage. 
  • The cursed individual is not made physically weak and may still exert force as normal, though their movements are slowed and their mobility is reduced.

 

[T5] Expulsion - Noncombative/ Combative

[0 - 2 Wither] [Gleam + 3 - 7 emotes]

Host to a second soul unnaturally bound within their bodies, reavers have lifeforce and anima beyond the usual mortal limits which they may combine with their mana to expel as ectoplasmic, phantom entities. 

Spoiler

Outside of combat, a reaver may expel some of the abundant anima from their second soul into a slain, mundane animal, drawing its lesser soul out of the cycle and fueling it with ectoplasm, resurrecting it as a phantom beast; a ghostly, undead echo of the animal that once was. Alternatively, should a reaver attempt the same on anima without an animal’s soul to prop up, they will create a wisp: a spectral, glowing blue, green, grey, or white orb or skull of ectoplasm imbued with a dull, animalistic intelligence. Both instances may be achieved at no consequential cost of Wither.

 

Phantom beasts and wisps may be released to roam freely or may be anchored to menhir objects, causing them to unnaturally haunt their immediate vicinity. Menhir stones sized akin to a ring or larger may be uniquely bound to phantom beasts or wisps, coaxing them to always linger within an [8x8x8] block radius of the bound menhir, either in a static area or carried by a character. For example, a reaver could embed an anchored menhir stone into a sword’s pommel for the wielder to be haunted. 

 

Once bound, these noncombative expulsions may shrink into their menhirs to be unsummoned or caged at will by any reaver which touches the menhir in question. Should an attuned druid physically touch the menhir of a bound phantom beast they will sense and identify the soul of the animal trapped within it, though they may not commune with it unless it is summoned outside of the menhir. Phantom beasts are not universally anchored under duress and do not always seek a druid’s aid.

 

When used as ambient NPCs or ‘pets’, phantom beasts and wisps are generally harmless undead creatures, incapable of tangible interaction with the physical world beyond faint nudges without the aid of a necromancer. When physically handled by a gleaming necromancer, they will interact with them (and only them) as if physical; in this regard a necromancer might mount a phantom beast horse or stroke a phantom beast dog, though they could never trample or bite another character. In addition, phantom beasts and wisps are inherently cowardly creatures traumatised by their natural deaths and will fade into their menhirs the moment combat is initiated.

 

  • Menhir objects to which phantom beasts or wisps are anchored must be represented by an MC item signed by the reaver player, or an MC sign on a physical menhir build. These item descriptions / signs must describe the bound phantom beast or wisps. Only [1] phantom beast or [3] wisps may be bound to a single menhir. 
  • Phantom beasts and wisps cannot be created or used in combat and may only physically interact with [2] gleaming necromancers at a time. If a phantom beast horse is used as a mount, the reaver must represent this with a mechanical horse and will be dismounted if combat begins as the phantom beast vanishes into its anchored menhir. 

 


During combat, reavers are capable of pouring [2] Wither into their bound geist to empower it into a fleeting, tangible body of ectoplasm. This creates a graven: a corporeal, ghostly simulacra of the body the geist once had in life, which for a brief time can touch, engage with and be harmed by the physical world with similar potential to a living human. A graven will be expelled up to [8] blocks from the necromancer in its creation emote and then will begin to freely move and perform actions to the same extent as a living human in the subsequent emote. If the graven is expelled into harm’s way on its creation emote it will be destroyed before it is able to react or perform actions. 

 

Whilst their graven is active during combat, the reaver must dedicate their focus to maintaining it and attacking, dodging, blocking, performing actions, or sprinting will cause the graven to be banished in the same emote. From the moment their graven is released with Expulsion, the reaver cannot cast or begin to cast spells again until [1] emote after its banishment. If the graven is slain by another character, this is upped to [3] emotes. Prior creations of necromancy such as from the Deadbreath, Shroud, Spiriting or Puppeting spells will remain for their respective durations.

 

Emote example:

 

  • [Gleam] + First Emote: the reaver’s lifeforce begins to collect and squirm, their geist’s face appearing as a translucent mask over their own. This is incorporeal and offers the reaver no protection. 
  • Second Emote: The translucent front of the graven body appears over the reaver’s body and mimics their movements. This is incorporeal and offers the reaver no protection.
  • Third Emote: The geist is expelled as its own visible, humanoid entity up to [8] blocks from the reaver. It cannot perform actions or move, though is now physical and can be struck or sacrificed as a human shield. The reaver cannot simultaneously attack, dodge, perform actions, or move. 
  • Fourth - Sixth Emote: The graven is able to perform actions and move. 
  • Seventh Emote: The graven loses its physical presence and ability to perform actions or move, instantaneously crumbling and withdrawing into the reaver.

 

Gravens can never exit the [8x8x8] block radius around the reaver and will naturally expire after [3] emotes following their creation if not prematurely slain or banished by their necromancer. They are always created with an inherent ectoplasmic weapon with identical properties to the Spiriting spell, which the graven cannot drop, throw or otherwise utilise in a ranged attack. Anima harvested by the graven’s weapon may only be reclaimed when the graven is banished, and is lost if the graven is slain. Beyond this, a graven cannot be armoured or equipped with shields and though its body may absorb force, spells, or ranged or melee attacks with the same potential as a human body, it will instantly be slain by any successful strike made to any part of its body but the Spirited weapon.

 

Geists retain their basic sentience as gravens though in combat cannot disobey their reaver whose focus is dedicated to sustaining and controlling it. Outside of combat, reavers may give their geist a graven form without spending Wither or limitations of time and focus. If combat begins, however, the graven must either disappear or the reaver must spend [2] Wither and dedicate their focus to keeping it active.

 

  • Gravens may only harvest anima from creatures with anima, as specified under the Resources table in the Necromancy Hub: LINK HERE
  • Gravens cannot activate enchantments or potions or wield objects besides their Spirited weapon in combat. 
    • Spirited weapons held by gravens function in an identical manner to those created by reavers, as detailed under the Spiriting spell.
    • Gravens cannot perform ranged attacks.
  • Though made from ectoplasm, gravens are fully corporeal and as visible, dense, heavy, strong, fast and dexterous as a living human would be. They are bound by gravity and may be harmed by any mundane or magical means that would harm a human. 
    • A successful strike made to any point on a graven’s body (not their Spirited weapon) will kill it so long as it is as harmful as a punch or greater, however their corporeal body will still absorb force and damage as it dies in the same way a human would; e.g. stopping an arrow.
  • Reavers can still begin to attack, dodge, block, perform actions, or sprint whilst casting Expulsion, though doing so in combat will break their focus and demanifest their geist in the same emote. This applies from the third casting emote onwards. 
    • Focus loss always take place at the start of the turn in question and could not be stacked atop an action from the graven (though attacks already made to the graven will still succeed against it). For example, a reaver could not emote their graven attacking then make an attack themselves and demanifest the graven in the same emote. This would have to split across 2 emotes.
  • Reavers cannot begin casting necromancy in tandem with Expulsion or for [1] emote after their geist is banished. If their graven is slain (not banished) in any way, this is upped to [3] emotes after the emote the graven died in.

 


 

 


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Occultism

[MA - 2 Slots]

 

Grave-Witches, Puppeteers and weavers of life and death, occultism is a school of necromancy descended from the first Old Lords of the Black Nexus and Mystic Conjurers of a bygone age; enfeebled spellcasters and manipulators of the dead. Having stowed the stolen soul of another into a cursed object called a ‘talisman’, occultists preserve their own minds and souls at the expense of their bodies; possessing an ordinary descendant level of lifeforce yet stretching it (and their physiques) thin in their spellwork.

 

Talisman Casting

Occultists are sickly wizards and witches doomed to wither and emaciation as their bodies are wracked by their spellwork through the constant haemorrhaging of their natural lifeforce into their ever-hungering talismans; dark relics which house an undead soul attuned to the occultist’s magical practice which attempts in vain to drink of the occultist’s energies only for them to be repurposed by the necromancer in their spellwork.

 

Talismans are created with the expertise of a wight who is able to hook a stray from the Elysian Wastes or a geist from the Soul Stream and force it with their incorporeal grasp into a casting focus through which the occultist’s mana is channeled, binding it to their sorcerous will. Should the talisman be broken, the geist will be released into the Elysian Wastes and haunt the occultist, unable to pass on as it remains enthralled by the necromancer’s mana pool. With the Hexing ability an occultist can bind their geist to a new talisman without a wight’s aid.

 

A talisman can take any shape so long as it is no larger than a staff nor smaller than a ring. It may be made from almost any mundane material as well as menhir or morion (in which case it will also retain the unique properties of such), though it cannot be made from volatile or counterintuitive materials or alloys including aurum, boomsteel, or thanhium. 

 

Touching the talisman offers the geist within a small outlet through which it can share its own suffering with the living. An occultist may choose one major hex effect from the list under the Hexing spell to be inflicted where appropriate on anyone who establishes skin contact with the talisman. Occultists are immune to their own talisman in this way. In addition, the isolated geist will always attempt to communicate with those who touch the talisman - including the occultist - and cares little for their jailer’s privacy, readily exposing the necromancer.

 

Though it preserves their minds as their own and still capable of arcane prowess, this parasitic artefact ravages the occultist’s body as they pursue their art, leaving it sallow and corpse-like. Weaker even than the common mage, occultists are hideously thin and incapable of utilising medium or heavy armour, or weapons larger than a shortsword with any manner of effectiveness.

 

  • All occultism abilities (including participation in necromantic rituals) require their talisman to be held visibly in the hand(s) they are casting with. This can be done during their Gleam emote.
    • Talismans are ST Signed ‘Significant Magic Items’, which cannot be soulbound. The geists caged within them respond uniquely to the occultist they are bound to and thus are useless to other occultists.
  • Talismans may not be smaller than a ring or larger than a staff, or paired with combative hexes or objects that are made from pure aurum, slayersteel, thanhium or argentum or already imbued with Voidal, dark or deific magic/enchantments. 
    • This does not apply to casting foci/grimoires, animii prosthetics, or Seer sown items, which are all compatible. 
    • Talismans are just as durable as the material they are made from and may be destroyed by mundane means. 
  • As the strain of casting is distributed between the occultist and their talisman-bound geist, occultists who have reached maximum Wither can still cast their Siphon ability with their talisman, as well as the Leach ability if they are also a reaver. 
  • Occultists are incredibly weak and emaciated, limited in their choice of armaments to light armour and light weapons.

