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[✗] [Magic Lore] Rh'thoraen Necromancy

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Mestvin

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Spoiler

Preface

The currect state of Necromancy is overall poor. And while no new attempts at rewrite seemed to arrive i propose this article.

This rewrite shall operate on this, slightly changed format:

 

Current MA/TA holders keep the magic however it must be updated with the chosen paths. (Though such is up to the Story Team to decide)

TA holders will know the spells and ritual for chosen Path. MA/TA holders cannot gain knowledge of the sacraments if they haven't learned them.

Necromancy becomes a 4 slot magic and 5 slot magic upon becoming an Archlich.

Necromancy will be enforcing changed depending on chosen path as well as a strict PK and revival system. 

Necromancers exist not as a player-run server antagonist, but to create interesting narrative through both player events and ST event efforts.

 

Have a good read.



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...Bone to flesh, life to death, and Gods to Men — until a time would come when such things fated to be lost would make themselves found…” 

— Sorrows and Sacriledge, Part Two

 

 

Origins

 

It was the Old Lords who once placed their fate unabated in the tidings of mankind.  The Lord Malkaathe among them, who took with his brothers the art of necromancy from the Betrayer, would become the living embodiment of all vengeance, all hatred, scorn, and blackness that was felt towards the corruption of aengudaemonic scourge.  It was Malkaathe who churned the soul of a forsaken dragaar, Mordring, into an aberrant abomination. It was Malkaathe who spurned the first Khorgul, the Abyss Wraiths, and with them the capability to forge an army, headed by Wraithlords and elder Resonant Knights.  And it was Malkaathe who became the first among the Old Lords to forsake all of mortalkind.

 

Origins of Rh’thoraen Necromancy, detailing the origins of the foreign form of necromancy and how it arrived in Arcas from the antiquity of Rh’thor.

 

The Craft of the Heith-Hedran

Unburdened by Darkhollows of ages past, Rh’thoraen necromancy still finds itself afflicted with side effects from meddling with the agents of death.  In the shadows of East-Meets-West, a forbidden brand of necromancy developed and evolved separately from the original form the Old Lords stole from Iblees.

 

Rh’Thoraen necromancy is either a dangerous toy for the fool, or a powerful tool for the wise. It is a permanent stain upon one's soul immediately after becoming indoctrinated. Psyche’s bend and succumb to unnatural urges and behaviours, often leading to various, severe mental disorders.

 

Aurum, Lifeforce and Its Transformation Into Vitae

 

Lifeforce is the raw, ambient energy of living beings, the animating essence that binds the soul to flesh. In the natural cycle, lifeforce returns to the world upon death, dispersing and rejoining the cycle of reincarnation. But necromancers, through forbidden rites and ancient knowledge, have learned to intercept and refine this essence into vitae—a potent, concentrated form of lifeforce used to power necromantic magic, sustain undead thralls, and prolong unnatural life.

Aurum and gold have a unique interaction with how lifeforce flows within the cycle.  Of rituals past, the Gravelords and their allies once conducted their sacred rites via pillars of gold. Uniquely valued to necromancers of yore and of Rh’thor, gold possesses the quality of being able to disrupt the flow of lifeforce.  It can be used to stop the flow altogether, or aid in channeling it into specific beacons and conduits.

 

Tier Progression

“In grasping the thread of life and death, one unravels their own humanity.”
 

As a necromancer begins to utilize lifeforce more frequently, their capacity to control greater sums of it increases in turn.  While the total amount of lifeforce a necromancer can utilize slightly increases, they can also more finely tune it to use in increasingly more powerful abilities. 

 

 

Tier

Time

1

One Week

2

Two Weeks

3

One Month

4

Two Months

5

Four Months

 

Physical and Mental changes across Tiers

 

[T1]

At the first tier, a necromancer begins to visibly age a bit faster.  Their bodies, while still well within what one would imagine their age group to look like, look as if they have begun to become stressed out.  It is common to experience graying of the hair, typically taking on a peppered appearance.  Mentally, a necromancer will notice an odd affinity for more raw foods.  Where one may consume beef or venison, they would prefer it rare. Vegetables and bread will begin to taste bland and do little to solve a growing thirst and hunger for something more visceral. Love, joy, guilt, and shame begin to erode. The necromancer struggles to feel for others and sees living people more as resources or narratives than kin. Dark mages become coldly logical or even serene around suffering and slaughter.

 

[T2]

At the second tier, a necromancer has an outwardly salted appearance—crows feet and slight bags under the eyes.  Their hair appears much more gray, akin to someone having reached their middle ages if they haven’t already. The mind has begun to have noticeable shifts towards the subsumption of raw meats.  Foods that a necromancer once enjoyed cooked they now prefer raw. 

 

Deathcallers would begin to appear to be at least 10-20 years older than they already are.

 

Virulents would begin to develop minor skin changes such as blisters or blight scars

 

Gravetiders would appear more skeletal as if their skin dehydrated


[T3]

At the third tier, the mind has become completely infatuated with the idea of consuming raw meat. The concept of eating grains or vegetation seems foreign to consider.

 

Deathcallers would begin to look wrinkled and elderly. Despite that they are always fit according to their real age.

 

Virulents would often seep black bile while speaking, blisters would develop and the odor of rot begins to linger around them

 

Gravetider skin is tightly clinging to flesh and bones, and their face appears somewhat gaunt. The hair appears nearly corpselike, bleached a supernatural shade of white.

 

[T4]

At this stage a necromancer who has chosen any path has to feel the urge to constantly consume raw meat at this stage, though many will find that the hunger that stirs within them is losing its ability to be sated so easily. A much darker hunger lingers just beyond thought, barely gnawing at the subconscious.

 

Deathcaller Necromancers at this stage appear to be old and frail, despite moving as they would on average.

 

Virulents become hosts to various plagues, their blood turns into black phlegm, breath contaminates the air and skin begins to slightly bloat.

 

Gravetider's bones often begin to slightly rip through their frail skin which already looks like a fresh corpse, this does not give any advantage or disadvantage whatsoever.

 

[T5]

Necromancers have become aware of the dark yearning within themselves to subsume the flesh of humanoid beings.  Though still capable of eating animal meat, the hunger to cross that boundary will never truly fade.

Redlines

Spoiler

There is no such thing as a Good Necromancer, while some don't kill dozens of the living at a mere sight they often use them to contort their minds and use them for their devious plans.

A Necromancer cannot create any true romantic relations and cannot FTB.

Necromancer’s cannot wear anything heavier than bone armor. Their strength is reduced to a voidal mage after they pass [T3].

Due to having a Tainted soul, Aurum cuts bring higher tones of pain than usual. However this cannot be more extinguishable than normal damage - it cannot be used to “reveal” the Necromancer through testing.

Necromancy is a four slot magic, becoming a five slot magic upon becoming an Archlich

Once a player learns necromancy it cannot be dropped; there is also no disconnection ritual.

Necromancers are marked as having a black soul for the purposes of other magic or events

Necromancers adhere strictly to a PK clause system that requires you to be brought back by your fellow necromancers upon death, their souls unable to attach to anything such as Klones, Machine Spirits and other forms of revival. (See Thaumaturgy, Rite of Returning.)

In order to use reanimations, a necromancer must have a lore-signed oculus on their persona as well as have Gravetide Path taken. 

If animations are using any kind of specialized weaponry, such as a bow or a diseased item, they must have those items in their own inventory to represent such.

The apocryphynium can be brought into the game to justify bridging gaps in knowledge if all teachers ever go inactive, provided the Story Team lore members agree to such.  In extreme scenarios, it can be utilized to self-teach in order to revive the magic (should it ever go inactive).

Necromancers are unable to harbor major Alchemical alterations of any form, including Tawkin Major Mutations, Grafting and etc. (with expectation of Virulent modifications) While able to change their appearance alchemically, they will appear as according to their Tier. 

The aging of a Necromancer cannot be slowed outside of Draught of Incite, rendering Corcitura Longevity, Sprog's Elixir, and other non-Necromantic de-aging processes null, reduced to their Descendant lifespan

Players must have consistent lessons to progress. A player at [T1] may not go on hiatus for four months and return [T5].

[T4] Necromancer may apply for TA should they learn the Rite of Ordainment

Vitae:

Vitae is the corrupted essence of life, a dark reserve of raw lifeforce harvested, siphoned and preserved by necromancers to perform their unholy works, particularly in combat.


 

Tier

Vitae Pool (Spell Casts)

Description

Tier 1 — Initiate

3 Vitae

Newly attuned to the Dark. Can perform only Base Maledictions. Can aid in rituals

Tier 2 — Adept

5 Vitae

Can Choose the first Path.

Tier 3 — Practitioner

7 Vitae

Can fight actively with moderate curses and combat spells.Can Choose the second Path.

Tier 4 — Necromancer

10 Vitae

Master of unholy. Weaves death with precision. Can lead most rituals and ordain new Necromancers

Tier 5 — Elder Necromancer

13 Vitae

Apex of necromantic power. Commands powerful rites, rituals, and devastating spells. Can be turned into Arch-Lich provided they have the knowledge and the means to do it.

 

Once Necromancer depletes at least [1] count of Vitae they will regenerate it all over the course of [2 OOC] Hours. 

 



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Maledictions:

 

Spoiler

Beyond life, beyond death, necromancers pride themselves on their ability to weave primal sources of life force into their twisted creations and use it for nefarious purposes.  They embrace the occult, the abomination, the grotesque, be them live or dead, all in the service to defy an inevitable fate that all must face.

 

 

Passive - Mark of Darkening

 

The Mark of Darkening is not an active spell, but a pervasive necromantic taint. It manifests automatically through any necromantic spell or ability that inflicts necrosis, corruption, or putrefaction on a target. Those affected by this passive will find their wounds tainted with an unnatural black rot that is cold to the touch and slow to bleed. 

 

Redlines

 

Spoiler

The affected wound will not heal naturally, and will fester over the course of [1 OOC day], unless actively treated. To avoid death or loss of limb, the afflicted must be treated within [1 OOC day] of exposure. Necrosis can be healed with: Detailed medical roleplay, including homeopathy, cauterization, or cleansing the rot. 

Alchemical potions that heal the body.
Holy/Healing Magic (e.g., Druidic healing, etc.).

 

If the affected area is a limb (arm, leg, hand, foot, etc.), it will require amputation within [1 OOC day] or the rot will spread fatally.
 

If the torso, neck, or head is marked and untreated, the victim will die after [1 OOC day] due to organ failure or brain death.

 

Any combative spell that damages the body will inflict the Darkening passive. (Eg. Life-Leech, Blight, Grave flame, Scourging, Rot breath, Swarm)



 

Life Leech

 

A relic spell that had been passed down through eras, first from the Old Lords and before them an obscure source of power lost to time. Perverting the teachings of Rh'thor, necromancer cults of the Black Scripture perfected the art of life steal that once bore the name of Darkening and naming it what it truly is.

 

All combative Life Leech will restore [2] Vitae upon successful drain and [1] Vitae if the drain was already in progress but stopped either by the Necromancer or someone stopping  the Necromancer in question.



 

[T1] Necromancer may perform Life Leech [1] time in combat

[T2] Necromancer may perform Life Leech [2] times in combat

[T3] Necromancer may perform Life Leech [3] times in combat

[T4] Necromancer may perform Life Leech [3] times in combat

[T5] Necromancer may perform Life Leech [4] times in combat

 

Non-Combat - Cantrip

 

To perform Life Leech, a necromancer must manifest an abysmal aura which appears as a thick black haze which swirls around their hand. With this, the necromancer may manipulate lesser living life forms as they see fit, So long as it is touched or in the immediate proximity of the necromancer (5 meters) they may steal the life from it so that it appears withered and decayed. This grants no benefit to the necromancer save for a slight euphoria, and does nothing to replenish their energy or ability to cast. As a cantrip, it cannot be used combatively. Alternatively, when at T3, the necromancer may attempt to hide the aura and may perform such through subtle skin-to-skin interactions, such as leaving an individual feeling lethargic after exchanging a mere handshake.