 

Compatibility

Occultism is a [2] slot dark magic [MA]. 

 

Withered by the strains of their spellcasting, the bodies of occultists are sickly and tainted, making connection to most moral patrons of deific magic a self-destructive endeavour despite the less vivid marks upon an occultist’s soul. Due to their attunement to an Ebrietaean geist, all occultists are capable of witnessing Prophecy.

 

Alongside other arts in the school of necromancy, occultism remains compatible with all Voidal magic and feats (including scion, however the physical endurance it offers would be superseded by their necrotic emaciation and thus rendered inert), blood magic, housemagery, bardmancy, seer, alchemical feats and naztherak. 

 

Occultists cannot cast any magic outside of the school of necromancy whilst gleaming (‘connected’), requiring a [1] emote gap to signify the cessation of gleaming before another magic’s tells can be emoted.

 

  • Occultists who also practice the Reaving [MA] regain their physique and are able to cast with or without their talisman, but would lose the range and wither benefits offered by such. Becoming a reaver also forfeits an occultist’s mental fortitude and the magical potential (ie Voidal MAs) that comes with it. Practicing Exorcism offers no additional benefits besides the increased resources described in the Wither section.
  • Occultism is incompatible with Kani, Heraldry and Templarism, as well as all MAs and Feats listed as Druidic or Shamanic.
  • Occultism is incompatible with all but the Wight, Klone, Zar’ei and Kharajyr CAs.

 


 

Abilities

 [T1] Dark Sorcery - Passive

[0 Wither] [No Gleam]

By consciously wielding their talisman as a spellcasting focus through which they channel their Voidal connection, an occultist is capable of passively performing an inhand variant of the Entomb ritual, allowing the Elysian Wastes to haunt their otherworldly spells.

 

This is an inescapable side-effect of carrying a talisman and cannot be avoided. Though Dark Sorcery causes all spells from other schools of magic to be haunted, occultists can never gleam alongside connection to a second school of magic. 

 

As occultism is part of the school of necromancy, Dark Sorcery does not affect spells from the arts of exorcism, reaving or occultism on their own. Further, should an occultist who is simultaneously an exorcist wield their talisman whilst casting non-necromantic spells, the effects of the Dark Sorcery effect will always supersede Soul Sorcery

Spoiler

Whilst there is little functional difference between the ordinary spellcasting of Voidal-occultist and spells which have been hindered, the visual distinction is striking. That is to say this aesthetic overhaul may at best mislead opponents into conflating Voidal spellcasting with necromancy, though otherwise the practical outcome or power of these spells remains unchanged.

 

Though largely freeform, chief examples of Dark Sorcery are as follows:

 

Arcane Scions - the scion’s soul-shadow may take the shape of one of the necromancer’s bound geists, going so far as to speak through this incorporeal form should the occultist permit it. 

 

Fire Evocation - haunted flame may appear pale and ectoplasmic, mimicking the colour and texture of the occultist’s ectoplasm and at times host to shifting images of the dead, or as pitch black flames akin to Abyssfire.

 

Earth Evocation - haunted stone may appear dull and dense, coloured with veins of light to resemble menhir.

 

Water Evocation - haunted water may appear colourful and luminescent, as well as moving in a thick and sludge-like manner akin to raw ectoplasm whilst ice will resemble the light-warping shields of the Walling spell. Within sizable quantities of water or ice the images of the drowned, waterlogged, or frostbitten dead may be visible.

 

Air Evocation - haunted air loses its transparency, instead becoming a haunting miasma of pale light, reminiscent of an occultist’s Deadbreath albeit far less dense and merely translucent.

 

Life Evocation - flesh, flora and creatures borne of life evocation resemble mundane biomass that has been hindered, their appearances twisted into translucent and ghostly or rotten and fetid remnants of themselves. Flesh and bone in ‘living’ conjurations must still maintain its structural integrity, however, and will never literally be made from ectoplasm nor ‘undead’ flesh but rather viscous and translucent re-texturing of otherwise opaque matter. Such will always resemble phantasmal or corporeal undead.

 

Translocation - when shifting through the Void, an occult translocator may leave behind a shadow; 

ghostly, incorporeal remnant of themselves that dissipates completely in the emote following the shift.

 

By their freeform natures, Sensory Illusion and Transfiguration are not affected by dark sorcery  in any meaningful fashion. Nor are Voidal Feats.

 

  • Whilst carrying their talisman, occultists are unable to avoid Dark Sorcery and must emote their spells as appropriately haunted.
  • Spells cast via dark sorcery are only ‘haunted’ by diminutive manifestations of the Strays found in the Elysian Wastes, and are by no means inherently weaker or stronger, more or less effective or imbued with any additional qualities over their usual variants. 
  • Spells cast via dark sorcery utilise mana and the Void in the same ways specified in their respective lore pieces. That is to say, haunted spells are still subject to the same potency and detriments as written in their lore, and do not receive any additional boons or banes (For instance they will not cause more harm to ghosts, nor will they be dispelled by aurum or holy magic not designed to counter Voidal spells).
  • Translucency and ‘ghostliness’ applied to spells cannot make them any less visible to the naked eye. 
  • Dark Sorcery may only be applied in tandem with the [MA]s listed above. Magics not mentioned would require an amendment. 
  • Dark Sorcery is not dual-casting and is aesthetic flair wrought through their talisman alone; an occutlist may not cast both Voidal and necromancy spells at the same time, as per the Gleaming section. 

 

[T1] Siphon - Combative

[1 Wither] [Gleam + 2 - 6 emotes]

The basest ability in a necromancer’s arsenal is that of the tether: the manipulation of lifeforce, both bled from their own reserves and viciously ripped from the organic world. As magely, ranged necromancers, an occultist’s tether snakes far beyond their reach and is calculated and wicked.

Spoiler

When cast aggressively, Siphon requires the occultist to gleam before then expelling a translucent tunnel of black, smoky lifeforce from their talisman. Expelling their tether will cost the occultist [1] Wither, though it becomes free to maintain as it hangs in the air in search of a target and thereafter siphons Wither and Anima from their victim with successive drains. This parasitic bond will hold so long as the victim remains within the area of their tether, which may be between [0.5 - 2] blocks high and wide, and stretch up to [8] blocks ahead of the occultist.

 

Though an occultist can carry up to [3] stolen anima at any given time, Wither is only restored when it has already been spent. In that regard, an occultist with a cap of [4] Wither could replenish spent Wither up to [4], but could never increase their cap to [5] or above.

 

During a combat encounter a victim may be drained with the Siphon or Leech spells a maximum of [4] times before falling unconscious, or [5] times before being killed completely. Though it will not restore Wither or harvest anima, Siphon may also drain animals of bear size or higher at the same rates. Smaller animals down to the size of a cat die after being drained [3] times. [1] drain is sufficient to kill any smaller animal, as well as swarms of insects within the tether’s range. This does not need to be done successively or by a single necromancer, though the below emote example details a potential interaction between one occultist and a mortal victim without being disrupted.

 

Emote example:

 

  • [Gleam] + First Emote: the occultist dedicates their action to pouring forth a tether of lifeforce as their gleam spreads up to [4] blocks from their talisman and up to [1] block in width and height, at the cost of [1] Wither to the occultist. Attempting to attack, block, dodge, perform actions or move more than [4] blocks in a single emote or being disrupted henceforth will cause Siphon to stop. If the tether is henceforth struck by any sort of aurum or thanhic alloy, auric oil treated or enchanted weapons, dragonsfire, malflame, Voidal spells, or spells which target darkspawn, the tether unfurls and the occultist loses their spent Wither as the spell fails. 
  • Second Emote: the tether may grow up to [8] blocks in length and [2] blocks in width and height. Henceforth the tether can be moved by the occultist, following its furthest point from them which can shift up to [4] blocks within range per emote. The closest victim to the occultist within the tether’s range begins to feel inconsequentially nauseous as they are drained for the [1]st time, and the occultist restores up to [2] Wither. If this victim moves behind another character in the tether or another character comes between them and the occultist, then the drain switches to the new closest victim to the occultist who will begin to feel inconsequentially nauseous as they are drained for the [1]st time, and the occultist restores up to [2] Wither.
  • Third Emote: the victim begins to feel inconsequentially dizzy as they are drained for the [2]nd time, and the occultist restores [1] Wither. If the victim is a viable target then [1] anima is also harvested as the occultist’s talisman flashes white. 
  • Fourth Emote: the victim’s strength is halved and they lose the ability to sprint as they are drained for the [3]rd time, and the occultist restores [1] Wither. They will remain hindered in this way for [3] emotes starting from the next turn. 
  • Fifth Emote: the victim falls unconscious as they are drained for the [4]th time, and the reaver restores [1] Wither. They will remain unconscious for [3] emotes starting from the next turn. 
  • Sixth Emote: The last vestiges of lifeforce are pulled from the target, killing them as they are drained for the [4]th time, and the reaver restores [1] Wither.

 

The draining tether of the Siphon spell is a rolling smoke which perforates through clothing, light, medium, or heavy armour as well as past held shields. As an unfurled, carefully maintained snake of lifeforce it may however be severed through the appropriate means.

 

Though the symptoms of Siphon are felt from the first drain onwards as inconsequential nausea followed by dizziness, their ability to perform actions and move are not hindered until the third drain of draining when their strength is halved and they lose the ability to sprint. In that regard a character who dedicates their action to escaping or disrupting Siphon would force the spell to end, though they would retain the amount of times they had been drained and the effects associated with such.