 

Combat - Direct Leech

 

The necromancer may also use this method to a more malefic capacity, capable of actively sapping the life force from anything that contains it. This would require [2] emotes to channel the much more potent haze. A necromancer must then grapple their target victim and begin to drain the lifeforce. This feels like hot needles which are pulled out from under the flesh, which may overwhelm the victim and cause them great degrees of pain. Over the duration of [2] more emotes, assuming direct physical touch was sustained, the victim will become gradually weaker and frailer until they are incapacitated. Should the drain be halted mid leeching, the target’s strength would be reduced to a half of their origin’s power. Upon the Successful Leech, the Necromancer would find their [1] lesser wound healed should they be injured. This effect does not give any heightened senses nor make the Necromancer stronger in any way.




 

Combat - Tether Leech

 

Bestowed upon necromancers that have achieved proficiency of T4 or higher, Tether leech allows the necromancer to drain their target from a distance rather than direct touch. This would require an adequate amount of concentration and limit the necromancer’s movement to two blocks per emote while sustaining the tether. In the span of (2) emotes necromancer must manifest the haze, lock upon their target and weave it at them. So long as the victim is within (10 meters) of the necromancer, the tether would drain their lifeforce over the course of (3) emotes before rendering them fully incapacitated. This tether may snap should the target go beyond (8) meters of the necromancer, or if it was severed by energy-based magics such as evocation, aurum, or holy magic. Should the spell be halted mid leeching, the target’s strength would be reduced to a half of their origin’s power. Upon the Successful Leech, the Necromancer would find their [1] lesser wound healed should they be injured. This effect does not give any heightened senses nor make the Necromancer stronger in any way. The Tether drained target cannot sprint due to the excruciating pain.

 

Redlines

 

Spoiler

Spell does not kill the victim the first time, only renders them unconcious.

Direct touch must be maintained the entire spell’s duration for success. Once touched with a charged spell the target cannot defend themselves - relying on the help of another party.

Touch draining requires 2 emotes to channel + 2 for full effect.

Tether draining requires 2 emotes to channel + 3 for full effect.

Tether draining can be severed via aurum or holy magical disturbances. 

A necromancer’s draining can be disrupted similar to any mage’s casting, such as stabbing, wounding, or wrestling them sufficiently enough to break their connection.

Successful Leech is capable of healing only lesser cuts, bruises or staunching bleeding

Cantrip draining cannot be used to drain more than plants and small animals. It can inversely be used to replenish the life of such creatures for aesthetic purposes only. Only up to five meters around the necromancy can be drained via cantrip at once, having no effect on nearby mortals/large animals.

CAs that have souls but do not have flesh (Machine Spirits, Sorvians, Golems etc.). Cannot be drained.

Ectoplasm as a life-force can be drained.




 

Branding

 

A pivotal technique for reanimating corpses and commanding the undead. This spell has undergone significant evolution, reflecting the deepening understanding and practices of necromancers within the realm.



 

Non-Combat - Cantrip

 

Cantrip Branding is a foundational spell in the dark art of necromancy, developed as a refinement of more destructive branding rituals. Rather than raising the dead for battle, this spell taps into the latent essence of death to reanimate corpses for mundane tasks. Rather than forcibly binding a soul, Cantrip Branding draws on lifeforce into well-preserved corpses or dry bones. The necromancer imprints a simple sigil This sigil resonates with the necromancer's will, allowing for limited and mundane commands. The result is not a true undead, but more of a lifeless puppet that is capable of fulfilling only the most mundane tasks which can never be combative due to the frailty of the cadaver that is held by the little reserve of lifeforce the sigil possesses.   

 

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

 

Redlines

 

Spoiler

The cantrip cannot be used in the midst of combat, nor to serve ANY combat purposes (other than an undead retrieving the necromancer’s weapons before a fight, or anything of that caliber.) 

Should combat start in the vicinity of the undead, it will simply fall inert until combat is resolved. 

Servants can’t build traps, pit falls, wards, or anything requiring higher intellect. Servants can’t aid a necromancer in reaching areas mechanically unable to be reached, save for if specifically allowed in certain ET events.

Commands must be simple and clear, as far too complex commands will offer nothing to the necromancer.

The undead must be capable of doing whatever task they are given. Telling a skeleton to lift a boulder will result in a broken skeleton, just as telling one to fly will result in either nothing, or a broken skeleton that has fallen from a great height.

Commands must be spoken verbally, in any language.

Commands must be made in RP chat range.

Swarms of insects may never exceed the size of a human head en masse. Groups of small animals may be utilized within reasonable numbers. (No groups of animals may reach more than a descendant’s worth of mass.)

Anything larger than a humanoid descendant corpse is unable to be risen by the cantrip.




 

[T2] (2 Vitae) Combat - Thralldom

 

Unlike lesser branding, Thralldom brand imbues the corpse with violent lifeforce which is not enough to restore sentience or memory, but sufficient to animate it with brutal purpose. The branded thrall becomes a tool of war, its body made to obey. Thralldom sigil can be imbued upon the living and the dead. It takes (2 emotes) to channel the dark force upon necromancer’s hand and (1 emote) to  imbue the corpse or the living with lifeforce and mark it with the necromantic brand upon a humanoid or similar-sized creature, where attempts to brand a larger creature will always result in failure, reducing the remains into mere blackened ash and sizzling if done upon the living. The brand must also be done on skin / bone or cloth as thick armors and hides would protect those from the enthralling spell of the necromancer. The Branded Living creature won't become controllable until they die, rising in [1] emote after death. The brand lasts until the combat ends.

The risen through Thralldom Branding remain for [8] emotes with their strength being of the peak physique human knight and becoming progressively weaker with each passing emote, becoming blackened ash in the end.

 

Redlines

 

Spoiler

A branded body will begin with Knight-tier strength, degrading to that of an enfeebled old man, crumbling away by the end of its duration.
The commands capable of being carried out by a branded reanimation must be simple, generally only two-three word statements, such as “attack Jim” or “defend me,” they will simply stand deaf to anything complex such as “write a letter to the Duke”

 

Once this technique has been used, the essence within the corpse no longer functions for further use and will eventually run dry as a fuel source.

 

A reanimated corpse is only a shell and cannot assume or disclose memories of who they used to be.

 

If the Necromancer possesses active Oculi / reanimations they may have only [1] branded undead active.

 



 

[T3] (2 Vitae) Combat/Non-combat - Torment

 

Agonizing Brand must be inscribed a mark upon a victim that causes perpetual, supernatural pain constricting the branded creature to yield inaccurate and weakened attacks for the duration of (3 Emotes). Just as regular branding, a Necromancer must channel dark force upon his hand for (2 emotes) then touch (1 emote) the living being to inflict the mark of Torment upon them. A Necromancer at [T4] may inscribe the Torment brand onto a weapon that would have the same effect should it cut flesh. First the user must spend (2 emotes) activating the dark sigil which will last (3 emotes) before falling inert again, however the duration of effect would be short (1 emote). To Brand a weapon a Necromancer must saturate the item in the liquid lifeforce then perform a ritual - inscribing the unholy mark upon it. Such items must be ST signed.

 

Redlines

 

Spoiler


A branded creature will become afflicted with constant searing pain, preventing focus and ability to strike with all their might.

Necromancer must touch the creature’s flesh for the brand to work, otherwise the spell will fail.

 

Any non ST metal weapon may bear the Torment Mark, however it must cut flesh to work. It takes [2] Emotes to activate the Mark - being active for [3] emotes. 

 

Tormented Weapon must be ST signed.

 

The process of Torment weapon creation is free from requiring at least [3] emotes and Liquid life-force which is an ST item obtainable through rite of draining.

 

 

[T4] (3 Vitae) Combat/Non-combat - Ward

 

While most necromantic arts summon and corrupt, this spell is a paradoxical brand that wards against undeath and corruption by manipulating the energies that fuel such forces. The caster draws an eldritch sigil etched in vitae over [2] emotes on the ground that temporarily creates a zone of repulsion for necrotic beings lasting for [3] emotes.

 

Outside of combat, a necromancer may inscribe the sigil into a small bone trinket. Once the sigil is etched, it must be then drenched in liquid lifeforce. The warded trinket grants the bearer protection from a curse or hex once before crumbling into ash.

 

Redlines

 

Spoiler

Once cast, the ward emits a pulsing aura that repels any mindless necrotic or undead entities. Lesser Undead CA’s like ghosts or ghouls must prefer to stray from the warded zone however they can enter the warded area if there are no other nearby targets or being targeted by the target within the ward, feeling great discomfort. Greater/Ascended Undead (Archliches,Darkstalkers,Draugars,Wights etc.) are not affected by the ward. Ward is active for [3] emotes before it fades.

 

For trinkets [1] curse or hex directed at the wearer is negated, the sigil flaring once in resistance before cracking and crumbling. (The item must be disposed off permanently)

 

The process of trinket creation is free form requiring at least [3] emotes and Liquid life-force which is an ST item obtainable through rite of draining.

 

Trinket must be ST signed, and only [1] Trinket may work during combat to prevent abuse.

 

A necromancer may craft a ward trinket once per [1 OOC week]

 

Deific magic holders cannot utilize the ward trinkets power, should they attempt to the item would become inert/broken.

 

Deific magic holders may identify the item as unholy upon closer inspection.

 

Cauterization

  

[T3] (2-4 Vitae) Combat/Non-combat - Cauterization

 

Though many assume necromancy is a purely destructive art, seasoned practitioners understand that it also offers a grim kind of preservation. Unlike other magical means of healing, Cauterization sacrifices recovery for stability as it prevents injury by inducing agony, sealing wounds with searing necrotic haze. Cauterization takes (2 emotes) to prepare trough channeling the black aura over Necromancer’s hand and (2 - 4 Emotes) to fully mold the body back together.

Minor wounds take [2] Reserve of Vitae while Major Wounds take [4]. After Cauterization the affected cannot perform any major actions such as spellcasting or proficient fighting for at least (1 emote).

 

Redlines

 

Spoiler

This ability is capable of being used in combat, however, it is interrupted if concentration is broken.

 

The process is extremely painful for the victim, feeling as if hot irons were weaving through flesh, and leaves behind a noticeable and gruesome scar. The Necromancer can withstand the pain when it’s cast on themselves to carry on with the spell.


This ability cannot be used to change one's appearance, beyond what they already look like. (Aka no making a completely new face.)

 

While Cauterization is taking place, a person cannot die from blood loss or grievous wounds, being sustained by the caster’s lifeforce itself.

 

While it is capable of being used for torture, cauterization exhausts the user regardless of tier after its use.

After Cauterization is used, both the recipient and the caster are exhausted and cannot engage in combat to any degree besides attempting to run for [1] turn.  

 

Cauterization cannot regrow limbs , but it can attach limbs that have been freshly severed, even one not belonging to them originally. 

 

Brain transplants or “body swaps” cannot be done in any fashion through Cauterization.

 

Black Ingredients:

 

 

Spoiler

Sought only by the most desperate or depraved necromancers, these ingredients are core to the most potent rites of Rh’thoraen Necromancy.

 

Redlines

 

Spoiler

Most of these ingredients require to be acquired through ST events.


Events requested are completely up to the ST actor who agrees to do them. The nature of these items are left somewhat vague to allow a complete degree of creativity.

 

Ghoul’s heart

 

These hearts, blackened and rotted, are often encased in bits of crusted vitae and twitch with residual hunger. The heart does not pump blood, but rather thrums with a dull cadence. 