 

Siphon will be disrupted: 

  • If the occultist attacks, blocks, dodges, performs an action or moves more than [4] blocks in a single emote.
  • If the tether is struck with any sort of aurum or thanhic alloy, auric oil treated or enchanted weapons, dragonsfire, malflame, Voidal spells, or spells which target darkspawn.
  • If the victim sprints more than [8] blocks away from the occultist in a single emote, bringing them out of range by the next emote as the occultist cannot sprint to keep up without disrupting Siphon.
  • If the occultist’s Gleam is disrupted with any of the means outlined under the Gleaming section.
  • If the occultist’s talisman is hit with any sort of strike or removed from the occultist’s grasp.

 

So long as an occultist can gleam they can continue casting Siphon on a viable target, able to sustain such even through being struck by any attack that would not disrupt gleaming.

 

If an occultist has [1] Wither or more, Siphon will always cost [1] Wither to cast, though thanks to the shared burden of their talisman an occultist may continue to access Siphon at [0] Wither. Notably, Siphon cannot be cast at all without a talisman; even if the occultist is simultaneously a reaver.

 

Pure aurum used to destroy Siphon is temporarily blackened as it is saturated with lifeforce, causing it to briefly lose its undead and necromancy targeting effects for [3] emotes.

 

In a noncombative scenario the occultist may also spread their tether across a space no larger than [8x8x8] blocks or into a host of plant matter up to the size of a dwarf apple tree, through which they might reverse its flow to puppeteer branches, leaves, roots and stems with relative dexterity. This may be left within plant life to make dying plants bloom once more, or may be targeted to carefully drain fungal infections or insects in a practice known as Weirhency. 

 

  • Siphon cannot be cast by an occultist without their talisman.
  • Siphon only affects creatures with lifeforce and can only harvest anima from creatures with anima. Creatures without lifeforce or anima are immune to Wither’s effects as specified under the Resources table in the Necromancy Hub: LINK HERE
    • Creatures without anima who still have lifeforce are still subject to Siphon’s effects and Wither harvesting. 
    • Creatures with anima who do not have lifeforce are immune to Siphon’s effects but can still have their anima harvested.
    • Wights and pale lords are fully immune to the effects of Siphon.
    • Anima may only be drained one from a victim per OOC day, as per the Anima section.

 

[T2] Deadbreath - Combative

[2 Wither] [Gleam + 3 Emotes]

By funneling their lifeforce and mana in a short range bolt of harmless mist, an occultist may fling a veil akin to the shroud of a reaver out as a dense fog of ectoplasm. This blinding cloud lingers where it lands as a static smokescreen.

Spoiler

An occultist may transfer their Gleam through their talisman for it to explode out in a veil of Deadbreath, originating from a point they can see within [8] blocks that instantly spreads to veil a [5x5x5] area at the cost of [2] Wither. Once expelled, a deadbreath cannot be moved unless destroyed and will otherwise stagnate in place. 

 

Emote Example:

 

  • [Gleam] + First Emote: the veil over the necromancer warbles and swells, causing their talisman to gleam as they do. This can be done alongside blocking or dodging but not attacking or sprinting and may remain primed for up to [3] emotes beginning from the next turn.
  • Second Emote: the occultist dedicates an action to firing a bolt of ectoplasm which flies out from their talisman to their target space within [8] blocks. If the bolt is blocked or stopped, the deadbreath will be unfurled and originate from whatever the bolt hit. 
  • Third Emote: the occulist can resume actions and movement as normal as the deadbreath explodes out from wherever it lands, veiling a [5x5x5] area for [4] subsequent emotes and dissipating at the start of the [5]th emote.

 

This Deadbreath is ectoplasmic and appears as a ghostly, pale grey/blue or white fog. Optionally, faint images of the dead may weave in and out of its smoky exterior as the veil between the mortal realm and the Elysian Wastes is thinned, though these will always be obviously illusory and inconsequential. 

 

The occultist may move and act independent of the cloud, which stagnates in the chosen [5x5x5] block area. Deadbreath can last for up to [4] emotes once created. An occultist’s Deadbreath is always completely opaque to characters without Gravesight, veiling its contents from those outside of it and restricting the vision of those inside of it to only [1] block ahead of themselves. Further, occultists are able to throw their voices to originate from any point within a deadbreath. If they are inside of it they may also muffle the true source of their own voice.

 

Deadbreath when flung as a bolt carries no weight or force and will not harm or damage whatever it hits. Once unfurled, the cloud is intangible and phases harmlessly through most mundane objects and entities, however certain spells may pierce, disperse or banish them. Gusts of Voidal air of [Tier 3] or above as well as blasting potions which erupt within Deadbreath’s range will disperse it. Gouts of Voidal fire, dragonsflame, or malflame will puncture and burn tunnels through any part of a Deadbreath cloud touched by their range/size and any part of Deadbreath cloud caught in the radius of a Templar’s Fervent Flare will become translucent or fully dissipated if cast at [Tier 4] or above. 

 

  • Deadbreath cannot be cast by an occultist without their talisman.
  • Deadbreath may be seen through clearly by characters with Gravesight, as specified in the Necromancy Hub: LINK HERE
  • Once a portion of a Deadbreath has been dispersed, destroyed or made translucent it cannot be restored or replaced without a full re-cast of the Deadbreath spell. 

 

[T2] Abyssfire - Noncombative/ Combative

[1 Wither] [Gleam + 2 emotes]

Through magical manipulation an occultist may ignite their spilt lifeforce as a black, volatile flame of raw kinetic energy and pseudo, undead-soothing warmth reminiscent of the Entombed Abyss.

Spoiler

By bombarding [2] Wither of spilt lifeforce with their mana, an occultist may set it ablaze in volatile opposition to the usual fusion of the two into ectoplasm. These tongues of dark faux-fire are faintly cold to the touch of the living and comfortably warm to the undead. Abyssal embers are [1x1x1] block large, incapable of catching or spreading further as true fire would and made dangerous not for their thermal but kinetic potential. 

 

Emote Example

 

  • [Gleam] + First Emote: lifeforce spills out from the occultist’s talisman, congealing into a dense, volatile ball of black fire. This will remain primed for [3] emotes until spent, during which the occultist can move up to [4] blocks but cannot perform other actions or cast other spells. 
  • Second Emote: the Abyssfire is launched straight ahead at speeds akin to a pitched dart.

 

Abyssfire is a fleeting, volatile magic missile. Once launched, it will immediately begin to unravel and snuff itself. This travels like a pitched dart, with a maximum range of [16] blocks - after which it is diminished completely - and Abyssfire’s kinetic potential lessens the further it travels from the occultist. Abyssfire disperses after making contact with its target, though at the moment of impact is always as hard as a steel mace. The distance flown decreases the force at which this ‘mace’ strikes, however; collisions within the first [1-4] blocks will strike as if by an orc. At [4-16] blocks momentum is lessened to equal a human strike, fully dissipating at any further range. Should the Abyssfire collide with pure aurum, it will be unravelled and absorbed in an instant without exerting any force or damage, regardless of distance flown. This temporarily blackens the aurum as it is saturated with lifeforce, causing it to briefly lose its undead and necromancy targeting effects for [3] emotes. Despite the passing comfort the Abyss offers to the undead, Abyssfire will still strike corporeal and phantasmal undead as if physical, mundane creatures.

 


Outside of combat an occultist may also forgo [2] Wither worth of lifeforce to create a focused, lasting enchantment of Abyssfire upon a hearth or pyre of menhir ‘coals’ or bone ‘kindling’. This creates a Black Bonfire; a diminutive replica of the Abyss’ Entombed climate, which soothes undead creatures within [8] blocks of their usual discomfort in the lands of the living. This sobering aura placates the likes of vengeful geists, erratic wights and pale lords, hungering ghouls, anxious phantoms and dejected pale knights, offering them a brief respite from the usual anguish of undeath. Hexed objects go dormant within this area, temporarily losing their properties as the geist within is satiated. 

 

Left undisturbed a Black Bonfire is everburning, though it is anchored by fragile spellwork which may easily be doused or snuffed by the likes of concussive blows, blasting potions, or Voidal spells striking its menhir or bone tinder, as well as dragonsfire or spells which target darkspawn striking any part of the pyre or flames.

 

  • Abyssfire is in no way draining to lifeforce or anima, nor is it damaging beyond kinetic force.
  • Thrown Abyssfire will fire in a straight line up to [8] blocks and cannot be curved or steered once launched. It is as solid and hard as steel on impact though immediately dispersed, and will be robbed of its density and force on impact with any amount of pure aurum.
    • Abyssfire flies no faster than a pitched atlatl dart, and can never match the speeds of a fired arrow or bolt.
  • Abyssfire gives off no heat and is inconsequentially cold to the touch, incapable of scorching, freezing, igniting, spreading or catching onto anything during combat. Outside of combat it may be directed to catch onto dormant menhir or bone to make a Black Bonfire
    • Black Bonfires must be represented by a player sign labelling them as such.
    • Black Bonfires must be static sites and cannot be placed on the ‘living’ menhir or bones of an undead creature, though they could be lit upon a menhir phylactery or soul-cradle without damaging it or its contents.
  • The mental soothing effects of Black Bonfires only last within their range, and will not permanently cure the mental defects of undead creatures.
    • The peace offered by a Black Bonfire has no impact on an undead character’s decision making ability or free will.

 

[T3] Puppeting - Noncombative/ Combative

[0 - 2 Wither] [Gleam + 3 emotes + optional Taint/Leech]

As dark commanders of the undead, occultists are capable of weaving their lifeforce into fallen hosts, raising them as temporary, mindless undead servants. These cadavers are hollow shells of flesh and bones, their souls forced to witness in horror from the Elysian Wastes as their bodies are puppeteered as shambling zombies.

Spoiler

By imbuing [2] Wither worth of lifeforce into a corpse at any level of freshness, or [1] Wither in land blighted by Entombing, an occultist may animate it as a mindless zombie. This accounts for creatures (descendants, humanoid CAs, and mundane animals) which can be up to orcish size. 