 

Ingredient required to be acquired through collecting the heart of the ST/player event ghoul - can be Player Signed.

Ent’s Lichen 

Of one of the more obscure and harder finds, slaying an Ent and scraping off the lichen from its bark requires dedication and patience.  The unwary necromancers who manage to hunt one down must then deal with the raw strength these beings possess. 

 

Ingredient required to be acquired through ST event. Must be ST signed

 

Salts of Moz Strimoza

Salt gathered from the demons of hell possesses a supernatural quality of drying out flesh and skin.  Used by inferis to preserve manflesh like jerky, it is invaluable for necromancers.

Ingredient required to be acquired through ST event. Must be ST signed

Void-touched Fruit

The powers of the void are vast and incomprehensible.  Beings and life touched by it are often forever changed, however, seldom would only just a mere fruit be the only thing touched… 

Ingredient required to be acquired through interaction with voidal grove or voidal tear. Can be player signed with proof provided to ST.

Black Phylactery Dust 

While most avenues of lichdom had become lost, few rare individuals managed to pry secrets from eldritch tomes and lost, forgotten pages of lore to achieve lichdom similar to what was lost.  The phylacteries of these liches possess nameless potential in harnessing lifeforce, making them a prized artifact for elder necromancers.

 

Ingredient required to be acquired through ST event or through harvesting the dust from PK’ed Draugrs or anchored ghosts phylacteries. Must be ST signed.

Blood of a Hag 

Though necromancers are not capable of true blood magic, they are capable of drawing upon the power in the blood of specific magical entities.  Witches and hags, those who have resorted to bargaining patrons and devils for power are gifted with sorcerous blood needed in dark sacraments. 

Ingredient required to be acquired through collecting the blood of the willing or unwilling female player holding a Dark magic [MA] or ST actor. Can be Player Signed.

Remains of a Dragon 

Creatures of legend, one does not hunt dragons without being wary of the risk.  Valued for many reasons among scholars, necromancers in particular hold dragonflesh in high esteem for its resilience when acted upon by copious sums of lifeforce.

Ingredient required to be acquired through ST event. Must be ST signed

 


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Thaumaturgy:

 

Spoiler

Within the deepest circles of necromantic cults, Thaumaturgy is the blasphemous mirror of divine miracle, forged not through love or piety, but will of domination and decay.

Participating in ritual does not constitute learning. A Necromancer must be directly taught the rite to learn it.



 

Rite of Returning

 

The Rite of Returning is a grave and unholy ceremony where two necromancers forcibly drag the soul of a dead brother or sister back from the abyss—whether out of loyalty, desperation or debt. Only through dual invocation and a sacrificial offering of a descendant's worth of flesh may they be restored if they are willing though without memories of their death prior, grotesquely taking shape within the mound of gore.

 

Redlines

Spoiler

[2] Necromancers or [1] Archlich are required to perform the ritual.

Necromancers killed by methods other than suicide or old age can be resurrected if they are willing.

This cannot bypass normal PK rules. (Such as suicide etc.)

Flesh and bone used can be from any creature, animal or otherwise.

Necromancers revived do not retain memories leading up to the moment of death.

A resurrected necromancer is revived in their normal state with their modifications.

 

Rite of Communion

 

The Necromancer expends their necromantic energy to anchor the essence of the departed, temporarily dragging their echo back to speak. The corpse may now be questioned. The soul may respond in brief, cryptic sentences, depending on its willingness. 

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The original roleplayer of the summoned spirit must reprise their role for the communion:

The player must be PK’d for this to ensue. The PK’d player must consent OOCly and ICly for the communion to transpire. 

The communed character cannot recall exact actions that led to his/her death.
While inside of the vessel, the character can move and speak, but cannot engage in combat without being ejected immediately from their host.

A PK’d persona can only be contacted once a narrative month. 

Event Character can be communed with only with permission from the Lore Team.

 

 

Rite of Ordainment

 

The Rite of Ordainment is the sacred initiation by which a mortal is formally bound to the path of Necromancy. Through this ritual, the prospective student is symbolically and spiritually severed from the realm of the living, marked by undeath, and made ready to receive the dark teachings of Mortality’s End. The Ordained are placed in a state of near death and remain teetering through the weaves of Heith-Hedran. This rite must be performed by an Elder Necromancer or Arch-lich. 

 

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Spoiler

A Tier [4] Necromancer can perform this rite provided they have an active [TA].

Once one has learned necromancy, it cannot be unlearned except through Story Team lore intervention.

Undergoing Ordainment marks the necromancer as having a black soul for the purposes of other magics or events.

Ordainment requires OOC consent of the would-be student and can only be conducted by those with a TA and an empty student slot.

This rite must be learned IRP through a player who knows it and vouches upon [TA] application.

 

Rite of Draining

The Rite of Draining is an abhorrent ritual of necromantic mastery, wherein a victim's vital energies are siphoned and crystallized into an essence known as Liquid Lifeforce. By taking a willing or unwilling victim and placing them in a ritual setting, two necromancers are capable of siphoning life out of the victim through an advanced form of Life Leech.  This esoteric vitality is stowed into small, glass flasks for further nefarious purposes. When the process is complete, the victim is left unconscious with no memory of the encounter—strangely unable to recall the events, faces, or otherwise.  For upwards of a day following, these victims lack motivation and appear frail and sickly.
 

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Spoiler

Rite requires [2] Necromancers to perform it.

A person can be siphoned from per three days, providing the same quantity of liquid lifeforce no matter the size of the victim.  Further draining will yield nothing and do no excess harm.

This reagent is considered magical and must be signed by a member of the Story Team. 

When a person is siphoned from, they lose all memories of the encounter as if they had died, though no death truly ensued.

If the raw lifeforce were to be drunk, it will taste as raw ambrosia and begin a lifelong addiction. 

 

 

Rite of Sealing

 

When faced with unruly undead the coven may opt to capture and seal it, imprisoning the dead in their own bodies, banished to purgatory and encased in metal or stone.  Forever awake, forever bound hoping to be released, if it ever happens.

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Spoiler

[3] Necromancers are required to perform the ritual, where one must be of [T4] or higher to lead the ritual.

The knowledge of this rite must be learned IRP by a player who already possesses the knowledge.

The Rite of Sealing soft-PKs a Darkstalker or Archlich, locking them away in a tomb of some sort, such as an Iron Maiden, a chain-wrapped coffer, or even some type of grand pyramid.

The lead ritualist can specify a time limit of the soft-PK or have it be indefinite.  This does not require OOC consent.

The sealed undead can be unsealed at any time and freed if their tomb is broken.  The sealed CA then may resume playing their character again.

The sealed CA must OOCly consent to being placed in extra-dimensional planes or somewhere that cannot be mundanely traversed to (such as a blood rift).

If a Darkstalker or Archlich is in a place that cannot be accessed mechanically (i.e. a map has changed, a blood rift, or otherwise), the Story Team must be consulted with an appropriate plan that includes: knowledge of where the tomb is, method of getting there, and and method of getting back.  If ST approved, this can be done through a private event overseen by a Story Team member and the CA can be played again. 

A signed Tomb cannot be placed behind more than [3] iron doors or [1] mechanical redstone door and must be able to be accessed mechanically.

 

 

Sacrament of Heith-Heidran

 

From the combined efforts of an elder necromancer and his coven, the fracture between the lifebanks and the mortal world is pierced and sundered.  This rift is perpetuated by a beacon, where it must stabilize through maturity and be protected over time. Due to the rift, the planes of the mortal realm and the lifebanks are weakened, allowing one to theoretically reach through and utilize the powers of Heith Hedran to fuel more nefarious sacraments. Where Heith-Hedran is breached, the fields grow barren with unnatural storms of black lightning and screeching thunder, enshadowed in an unnatural twilight that perpetuates unsightly light.

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Spoiler

This Sacrament requires a necromancer that is tier four to conduct it, as well as two other necromancers of any other tier to support them. 

The swath of land affected will expand no further than 50 meters without another beacon overlapping.

Corrupted land cannot bypass the mechanical region’s borders into another settlement unless consent is given from the second PRO, and so forth.

Heith-Hedran can be utilized in events or ritualistic spells

Land scarred by Heith-Hedran is largely an aesthetic effect that necromancers can create alone or through the assistance of their coven.

There are no theoretical limits on its boundaries, so long as the PRO gives approval to use the land.

When living, non-necromancers entering tainted land can cause some minor tertiary effects, such as sneezing and coughing.

These effects are minor and subside quickly after leaving.  They do not impact combat or concentration for spellcasting.

Tainting land requires PRO permission.  Land that isn’t claimed can be tainted provided staff agrees to it, and they are allowed to build it.

 

 

Sacrament of Usurer

 

A rarity in the times before Devirad, the mighty Darkstalker carries with it a legacy that merits fear in speaking their name.  This sacrament is conducted by an elder necromancer, whose endeavours are aided in by three other experienced necromancers in a land where the veil of Heith-Hedran is the weakest.  Intended to become puppets, slaves and guardians to the coven that raises them, these beings are the children of Heith-Hedran, forever changed from the life they once bore.

Beginning with a worthy corpse, an either willing or unwilling soul is anchored down to the earth and bound to the body.  The first stage of the sacrament involves anointing the corpse with the appropriate reagents in arcane glyphs and sigils that prepare the host body for receiving the soul without overloading in a viscera of splayed gore.  The corpse acts as a vessel for the chosen spirit, where the necromancers participating in the sacrament flood the cadaver with lifeforce until the soul is tricked into uniting with the foreign surrogate. The being, now undead, is named Darkstalker—child of Heith Hedran and servant of the coven who has raised them.

Requires:

Ghoul’s Heart

Affection of the dead

Aurum shavings

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Spoiler

This Sacrament requires a necromancer that is tier four to lead, and three other necromancers to support them.

A Darkstalker can either come from a PK’d character, reprised by the original owner who has OOCly consented to the ritual. 

Necromancers that partake in this Sacrament cannot perform or aid in a new Sacrament of the Usurer for 1 IRL month.

A memento mori must be chosen by the Darkstalker, which is then signed by a Story Team Lore member.

The act of collecting a personal affection of the resurrected can either be a player prompted quest or simply done offscreen, provided OOC consent is given. 

This sacrament can only be done in a place where Heith-Hedran has been established.

 

 

Sacrament of Vicar

 

A sacrament foreign to all but the most adept of necromancy, it is seldom taught how one becomes an archlich among elder necromancers for its implication and risk to the entirety of the coven.  Only an elder necromancer who has garnered the support of their coven can advance to this stage, as becoming an archlich requires absolute coordination down to every subordinate. An archlich may only be created where the veil of Heith-Hedran is the weakest, first requiring the Sacrament of Heith-Hedran to have cursed the land.  

Unlike the creation of Darkstalkers, the vessel of an Archlich must be prepared well in advance.  Firstly, the body must be fleshsmithed from the remains of a slain dragon—a creature capable of holding the terrifying and raw amount of magic that is used in this procedure.  It is then treated by the ground dust of a powerful lich’s phylactery before it is finally ready.

The chosen necromancer must sacrifice themselves where Heith-Hedran is present, placing their faith in the abilities of their coven.  Careful as not to allow the wrong soul into the body, one must reach through Heith-Hedran and rend forth the sacrificed necromancer, forcing their soul into the dragon-forged corpse, where they are born again as death incarnate. 

Requires:

Black Phylactery Dust 

Blood of a Hag

Remains of a Dragon 

Redlines

Spoiler

This Sacrament requires [5] necromancers to conduct: [2] Tier five necromancers, one who will lead the ritual and the other who will become the archlich, and [3] other necromancers to support them. 

If the Sacrament is interrupted the would-be archlich must PK. They may be brought back following 3 narrative months if a successful attempt of the ritual is completed at that time.