 

Unlike all other forms of undead, zombies are soulless; lacking the basic cognitive or magical capacity to sustain themselves without the continuous feed of a necromancer. Zombies can be raised from any corpse the occultist can see, so long as it is within [4] blocks when using their talisman or [2] blocks if casting without. This takes [2] emotes plus gleaming, however the zombie is not capable of performing actions until the following emote. 

 

Emote Example

 

  • [Gleam] + First emote: the occultist touches or otherwise channels a tether of black smoke through their talisman and into a dead body. 
  • Second emote: the dead body begins to twitch and spasm, beginning to rise again as a zombie.
  • Third emote: the and the occultist begin moving and performing actions independently.

 

Once created, puppets may be paired with the Taint or Leech spells originating from them, following the emote examples and mechanics specified under each spell. Though there are limits to the range in which a zombie may travel from the occultist, as well as a passive cost to keep them fed in some cases, the occultist is free to attack, dodge, perform actions, cast necromancy spells or sprint with active zombies.

 


 

As corporeal undead constrained by the laws of physics they require flesh and bones for locomotion to similar degrees as descendants and can be damaged by all the usual means, albeit without need for blood or organs nor the ability to feel pain. Missing or broken limbs will debilitate them, and shattered or decapitated heads will always kill the zombie for good. As ad-hoc undead without magical fortifications most mundane weapons will rend the flesh and bones of zombies as effectively as they would living descendants, however pure aurum as well as spells which target darkspawn and dragonsfire are capable of felling zombies with any successful strike to the torso with force/ penetration sufficient to kill a living creature. 

 

The cost of sustaining a zombie as well as the amount an occultist may raise and sustain is situational, falling into two main categories:

 

Non-Player Characters

Requiring their talisman (regardless of if the occultist is also a reaver or wight), an occultist may raise corpses to act as puppeteered zombies, extending their will through their imprisoned geist that it may temporarily ‘haunt’ up to [2] fleeting undead creatures.

 

Outside of combat an occultist can raise and passively maintain [1] NPC risen zombies for an indefinite period, at no wither cost. In an Entombed area this is upped to [2]. Whilst out of combat zombies can freely roam within [24] blocks of the occultist. If combat begins an occultist can keep these zombies active without needing to raise them anew, but must sacrifice [2] Wither per zombie kept. Zombies kept long-term may also be modified with the Fleshsmithing spell and retain these alterations in combat. 

 

During combat an occultist can raise and maintain a maximum of [2] NPC zombies at a time. Raising requires [2] Wither per zombie. 

 

NPC zombies regardless of prior race/creature become withered to the level of average humans or weaker. For instance a zombie that was a Voidal mage in life would remain as weak when resurrected. They cannot perform complex actions such as activating potions or enchantments or firing crossbows or bows (though thrown weapons are fine) but can wear up to medium armor and wield melee weapons. They are also inherently clumsy and shambling, incapable of sprinting or dodging. These zombies have a basic beastial intelligence which allows them to follow instructions without the necromancer’s continued focus as issued silently and puppeteered via their tether.

 

During combat an incorporeal, glassy chain of ectoplasm becomes visible, and must be maintained between the occultist and the zombie once animated. These chains can be supplanted by the clouds of ectoplasm utilised in the Deadbreath or Shroud spells, so long as they and the occultist are within or adjacent to the same cloud. Puppeting chains phase through other creatures and mundane objects and may stretch no more than [24] blocks from an occultist.

 

This chain may be severed at will by its occultist or sliced through and broken forcefully after [2] successful hits from slayersteel, thanhium, Voidal spells/enchantments, auric oil, or malflame. Alternatively, a tether may be broken by [1] successful hit from pure aurum, morion, spells/enchantments which target darkspawn, or dragonsfire. Pure aurum or slayersteel used to destroy puppeting chains is temporarily blackened as it is saturated with lifeforce, causing it to briefly lose its undead and necromancy targeting effects for [3] emotes.

 

If a zombie is being sustained in a Deadbreath or Shroud cloud then banishing the cloud around the zombie or occultist will count as a broken tether. Tethers - regardless of if they are maintained via the Deadbreath or Shroud spells - will always break if an occultist falls unconscious or is disarmed of their talisman for [2] or more consecutive emotes.

 

Once a tether is broken in any way it cannot be remade even by reentering a Deadbreath or Shroud cloud. Zombies not currently feasting on the flesh of a living descendant will perish and collapse dead after [3] emotes without sustenance. In areas corrupted by the Entombing ritual, this is upped to [5] emotes. In either scenario the link between the occultist and zombie cannot be reestablished, requiring the corpse to be raised again from scratch.  

 


Player Characters

Players may also be offered the opportunity to play temporary, zombified versions of their slain characters, which will last for the remainder of the combat encounter. These zombies require reanimation as normal and are subject to all of the same limitations as other zombies, hungering for humanoid flesh and lacking the capacity to speak any discernible language or process complex thoughts. These anomalous zombies retain a temporary shadow of their living soul, and as such may be raised and puppeteered by an occultist who is also a reaver or wight without their talisman.

 

They are however unique in that they can supersede (and do not contribute to) an occultist’s usual cap of NPC zombies, and also do not require a constant tether to sustain them with regular lifeforce, allowing them to roam as far from the necromancer as they please (however exiting the combat will result in their immediate death). This is understood to be an anomaly amongst necromancers, wherein player zombies are only created when a player who wishes to remain in a combat encounter OOCly agrees to play their zombie for the remainder of combat. A player zombie can be sustained for subsequent RP and encounters (e.g. moving from one fight to another) so long as the occultist remains with them, however they will always inevitably die once the ongoing roleplay between them and the occultist has concluded. If the player does not wish to play a zombie, it may still be raised as an NPC if the occultist has yet to reach their cap.

 

This does not necessitate a PK as the zombie will still inevitably die and have the opportunity to be revived through Cloud Temple as normal, unless the occultist chooses to follow through with the Lesser Resurrection ritual after combat to offer them a Ghoul [CA].  

 

Player zombies retain intelligence and physical ability akin to the creature they were in life, albeit without their memories or access to language nor magic. They may use potions, enchantments, and ranged weapons and dodge or sprint to the same extent as a ghoul. These zombies have a modicum of free will, able to act autonomously on loose, telepathic instruction from the necromancer. They cannot harm nor disobey the occultist puppeteering them. In addition, their puppeteer remains the sole source of their fleeting undead state, able to abandon the risen corpse on a whim. If this happens, or if the occultist falls unconscious, the zombie turns fully feral (capable of harming even the necromancer) though will inevitably collapse and die after [3] emotes (or [5] emotes in Entombed areas) without consuming [1] mouthful of humanoid flesh from another player character that is either living or has died during the same encounter.

 

  • Occultists require their talisman to create NPC zombies, regardless of if they are simultaneously a reaver or wight. Player zombies however may be raised by an occultists who is simultaneously a reaver or wight without need of their talisman.
  • Ceasing to gleam (and subsequently, casting spells outside of the school of necromancy) will release zombies as if the occultist had fallen unconscious. 
  • Only the dead bodies of creatures with lifeforce that are orc-sized or smaller, with skulls that are attached and unbroken, may be raised as zombies. This includes the corpses of mundane animals, as well as descendants, halflings, adunians, kharajyr, wonks, hou-zi, musin, epiphytes, and klones. 
  • Occultists can only maintain [2] NPC zombies at a time. Player zombies do not contribute to this cap.
    • Player zombies can only be played by the player whose character is being raised. This is determined by OOC consent from both the occultist and zombie player, followed by successful resurrection emotes. If either side disagrees, the dead character may only be raised as an NPC zombie. 
    • If a player zombie or the occultist logs out or leaves the other behind when escaping a combat encounter, the zombified character collapses and dies and cannot be salvaged as an NPC zombie without another resurrection attempt.
  • Though zombies do not feel pain from mundane means, they are otherwise no more capable than normal descendants in their base form.
  • Occultists using NPC zombies which have been enhanced past their usual means via the Fleshsmithing spell must keep screenshot evidence of their Fleshsmithing roleplay logged for reference. That is to say, an occultist cannot decide in the moment / retcon enhancements for a zombie in combat.

 

[T3] Hexing - Noncombative

An Occultist may bargain with the souls of the Ebrietaes, offering them reprieve from eternal torment by using them to Hex an object. 

Spoiler

Through a clumsy, transactional variant of the Seance spell, an occultist may offer forth a potion of harvested Anima to the Soul Stream, imbued with their will and raw emotion to bait forth an Ebritean geist; a wretched soul which has been corroded through centuries of torment in death to its basest spite. Utilising their talisman or a tool wrought from Spiriting, the occultist may trap the fleeting geist in a mundane object, binding it once again to the living world. 

 

This is done by imbuing an anima fragment into an object and coaxing the geist with ectoplasm, attempting to force it through the veil between the land of the living and the Elysian Wastes. The result is the attention of the Soul Stream; a lightning-rod that calls forth a desperate Ebrietaean geist which for a fleeting moment penetrates the mortal plane as a booming arc of bright white ‘electricity’ as it phases harmlessly through walls, ceilings and caverns until striking into its new hexed shell.

 

These haunted -  hexed - objects serve as a lasting home for a geist and an outlet for its malevolence, allowing it to briefly share its turmoil with any unfortunate to come within its reach. This suffering is personal to a geist’s victims, having no worldly impact beyond the living souls they encounter. These hexed objects share the geist’s personal suffering with living victims who directly see, hear, consume, or touch them. Sight of and sound from a hexed object is only effective up to [8] blocks. 