This sacrament can only be done in a place where Heith-Hedran has been established. 

 

 


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  Paths Of The Damned

Necromancy is divided into three specialized paths, each reflecting a unique method of manipulating lifeforce, death, and Abyssal corruption. A necromancer may follow up to two of these paths — though mastering even one is a feat of dark discipline. Only the ArchLich, the apex of undeath, may command all three.

 

Necromancers may choose their first Path at [Tier 2] then the second at [Tier 3]. The Paths chosen are irreversible and cannot be changed. The taken Paths must be inscribed by the ST in the magic user’s MA/TA.

Deathcall Path:

 

Spoiler

The Path of the Deathcaller is a dark and volatile specialization of necromancy focused on purely offensive. Unlike other paths which bind, control, or sustain, Deathcallers are executioners that channel corrupted lifeforce and abyssal entropy to kill or terrorize enemies.

 

Deathcaller Maledictions

 

[T2] (2 Vitae) Combat - Grave Flame

The necromancer conjures a bolt of Abyssal flame fueled by corrupted lifeforce for (2 emotes) and releasing it on (Third Emote) with an arrow speed, intermixing both into a macabre creation that does not burn with heat, but with necrotic energy that rots flesh and inflicts necrosis with the pain akin to second degree burn. Grave Flame is always represented as Green-black non-concussive flame, it spreads only to living entities, fauna and flora counts for that. Grave flame cannot last without the living host vanishing after (1 emote), however it can remain if it struck the living until it consumes the living matter, changing the necrosis from second to third degree burn with prolonged exposure. The grave flame can be put down with sufficient (1 emote).

Upon reaching Tier [4] a Necromancer may spend additional [2] Vitae and [1] more casting emote to advance the Grave Flame into Grave Pyre as the profane flame grows to the size of a basketball. Besides the size of the flame the necrotic burns would deal outright third degree necrotic burns upon touch. Upon contact with any surface the Pyre would splash into several Grave flames in the area of [1] block around the target.

 

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Spoiler

Grave Flame cannot harm entities that do not possess life-force.

Grave Flame can be put down with cloth or water. Using one’s fleshy hands will only cause it to spread more.

Grave Flame splash deals 2nd degree burns which turn into 3rd degree burns over exposure.

Grave Flame may seep through the armor gaps over [2] emote exposure.

Grave Pyre splash deals 3nd degree burns which turn into debilitating/lethal burns over [3] emote exposure.

Grave Flame can have different shapes aesthetically (Such as flaming skull), and may be used as a non-combative fluff.

 

[T3] (3 Vitae) Combat - Black Aegis

The necromancer calls upon the Abyssal decay within their Vitae for (2 emotes), conjuring a black translucent barrier around themselves or an ally on (Third emote). The Black Aegis is a temporary, reactive barrier that can absorb a [1] powerful blow or  [2] normal attacks, turning aside blows, projectiles, or any [1] holy/deific spell below or the same as Necromancer's current Tier. Deific magic effects are nullified upon the target as long as the Aegis is active. Any non-deific magic striking the Aegis will break it upon [1] hit. The Barrier is active for [4] emotes.

Upon reaching Tier [5] a Necromancer may spend additional [2] Vitae and [1] more casting emote to advance the Black Aegis into Black Ward which works just like the aegis with the exception that it is active on both the caster and the target

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Spoiler

Black Aegis requires constant focus to maintain. It can be disrupted similar to any mage’s casting, such as stabbing, wounding, or wrestling them sufficiently enough to break their connection.

Magic is capable of breaking the barrier upon [1] hit, While deific spells above Necromancer’s Tier are able to penetrate and break the Aegis, while Deific spells below or the same as Necromancer's Tier are capable of breaking the barrier upon [1] hit. While the barrier is active the target is immune to any deific spell effect till the moment it is broken.

 

[T3] (4 Vitae) Combat - Grasping

The necromancer channels several smaller Heith-Heidran banks for (3 emotes) then releasing them upon the [4x4] area on (Fourth Emote) with the range of [12] Blocks. These banks awaken long forgotten dead who try to grasp anything in a maddening attempt, however they are harmless - capable of inflicting only lesser cuts upon exposed flesh. Only Descendant sized or smaller creatures are susceptible to this spell as it won’t work on anything bigger. The affected movement is reduced to [2 moves] or [4 moves] if sprinting. Additionally a roll of 10+ or above is required to avoid getting stuck for (1 emote) this effect happens only once upon entering the grasping zone. The Grasping banks are active for (2 emotes), closing after.

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Spoiler

Archliches are immune to the grasping effects due to their dark affinity and dominion over the undeath.

Any creature above descendant size cannot be impacted by the spell at all.

Entering the Grasping area for the first time always must result in a player roll of 10+, failure results in becoming stunned from performing any movement actions. This effect can take place only once. The slowing effect always takes place whenever one enters the grasped area.

 

[T4] (3 Vitae) Combat - Enervation

 

A Necromancer channels the abyssal energy in their hands over (2 emotes) then releases it upon (Third Emote) in form of a lighting of inky darkness that splashes over the hit target with a force of a heavy rock, the wave of abyssal magic engulfs the target sapping the stamina of a living creature causing it to reduce its strength by half as long as the vile mass remains on target. Due to the ‘weight’ of the spell it may go as far as [10] Blocks. The Miasma can be easily cut with aurum or energy/ holy based magic causing it to sizzle and wither into black ash. Removing the mass with a mundane way such as tearing it away takes (2 emotes) The creature may struggle with the miasma and defend themselves in the same emote. 

 

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Spoiler

A target hit with this spell becomes weaker akin to weighting a stone boulder as long as the mass stays on.

While Miasma remains on the target it cannot sprint.

The mass can be removed with Aurum or Deific magic with [1] dedicated emote or [2] emotes if done the mundane way such as tearing it with hands.

Should one dip their whole body in the water or set themselves on fire the mass would dissolve entirely.