 

  • All hexes require the occultist to emote an arch of white lightning directed into the object being hexed, and an accompanying boom, in [#Shout]. In this regard a hex can never be created subtly.
  • Combative minor/major hexes may only be triggered once per combat encounter via sight or sound. Touch or consumption can re-trigger hexes an indefinite amount of times.
    • Hexing (the creation of hexed items) can never be done during combat, though combative hexes may be used during combat once made. 
    • Though noncombative hexes may also be added to combative hexed items or items otherwise usable in combat, the effects of such become inert during combat.
  • Combative geist may not be paired with other combative geists or hexed upon objects that are made from pure aurum, slayersteel, thanhium or argentum or already imbued with Voidal, dark or deific magic/enchantments. 
    • This does not apply to casting foci/grimoires, animii prosthetics, or Seer sown items, which are all compatible. 
  • Hexed objects only affects living creatures with anima, as specified under the Resources table in the Necromancy Hub: LINK HERE
    • Undead creatures, exorcists invoking deliverance, and the occultist that created the hexed object are immune to their effects.

 


The methods in which a geist’s suffering is shared as well as the type of misery a geist can inflict is split into two main categories: 

 

Minor Hexes are created when [2] anima has been spent in coaxing a lesser geist into an object. 

The geists usable in minor hexes will manifest one of the following effects in their victims:

 

Woegeist (Combative)

The geist shares its immense misery. The deepest sorrow and depression, and the gravest, most crushing feelings of loss and defeat; victims of griefgeists are always brought to tears by an overwhelming sense of sadness. This lasts for [4] emotes via sight or sound, [8] emotes once consumed, or indefinitely during touch plus [2] emotes thereafter.

  • During combat this would at most blur the victim’s vision with tears and lessen their accuracy with mundane/alchemic ranged attacks for the duration. 

 

Wrathgeist (Combative)

The geist shares its unfettered anger. The shortest temper and the most passionate, berserk fury; victims of wrathgeists are always enraged to the point of redness, hyperventilation, as well as violence if verbally or physically provoked. This lasts for [2] emotes via sight or sound, [4] emotes once consumed, or indefinitely during touch plus [1] emote thereafter.

  • During combat this would not necessarily break a victim’s focus for actions/casting nor their ability to discern friend from foe, at the victim’s discretion. 
  • Victims will only be forced to lash out violently if they have been directly insulted or assaulted. The significance of the attack is at the victim’s discretion (e.g. a slap or a stab as appropriate), though it will always be launched at whichever character insulted/assaulted them.

 

Hollowgeist (Combative)

The geist shares its melancholic apathy. The most emotionally drained, defeated indifference and vacant, hopeless exhaustion; victims of hollowgeists are always left dispassionate and doubtful of their own motivations, purpose or affiliations to the point of hesitating in their current actions or surrendering to fate. This lasts for [1] emote via sight or sound, [4] emotes once consumed or indefinitely during touch plus [1] emote thereafter.

  • During combat this would stall attacking, casting, or actions and prevent sprinting for the duration emotes specified, though it would not overwhelm the victim’s survival instincts (e.g. dodging, blocking, moving out of harm’s way) or cause the likes of established magic connections or held items to be dropped. 

 

Muddlegeist (Combative)

The geist shares its befuddlement and amnesia. The most confusing, jumbled mental fog, forgetfulness and dementia; victims of muddlegeists are always left disoriented to the point of struggling with forming coherent sentences, short-term memory loss, and losing track of casting and complex actions. This lasts for [1] emote via sight or sound, [4] emotes once consumed or indefinitely during touch plus [1] emote thereafter.

  • During combat this would stop the victim from being able to speak coherently, retain magical connections, activate alchemic or enchanted items, or use non-thrown ranged weapons for the duration emotes specified.

 

Zealgeist (Noncombative)

The geist shares its directionless yet unrelenting, blind faith with the victim. The most unrealistic, proud and unshakeable conviction; victims of zealgeists are always bolstered with personal, nationalistic, or religious fervour for the cause or entity associated with the hexed object, often to dangerous extremes. Characters who are at their core opposed to the zeal the hex is trying to promote will become tolerant or empathetic for the duration. This lasts for [1] OOC hour via sight or sound, or indefinitely during touch. Zealgeists have no consumption effect.

  • This is freeform and will only ever force a character to permanently change their stance/ personality at the victim’s discretion. Victims who are inherently opposed to the zeal the hex promotes will only become tolerant towards them for the duration (e.g. a druid would never be forced to accept the Black Books, though would become open to ‘hearing their point of view’).
  • Zealgeists may only be put on objects that are explicit in the concept they are trying to promote (e.g. a hexed cross of lorraine clearly promotes canonism. A hexed sword is too abstract to promote any one nation/philosophy/person unless identifiably associated with such). 
  • The effect of a zealgeist does not confer allegiance or passivity, meaning it does not prevent combat from erupting between opposing forces nor interrupt combat.

 

Prizegeist (Noncombative)

The geist mesmerizes the victim with its own vain sense of self-worth. The most idolatrous, greedy, and obsessive perception of value; victims of prizegeists are always drawn to and captivated by the hexed object as if it were their most perfect, important, and priceless artefact they had ever encountered. Characters will grow jealous and protective of these hexed items to illogical, antisocial and either secretive or boastful extents. This lasts indefinitely during touch and for [1] OOC hour thereafter. Prizegeists have no consumption, sight or sound effects.

  • This is freeform and will only ever force a character to treasure/ value the item beyond its true worth, the extent and extremity of which is expressed at the victim’s discretion. 

 

 


Major Hexes are created when [3] anima has been spent in coaxing a greater geist into an object. 

The geists usable in major hexes will manifest one of the following effects in their victims:

 

Tormentgeist (Combative)

The geist shares its tortuous, blood-curdling sensitivity. The most fragile, cringe-inducing fragility; victims of tormentgeists have their senses gradually overloaded to overwhelming, agonising extents. Sustained skin-touch with the hexed object or repeat touches during the duration will increase the victim’s sensitivity by [⅕] per emote.

  • [1] Emote: the victim’s pain tolerance is minorly lowered as their clothing becomes uncomfortable.
  • [2] Emotes: the victim gains a heightened awareness of any rashes, hangnails, scabs, or scrapes as well as a dull ache in their joints, and will continue to feel such for each successive emote.
  • [3] Emotes: the victim feels the pain of any prior injuries from the current combat encounter again as if they have been freshly inflicted, and will continue to do so for each successive emote. They henceforth lose the focus necessary for magical connections. 
  • [4] Emotes: the victim feels their fingernails and hair grow like pinpricks pressing against every cuticle and follicle, as well as dental aches under the weight of every tooth.
  • [5] Emotes: the effects combine to complete and total torment; debilitating torture and pain beyond most mundane threshholds, the cessation of which becoming the victim’s only priority.

This lasts indefinitely during touch and for [2] emotes thereafter. Tormentgeists have no consumption, sight or sound effects. Successive emotes to amplify the tormentgeist must be done within this window, otherwise resetting as the effects are lost all at once.

  • Tormentgeist will never physically injure a character nor leave them with lasting harm beyond the mental trauma left at the victim’s discretion.
  • Tormentgeist does not physically weaken a character, nor can it prevent them from moving or performing actions until [5] emotes of torment have been successively inflicted, each within a [2] emote window. 

 

Polygeist (Noncombative)

A geist that has been broken by the weight of centuries in Ebrietaes, a polygeist is without personal will or purpose and as such may be sculpted to the occultist’s unique malevolence. As with all other hexed objects, polygeists conform to the following restrictions:

  • Their effects are predominantly mental, though psychological anguish can affect bodily processes such as hunger, thirst, sleep, energy, comfort, and reflexes. 
  • Their effects are only ever triggered by sight, sound, consumption, or touch and the hex’s potency typically scales in this order. 
  • They may only be imbued into physical, non-living material that is not wrought from any aurum, argentum or thanhic alloy. 

Beyond this the specifications of a polygeist are customizable by an occultist. For instance, a geist may be attuned to only respond to certain circumstances, or revealed/undisguised characters or creature types. 

  • This is a freeform ‘curse-maker’ ability that allows occultists to create their own custom hexed item to achieve effects beyond the rigid specification of other hex types. 
    • Items hexed by polygeists are always noncombative and mostly mental. Explicitly combative or bodily (if combined with Taintgeist) effects require the submission of a MArt.
    • Polygeists must have the full breadth of their intended effects outlined in item descriptions. These are subject to veto from ST lore management as well as the potential blacklisting of this ability and so consultation prior to creation is encouraged. 

 

Taintgeist (Combative)

The geist is attuned to the will of an occultist who simultaneously practices reaving, and imbued with lifeforce to carry the Taint spell. Sickly and corrosive, these objects appear uniquely pestilent and mold-covered (when imbued with ailments or maladies) or shrouded by a misty black aura (when imbued with curses). 

 

The desired Taint is only ever spread by [3] emotes of prolonged touch, or when a strike from the hexed item successfully draws blood on the victim. As with the Taint spell, the effects of this geist only become apparent after a combat encounter is concluded, following their specified durations and afflictions thereafter. 

  • Taintgeists have no combative effects beyond spreading Taint’s ailments/maladies/curses, which only become effective out of combat.
  • Taintgeists may only be created by occultists who also have an accepted Reaving [MA] of Tier 3 or above.
    • The durations and effects of these hexed objects are identical to the Taint spell, and the desired ailment/malady/curse must be specified in the item’s description.

 

[T4] Undertow - Combative

[1 Wither] [Gleam + 3 emotes]

 Through the expulsion of thick, viscous ectoplasm from their talisman, an occultist may draw forth a pool of semi-corporeal sludge and grasping graven hands. This cumbersome ooze creates an area of difficult terrain, that halves the movement inside of it.

Spoiler

By gathering gushing lifeforce and mana about their talisman (or hand, if they are simultaneously a reaver), ectoplasm will begin to swell and bubble as a liquid ooze. Attacking, blocking, performing actions, or moving more than [4] blocks in a single emote whilst this is being prepared will cause the spell to fail. Once sufficient ectoplasm has been gathered, an occultist may spill it forth from their talisman to saturate the ground around themselves in [4] blocks in every direction but up, creating an opaque, ghastly puddle across an [8x8x1] block square with themselves at its centre. If cast by an occultist who is simultaneously a reaver, this may be done without their talisman though undertow is reduced to [2] blocks in every direction in a [4x4x1] area. This pool stagnates and does not move with the occultist, lasting in the affected area for [6] emotes. 

 

Emote Example:

 

  • [Gleam] + First Emote: ectoplasm begins to drip and spill over the occultist’s talisman (or hand), causing it to turn wet and shiny. 
  • Second Emote: the ectoplasm collects and balloons like a bubble ready to burst. 
  • Third Emote: the ectoplasm bursts out, splashing instantly across an area. This will last for [6] emotes starting on the subsequent emote, in which the occultist may resume actions as normal.

 

Once created, the area of undertow becomes difficult to navigate. Ectoplasm coagulates knee high as a gelatinous sludge, slowing and ensnaring any who attempt to wade through it to reduce their movement by [½] (rounded up) relative to their current attempt. For instance a character who is attacking, dodging or blocking could at most move [2] blocks in their emote through undertow, whilst a character committed to sprinting would only be able to move [4]. This also applies to most physical mounts. 

 

If a character stands still in undertow, ectoplasmic hands will begin to form from the puddle and grab at their ankles. These are just as restrictive as the usual sludge and will come apart easily if resisted, though if a character does not move at least [3] blocks or dedicate [1] action to kicking these hands apart within [3] consecutive emotes, their legs will be ensnared and rooted in place until the undertow’s expiration or destruction. 

 

The occultist which created the undertow may freely travel through and away from it for its duration. In addition, characters who are incorporeal or able to levitate may safely hover out of undertow’s reach, and oscillits may dedicate an action to squirming out of the sludge before using hardening to walk atop undertow unaffected. Oscillits may also harden undertow around others, however doing so across a wider range than their own feet will accelerate the puddle’s snare by [1] emote for characters already inside of undertow’s range. 

 

Undertow may also be destroyed by the proper means. [1] whole measure (not merely a coating upon an item) of auric oil will destroy a [4x4] region of undertow if poured freely into it. Gouts of Voidal fire, dragonsflame, or malflame will also burn away any part of undertow touched by their range/size, though this would also put those within said range at risk.

 

  • Undertow does not obscure visibility of anything higher than [1] block above the ground.
  • Beyond halving the movement speed of characters’ legs as they wade through it and ensnaring those who have kept still in it for at least [3] emotes, undertow has no effect on the upper body or of characters more than [1] meter tall and therefore cannot restrict their arms’ movement or actions.
  • Undertow cannot cushion a falling character.

 

[T4] Fleshsmithing - Noncombative

Fleshsmithing refers to the umbrella spells of occultism concerned with the sculpting of skin, the molding of meat and the bending of bones. This falls into three main categories: corpsecrafting, death masks and dissection

Spoiler

Corpsecrafting is the practice of melding and modifying dead bodies and corporeal undead characters. By oversaturating dead flesh with lifeforce, an occultist can skin, sinew and musculature malleable like clay, whilst bones bathed in a forge of cantrip level Abyssfire may be temporarily softened to be sharpened, bent or fused like hot metal. 

 

In this regard an occultist may alter the structure of pale knights with set modifications listed under each respective subtype. They may also grant any combination of the following customisations to willing ghouls or npc zombies under their command:

  • An even number of additional arms, through which the strength of their original [2] arms is equally divided. For example, a [4] armed ghoul’s arms would each be [½] as strong as a [2] armed ghoul’s arms. During combat these cannot perform more actions than a [2] armed character could.
  • Additional sightless eyes on any part of their body, as well as the replacement of prior eyes with those of animals. Animal eyes will always see as well or poorly as human eyes.
  • Additional, sharpened or transplanted teeth or claws from any animal or creature.
  • Additional mouths and gullets linking to their stomachs from anywhere on their torso. These bite as hard as an ordinary human mouth.
  • Complete aesthetic flaying to expose any amount of musculature without ill effect, or re-skinning of exposed tissue with stretched, gruesome flesh.
  • In-built bone blades, lances or hammers in place of their hands. These may be as strong as steel. 
  • The re-arrangement and addition of bones to protrude as spikes or horns through flesh.
  • Resculpting of or combination with flesh to achieve any variation of facial structures and features.

 

In addition, outside of combat, corpsecrafting may be used to repair and replace any damaged part of a ghoul, zombie, draugar/lich, darkstalker/deathknight or corporeal wight until it is fully functional once more. Eidolons/titans cannot be corpsecrafted due to their unique menhir/morion makeup, though similar effects can be achieved with the Menhir Mason ritual.

 

  • Corpsecrafting customisations will never enhance the physical strength of a corpse, ghoul or zombie, or make a ghoul or zombie appear as a convincingly living mortal without the submission of a MArt.
  • The corpsecrafting effects listed may only be performed on dead bodies, NPC zombies or characters with the Ghoul [CA]. 
    • Corpsecrafting RP on NPC zombies should be screenshotted and catalogued by the occultist to evidence as necessary during combat. That is to say, an occultist could not decide modifications for their NPC zombies on a whim.
    • Draugar/lich and darkstalker/deathknight customisation adheres to the restrictions specified for each subtype on the the Greater Undead lore page: LINK HERE
    • Corpsecrafting cannot be performed on player zombies, phantoms, eidolons/titans or incorporeal/corporeal wights, though wights may possess modified corpses with their Husking ability.

 


Death masks are created from the combination of a stolen pair of eyes, tongue, face, scalp and neck imbued with stagnant lifeforce to serve as a fleshy veil for cunning undead. These enchanted faces are warded against decay and magically cooperative with the lifeforce of pale knights and corporeal wights, becoming animated as convincing hoods and masks of flesh for their undead wearers. Death masks do not rot or wither, mimicking living flesh under visual scrutiny though they lack the warm blood of a true descendant and are thus as cold or warm to the touch as the ambient climate. A death mask will fit over the skull of a draugar/lich, darkstalker/deathknight or corporeal wight, as well as inside of the helmet or over the ‘head’ of an eidola/titan that has been hollowed or sculpted to accommodate a death mask with the Menhir Mason ritual. 

 

Death masks move consistently with their wearer. Skin will stretch and shift to form facial expressions, eyes will turn to where the creature is looking and its lips and tongue will curl and stretch to mimic regular speech and the movement of undead jaws beneath. Death masks will at most cover the scalp, face, jaw and neck of the wearer, however, and will taper off past the undead creature’s collarbones and shoulder blades - to which they are pinned - where their withered flesh or bones remain as normal below. In this regard a character wearing a death mask would still have to wear the appropriate garments to hide their gnarled and bony limbs, hands, feet and torsos from the chest down. 

 

  • Death masks are player signed items created by necromancers, which must describe the features of the mask in question. Pale knights/pale lords and corporeal wights alike must carry this item whilst using a death mask.
    • Wights may remove the face from a corpse (but not puppet or host) and replace it with a death mask when using their husking ability. The mask will remain intact when exiting their husk, the rest of which decays and crumbles as normal.
  • Death masks may not be utilised by other creatures or constructs, nor the intangible or clumsy forms of phantoms, ghouls or incorporeal wights, whom the mask would either phase through or be awkwardly stretched over without animation.

 


Dissection is an agonising, horrific method of necrotic surgery that may be performed on living mortals. This is not the artisanal practice of corpsecrafting, but a brutal, drawn out mimicry of reaving’s cauterization spell. 

 

Outside of combat, occultists can flood lifeforce like acid through the veins and marrow of their patients to break bones back into shape, stretch skin into scars and swell muscles into malignant reconstructions across all manner of Minor and Major Wounds

 

Minor Wounds are negligible injuries which could be persevered through by uncorrupted descendants. This could entail a cut no deeper than [½] an inch, individual broken or dislocated digits, a black eye, a burst eardrum, or a superficial burn/scald of an area no larger than a handprint. 

 

Major Wounds are painful injuries which could encumber uncorrupted descendants. This could entail an individual broken or dislocated limb or joint, any severed digits, a severed tongue, [1] gouged eye, [3] or less broken ribs, or any form of flesh wound. Major wounds may be debilitating but never critical.

 

In either scenario the occultist will close, swell over and mend flesh and bones back into place with tumorous, grotesque scars. The likes of severed tongues will reform festering with dark bile and gouged eyes return bloodshot and stye-ridden, whilst severed digits will regrow as near-skeletal stubs of bones and tendons. In either scenario these still function as ordinary eyes or fingers, though will remain mutilated and unsightly. The trauma inflicted by an occultist on their patient cannot be understated; this is an agonising, brutal process that leaves healed characters aching and stiff, unable to perform the sprint action for [1] OOC day.

 

  • Dissection can only be done on living mortal creatures with lifeforce, as specified under the Resources table in the Necromancy Hub: LINK HERE
    • Occultists cannot perform dissection on themselves. It can only ever be cast on another character. 
  • Wounds beyond major cannot be mended. This includes all organ damage, a slit throat, disembowelment, dismemberment, life-threatening mauling or impalement, numerous broken bones, and other such fatal injuries.
  • Dissection could never regrow any bodypart not explicitly mentioned, though it could still clot and scar such over as a Major Wound

 

[T5] Walling - Combative

[2 Wither] [Gleam + 2 Emotes]

The most powerful defensive tool in a necromancer’s arsenal, walling is the expulsion and complete solidification of ectoplasm into a tangible, translucent barrier through which nothing can pass. 

Spoiler

Through a complex weaving, hardening, and reinforcing of their lifeforce and mana, occultists may create a solid wall of ectoplasm at the expense of [2] Wither. Attacking, blocking, performing actions, or moving any number of blocks whilst this wall is being built will cause the spell to fail. Walls can originate from any point the occultist can see, so long as it is within [8] blocks when using their talisman, or from the tips of their fingers if they are simultaneously a reaver casting without a talisman. This intangible mass solidifies at the spell’s completion. Once erected, the Wall stands stalwart and will linger independently for up to [3] emotes, or may be retained if the occultist dedicates an action to reinforcing it with [1] Wither every third or earlier emote. 

 

Emote example

 

  • [Gleam] + First Emote: the occultist raises their talisman, causing a faint stream of ectoplasm to pour toward the target location, spreading out as an intangible dome or wall. If this is struck by any sort of aurum or thanhic alloy, auric oil treated or enchanted weapons, dragonsfire, malflame, Voidal spells, or spells which target darkspawn, the barrier is shattered and the the occultist loses [1] Wither as the spell fails. 
  • Second Emote: the barrier solidifies as the tether between it and the occultist vanishes, leaving a wall or dome of glassy, solid ectoplasm. This wall lasts for [3] emotes beginning from the next turn, during which the occultist may move and resume actions as normal. 
  • During the wall’s duration the occultist may dedicate their action to siphoning [1] Wither into the wall, causing it to last for a further [3] emotes beginning from the next turn. 

 

A wall may appear in two forms: a hollow, [3x3x3] dome or a flat, [1] block thick plane consisting of no more than [25] total blocks. This is translucent but visible as a prismatic, glassy barrier of ectoplasm. Once created, the wall is static for its duration and cannot be moved or dismissed by the occultist, though it may be reinforced to increase its longevity.

 

The wall is impenetrable by mundane strikes, Voidal spells/enchantments, dragonsfire, and malflame, all of which would bounce off of or roll over it in the same manner as a stone wall. However, the proper application of disruptive spellwork can eventually wear through it: spells which target darkspawn as well as strikes from pure aurum or thanhium will visibly chip away at a wall, and sustained draining from the Leech and Siphon spells will cause it to appear cracked and frail. Though its longevity may still be extended, walls cannot be repaired. [5] successful strikes made to any part of the wall or [4] turns of draining will cause the wall to shatter all at once, disappearing into a transparent mist. Strikes following that which destroyed the wall will pass freely through it. 

 

  • Walls are stagnant barriers of ectoplasm that cannot be moved to strike a character, though characters may collide with them as if a mundane stone wall.
    • Walls may only occupy empty space and cannot phase through or freeze over entities or objects within their solid mass, though these can still be encapsulated by a hollow dome.
    • Flat, [1] block thick planes created by walling cannot be curved. They may be placed diagonally.
  • Draining walls with Leech or Siphon returns no wither/anima to the caster.
  • Walling could not be used to bypass mechanical limits (e.g. bridging a gap which could not be jumped over MCly or erecting a staircase to heights that could not be MCly climbed to). During ST Events this may be overruled at the presiding ST’s discretion.
  • Walls are solid from both sides. Necromancers and intangible phantoms are obstructed by them identically to other characters.

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13 hours ago, Zarsies said:

[T3] Entomb - Noncombative

[10+ Anima] [3 Participants]

 

For time immemorial, gods and men alike have misunderstood the cosmic order as a diarchy; torn between the heavenly forces of Light and the mortal sphere of the Dark. “Darkening” is a term first coined by Mordring, who felt the corruption of his own Radiant Shard at the hand of the Old Lords, and their subsequent mortal theft of necromancy from Iblees’ divine repertoire. In the centuries since Aegis’ destruction and the Banks’ baptism of the Abyss, the Darkening potential of lifeforce in abundance has been well catalogued; bolstering the forces of undeath in opposition to and rejection of the deific order.

 

Necromancers are capable of replicating and spreading the Abyss in small pockets of their own land, entombing it under lakes of lifeforce to mimic Abyssal properties. By imbuing a soul-cradle host to a minimum of [10] anima fragments with abundant lifeforce, a trio of reavers or occultists may blacken its menhir into an Abyss seed and bathe a [50x50x50] area in a shroud of onyx fog, which thins the veil been the land of the living and the Elysian Wastes, and chokes the reach of extraplanar deities. The borders of Entombed land can be extended by [10] blocks in every direction per [5] anima added to the central Abyss seed. 

 

Within Entombed land, all undead creatures are soothed with a comforting warmth and the dulling of their passive mental conditions akin to black bonfires. Outside of combat intangible phantoms also gain the ability to interact with objects with the same physical potential as living humans.

 

Beyond this both inside and outside of combat, Entombed areas have the following effects:

 

  • Characters without gravesight have their vision reduced to [8] blocks.
  • Characters with extraplanar deific patrons - templars, heralds of azdromoth, naztherak, and shamans - require [1] additional emote to establish their connections before casting as normal.
  • Characters with vivification as well as exorcists currently invoking deliverance become more vulnerable to the effects of hexing, which they endure for [1] additional emote.

 

Entombing lasts indefinitely but will shrink from its extended borders if anima is taken from its central Abyss seed, in [5] anima increments over [10]. Entombing is removed in full if the Abyss seed is destroyed or reduced to [9] or less fragments. 

 

Abyss seeds can be drained from using the Leech or Siphon spells, which recover anima fragments but not Wither. Abyss seeds may be destroyed through the same means as a soul-cradle.

 

  • Entomb, as well as the creation of Abyss seeds, is an inherent ritual gleaned by any occultists or reaver at Tier 3.
  • The Entomb ritual requires any combination of [3] Tier 4+ occultists or reavers to achieve, at least [1] of which must know the Entombing ritual.
  • Entombing requires Region Owner consent to be placed in a player-owner region. Once placed this may only be removed through valid roleplay. i.e. it cannot be OOCly evicted.
    • Entomb is represented by an ST sign on the Abyss seed, which is a as well as region messages and optional build changes.
    • Abyss seeds are black, coal-like obelisks consisting of a minimum of [1] block width and [6] blocks height to a maximum of [3] blocks by [3] blocks width and [10] blocks height. This Abyss seed is marked with an ST sign specifying the area its Entomb effects cover.. 
  • Voidal, dark and miscellaneous mages as well as deific mages who draw power from forces in the mortal plane, including azdrazi drawing from their inner flame, druids communing with present flora or fauna, or seers communing with their witness, are unaffected by Entombing. 

For a T3 rite requiring 3 people, and likely given the fact that you can just bury the Abyss seed behind 300 redstone/iron doors where it can never be destroyed, lowering sight to #Q range AND adding +1 emote to deity and naztherak spells is a bit overkill. As far as I can tell this rite is a no brainer because it has no upkeep cost whatsoever, and only provides benefits to Reavers/Occultist

 

13 hours ago, Zarsies said:

Compatibility

Reaving is a [2] slot dark magic [MA]

 

Corrupted by a second soul and denied peace by the lasting presence of a second consciousness, reavers lack the mental fortitude to practice Voidal arts and are marked as untouchable by most patrons of deific magic as well as any magic requiring an untainted body or soul. Due to their conjoinment with an Ebrietaean geist, all reavers are capable of witnessing Prophecy.

 

Alongside other arts in the school of necromancy, reaving remains compatible with blood magic, housemagery, bardmancy, seer, alchemical feats, and naztherak. In the case of the latter, reavers would still be physically weakened to the same extent as other naztherak and would therefore have their marshal prowess diminished.

 

Reavers cannot cast any magic outside of the school of necromancy whilst gleaming (‘connected’), requiring a [1] emote gap to signify the cessation of gleaming before another magic’s tells can be emoted.

 

  • Reavers who also practice the Occultism [MA] do not regain their mental fortitude, though are able to cast with or without their talisman, accessing the range and wither benefits offered by such.
  • Reavers who practice physically weakening magics (such the Naztherak MA) will still be weakened by such as normal. The physical retention offered by their second soul is only relevant to necromancy.
  • Reaving is incompatible with Kani and Templarism, as well as all MAs and Feats listed as Voidal, Druidic or Shamanic.
  • Reaving is incompatible with all but the Wight, Zar’ei and Kharajyr CAs.
    • Bloated with a second soul, reavers cannot successfully migrate between alchemic bodies and are thus incompatible with the Klone CA.

Likely a common trend but given the absence of a outright Deity incompatibility, are heralds compatible with Reaving? Also, can a Klone CA after shuffling into a Vessel take up Reaving?

 

13 hours ago, Zarsies said:

[T4] Wail - Combative

[1 Wither] [Gleam + 2 Emotes]

By giving voice to their inner geist, a reaver may utter a word of power in the abrasive, vulgar tongue of the dead: Al’tahrn-Durngo. Amplified in its guttural qualities which are grating to the living, any word in the black tongue uttered by a reaver with the proper poise will become a wail; a scream regardless of volume, which horrifies living souls to the core.

  Hide contents

Reavers are capable of speaking through their geist whilst gleaming, amplifying the dead soul’s native tongue to utter a mortal word of power. Requiring balance and precision, during which they cannot be attacking, dodging, blocking, performing actions, or sprinting, the reaver can blacken their lips and throat with lifeforce, heightening their gleam about the mouth to make it temporarily rotten and putrid; suitable for a voice beyond the grave.

 

Emote Example:
 

  • [Gleam] + First Emote: the reaver’s gleam begins to warble toward their mouth, their lips turning back. 
  • Second emote: the reaver’s mouth becomes temporarily putrid, rotten or mutilated, and they speak a word of Al’tahrn-Durngo, releasing a wave of translucent smoke in all directions at the speed of a flown arrow. 

 

Released then in a whisper, quiet murmur, spoken or shouting volume, the next word they utter in Al’tarhn-Durngo will unleash their lifeforce in a dark sphere that rapidly balloons out up to [24] blocks in every direction from the reaver, phasing through entities and objects before dissipating. Reavers may choose to wail across a smaller range as they please. Characters able to immediately move out of this range in their reaction emote may escape the wave. Any creatures with anima hit by this explosion of shadow are frightened to the core, disrupting any actions they may be taking as well as movements made toward the reaver, and horrifying them as they cower in fear for [1] following emote. 

 

Melee, ranged, and spell preparations, attacks or actions will all be disrupted, and will be impossible to begin again for the duration, though frightened characters may still dodge or block attacks made on them. Whilst feared, characters cannot willingly move closer to the reaver, though they can move or sprint away from them.

 

Druids, shamans, and Voidal mages will lose their concentration and connections, and may not reconnect until they have regained their composure. Voidstalkers, oscillits, exorcists and tree lords lose concentration on their current actions or spells but their magical connections may remain. 

 

I'm uncertain why Voidstalkers are listed as having a better connection then other mage types - Eminent at 3 stacks Incanter's Flow and Arcane Scions are the only Voidal Feats that have a "stronger" connection, Voidstalkers have the exact same connection mechanics as a normal mage. Given that in sustained combat, this is a 2 emote [charge cast] thing that stops any offensive actions for 2 turns [cast, 1 duration] and doesn't contain any form of a internal cd to prevent spam, this feels way too strong.

 

13 hours ago, Zarsies said:

Talisman Casting

Occultists are sickly wizards and witches doomed to wither and emaciation as their bodies are wracked by their spellwork through the constant haemorrhaging of their natural lifeforce into their ever-hungering talismans; dark relics which house an undead soul attuned to the occultist’s magical practice which attempts in vain to drink of the occultist’s energies only for them to be repurposed by the necromancer in their spellwork.

 

Talismans are created with the expertise of a wight who is able to hook a stray from the Elysian Wastes or a geist from the Soul Stream and force it with their incorporeal grasp into a casting focus through which the occultist’s mana is channeled, binding it to their sorcerous will. Should the talisman be broken, the geist will be released into the Elysian Wastes and haunt the occultist, unable to pass on as it remains enthralled by the necromancer’s mana pool. With the Hexing ability an occultist can bind their geist to a new talisman without a wight’s aid.

 

A talisman can take any shape so long as it is no larger than a staff nor smaller than a ring. It may be made from almost any mundane material as well as menhir or morion (in which case it will also retain the unique properties of such), though it cannot be made from volatile or counterintuitive materials or alloys including aurum, boomsteel, or thanhium. 

 

Touching the talisman offers the geist within a small outlet through which it can share its own suffering with the living. An occultist may choose one major hex effect from the list under the Hexing spell to be inflicted where appropriate on anyone who establishes skin contact with the talisman. Occultists are immune to their own talisman in this way. In addition, the isolated geist will always attempt to communicate with those who touch the talisman - including the occultist - and cares little for their jailer’s privacy, readily exposing the necromancer.

 

Though it preserves their minds as their own and still capable of arcane prowess, this parasitic artefact ravages the occultist’s body as they pursue their art, leaving it sallow and corpse-like. Weaker even than the common mage, occultists are hideously thin and incapable of utilising medium or heavy armour, or weapons larger than a shortsword with any manner of effectiveness.

 

  • All occultism abilities (including participation in necromantic rituals) require their talisman to be held visibly in the hand(s) they are casting with. This can be done during their Gleam emote.
    • Talismans are ST Signed ‘Significant Magic Items’, which cannot be soulbound. The geists caged within them respond uniquely to the occultist they are bound to and thus are useless to other occultists.
  • Talismans may not be smaller than a ring or larger than a staff, or paired with combative hexes or objects that are made from pure aurum, slayersteel, thanhium or argentum or already imbued with Voidal, dark or deific magic/enchantments. 
    • This does not apply to casting foci/grimoires, animii prosthetics, or Seer sown items, which are all compatible. 
    • Talismans are just as durable as the material they are made from and may be destroyed by mundane means. 
  • As the strain of casting is distributed between the occultist and their talisman-bound geist, occultists who have reached maximum Wither can still cast their Siphon ability with their talisman, as well as the Leach ability if they are also a reaver. 
  • Occultists are incredibly weak and emaciated, limited in their choice of armaments to light armour and light weapons.

 

Same concerns as with Exorcism to a extent - how many Talisman's can a occultist make and be bound to? Could someone spam produce Talisman so they never have to risk being unable to cast/carry multiple so if one is destroyed, they can just take out another?

 

14 hours ago, Zarsies said:

[T1] Dark Sorcery - Passive

[0 Wither] [No Gleam]

By consciously wielding their talisman as a spellcasting focus through which they channel their Voidal connection, an occultist is capable of passively performing an inhand variant of the Entomb ritual, allowing the Elysian Wastes to haunt their otherworldly spells.

 

This is an inescapable side-effect of carrying a talisman and cannot be avoided. Though Dark Sorcery causes all spells from other schools of magic to be haunted, occultists can never gleam alongside connection to a second school of magic. 

 

As occultism is part of the school of necromancy, Dark Sorcery does not affect spells from the arts of exorcism, reaving or occultism on their own. Further, should an occultist who is simultaneously an exorcist wield their talisman whilst casting non-necromantic spells, the effects of the Dark Sorcery effect will always supersede Soul Sorcery

This ability feels like the same "eh"ness like with Soul Socery under Exorcism. Why go on about how it effects all the magics one can wield, and then just do only voidal magics? This feels like it could be awesome flavor but is instead just neglected to voidstacking 

 

14 hours ago, Zarsies said:

Should the Abyssfire collide with pure aurum, it will be unravelled and absorbed in an instant without exerting any force or damage, regardless of distance flown. This temporarily blackens the aurum as it is saturated with lifeforce, causing it to briefly lose its undead and necromancy targeting effects for [3] emotes.

How much aurum is required to negate Abyssfire? If I throw a hairpin of pure aurum at this Abyssfire projectile, is it just wholly countered? Definitely feels like a uneven interaction if its intended that any amount of pure aurum can negate a entire spell.

 

14 hours ago, Zarsies said:

The occultist which created the undertow may freely travel through and away from it for its duration. In addition, characters who are incorporeal or able to levitate may safely hover out of undertow’s reach, and oscillits may dedicate an action to squirming out of the sludge before using hardening to walk atop undertow unaffected.

Most floating lore specifies a max height of 1 foot, but this spell is 1 block [meter] height - effectively speaking only things that float within this new Necromancy rewrite and its associated pages would be able to float out of this. Unsure if thats intended or just the wording not quite conveying any floating is good enough.

 

14 hours ago, Zarsies said:

Death masks are created from the combination of a stolen pair of eyes, tongue, face, scalp and neck imbued with stagnant lifeforce to serve as a fleshy veil for cunning undead. These enchanted faces are warded against decay and magically cooperative with the lifeforce of pale knights and corporeal wights, becoming animated as convincing hoods and masks of flesh for their undead wearers. Death masks do not rot or wither, mimicking living flesh under visual scrutiny though they lack the warm blood of a true descendant and are thus as cold or warm to the touch as the ambient climate. A death mask will fit over the skull of a draugar/lich, darkstalker/deathknight or corporeal wight, as well as inside of the helmet or over the ‘head’ of an eidola/titan that has been hollowed or sculpted to accommodate a death mask with the Menhir Mason ritual. 

 

Death masks move consistently with their wearer. Skin will stretch and shift to form facial expressions, eyes will turn to where the creature is looking and its lips and tongue will curl and stretch to mimic regular speech and the movement of undead jaws beneath. Death masks will at most cover the scalp, face, jaw and neck of the wearer, however, and will taper off past the undead creature’s collarbones and shoulder blades - to which they are pinned - where their withered flesh or bones remain as normal below. In this regard a character wearing a death mask would still have to wear the appropriate garments to hide their gnarled and bony limbs, hands, feet and torsos from the chest down. 

 

  • Death masks are player signed items created by necromancers, which must describe the features of the mask in question. Pale knights/pale lords and corporeal wights alike must carry this item whilst using a death mask.
    • Wights may remove the face from a corpse (but not puppet or host) and replace it with a death mask when using their husking ability. The mask will remain intact when exiting their husk, the rest of which decays and crumbles as normal.
  • Death masks may not be utilised by other creatures or constructs, nor the intangible or clumsy forms of phantoms, ghouls or incorporeal wights, whom the mask would either phase through or be awkwardly stretched over without animation.

How is a Occultist expected to source the required ingredients for a Death Mask? Is there any cooldown or lifetime of Death Mask before they expire? I can easily see this being mass produced and spammed so Undead CAs have a easier means of disguising without any real cost.

 

This is pretty wordy for a MA and definitely doesn't feel like something that newer players would get their hands on since its so intimidating to look at and understand. Everything [mostly] makes mechanical sense otherwise, though - very nice

 

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Spoke about it a little bit with a couple others but I think the boxing of pale lords/wights should still be a thing. But with more, yet still limited, access to others outside of JUST necromancers.

Narratively it's a VERY cool concept that, while not a permanent solution, still allows for the removal of potentially powerful or important figures. Which would result in having the necros needing to mount a rescue in order to free that figure, or some hapless/vindictive individual doing so trying to curry favor with whatever undead they unleashed back onto the world.

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On 3/29/2025 at 10:48 PM, Familiar_Nobody said:

Spoke about it a little bit with a couple others but I think the boxing of pale lords/wights should still be a thing. But with more, yet still limited, access to others outside of JUST necromancers.

Narratively it's a VERY cool concept that, while not a permanent solution, still allows for the removal of potentially powerful or important figures. Which would result in having the necros needing to mount a rescue in order to free that figure, or some hapless/vindictive individual doing so trying to curry favor with whatever undead they unleashed back onto the world.

 

I like what you say here, and I like 90% agree. Currently, though, boxing is effectively a force pk because you just hide them behind a million redstone doors and nothing can be done.

 

I think boxing should maybe be part of an FA, with the stipulation that the box can't be moved once it's made. This would ensure more people than just necros can box, while forcing a counter fight and temporary PK instead of just a "oh well! Guess you'll never be found"

 

Maybe it could be added to exorcism. That'd make the most sense if it's supposed to be a more openly acceptable necro offshoot

Edited by Aden
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I'll be honest it's okay that it's written good but I don't think the idea of merging necromancers with mystics is a good idea because in this rewrite necros basically lose all their actual power and just convert to ghost busting.. Thats gonna extinct the magic and well loses the meaning of being a necromancer. 

 

I want to wear a black shirt with a skull on it. 

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This lore has been denied. 

 

 

Contacted over discord.

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