 [T5] (5 Vitae) Combat - Scourging

 

Through complex conjuring and warping of the lifeforce, the necromancer builds a spark of corrupted energy that manifests as black lightning. The conjuring takes (4 emotes) to prepare and (1 emote) to wrap the area in the cone (1>2>3>4) of necrotic threads that upon contact cause the vile force to eat away at the body of any living being akin to the flesh eating bacteria inflicting Necrosis over the whole body which is similar to third degree burns in terms of damage. The Spell itself is a continuous cast that can be prolonged up to (3 emotes). The Necromancer casting this spell cannot move more than (2 Meters).

 

An Archlich may instead turn the cone effect into a Scourging grasp having the same effects but changing the area of the effect into a straight line from the caster [2] blocks wide and [10] blocks long.

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Spoiler

The spell’s effect area is a cone extending from the caster up to 5 blocks (1>2>3>4 shape) in front of them. 

Upon contact, the afflicted target suffers from a rapidly spreading necrotic condition akin to third-degree burns across the affected surface. This manifests as blackened flesh, rotting musculature, and intense, searing pain.

Heavily armored targets (e.g., plate armor) will be partially shielded from the initial effect (First strike) unless the necrotic force strikes exposed areas; however staying in the area of the effect for more than [1] emote will cause the target to take normal damage. The decaying energy can seep through light armor and cloth with ease.

 

Deathcaller Curses

 

The Curses wielded by necromancers are not fleeting parlor tricks or mere spoken threats. They are vile afflictions, drawn forth by the channeling of lifeforce. Curses are to a Deathcaller where they do not outright kill, but they disturb, discomfort, and unravel. Often cast through chants, rhythmic mutterings, or short ritualistic verses they serve as subtle tools of the grave that are perfect for humiliation, interrogation, emotional manipulation, or cumulative warfare.

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Spoiler

In non-combative scenarios up to [4] Necromancers may gather to curse a target, a same amount of magic users as the necromancers who took part in the cursing is required to take it down. Alternatively a necromancer can use a living player as a sacrifice to strengthen the curse. Each Necromancer or sacrifice in the cursing will prolong the duration by [1 OOC] week.

In combat only Necromancers cannot be aided to strengthen the curse.

Only [2] Combative and [2] Non-combative curses may be active upon the target.

 

[T3] (2 Vitae) Combative/Non Combative - Chattermind

The Chattermind Curse is a mental affliction. The Deathcaller curses the target with disruptive cognitive noise, racing thoughts, overlapping ideas and forgotten words. To the victim, it feels as if their mind is full of voices not their own, interrupting every action with half-finished thoughts, doubts, or maddening static upon successful invocation.

Curse requires [2 Vitae] and an audible and visual chant lasting (2 emotes) as black miasma manifests upon the living victim, setting on (Third emote). After the curse is set it remains upon the victim for (3 emotes). Fully set curses may be only healed by Deific magic capable of curing such ailment. A Descendant can have only [2] Curses at the time, should they wish so they may keep the curse indefinitely. The curse may never kill, only set them on that path.

In non combative scenarios the Curse causes severe madness, insanity, insomnia, memory loss, delusion, depression, cannibalism or hallucinations which is up to the Necromancer to decide. These however do not impair the casting ability of a descendant and last for [1 OOC] week or can be indefinite should the cursed choose to.

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Spoiler

The target becomes mentally impaired, struggling to maintain focus on complex tasks. Such as activating an enchant etc. prolonging its activation by (1 emote).

The target which is a caster would find themselves unable to cast the magic that requires concentration for (3 emotes).

The curse will disconnect any focus required magic user, barring them from connection for (3 emotes).

Visible tells must be used as there are no unseeable curses.

Deathcaller must see the victim to perform a curse.

Curses can be healed by any magic capable of removing a curse, A same amount of magic users as the necromancers who took part in the cursing is required to take it down.



 

[T3] (2 Vitae) Combative/Non Combative - Severed Sense

The Severed Sense Curse corrupts the target’s one of the senses be it loss of vision, hearing, taste, touch, or smell. Such is upon the Necromancer to decide. 

Curse requires [2 Vitae] and an audible and visual chant lasting (2 emotes) as black miasma manifests upon the living victim, setting on (Third emote). After the curse is set it remains upon the victim for (4 emotes). Fully set curses may be only healed by Deific magic capable of curing such ailment. A Descendant can have only [2] Curses at the time, should they wish so they may keep the curse indefinitely. The curse may never kill, only set them on that path.

In non combative scenarios the Curse causes the total loss of the chosen by the Necromancer sense and lasts for [1 OOC] week or can be indefinite should the cursed choose to.

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Spoiler

The target becomes sensory impaired as it is stated. What sense is lost is for the Necromancer to decide.

While cast in combat, In case of loss of vision it is not complete, rather heavily blurring the victims sight.

The curse will cease any cast from a magic user that is depended on a barred sense.

Visible tells must be used as there are no unseeable curses.

Deathcaller must see the victim to perform a curse.

Curses can be healed by any magic capable of removing a curse, A same amount of magic users as the necromancers who took part in the cursing is required to take it down.

 

[T3] (3 Vitae) Combative/Non Combative - Wane

This curse warps the victim's own timeline, artificially forcing years of wear upon them in seconds. A young knight might become brittle, a fair-faced noble now hollow-eyed and silver-haired, and a child could bear the aching joints of a grandparent.

Curse requires [3 Vitae] and an audible and visual chant lasting (2 emotes) as black miasma manifests upon the living victim, setting on (Third emote). After the curse is set it remains upon the victim for (3 emotes). Fully set curses may be only healed by Deific magic capable of curing such ailment. A Descendant can have only [2] Curses at the time, should they wish so they may keep the curse indefinitely. The curse may never kill, only set them on that path.

In non combative scenarios the Curse causes the victim to suddenly age to the peak of their lifetime. However this effect is mostly only visual and lasts for [1 OOC] week or can be indefinite should the cursed choose to.

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Spoiler

The target does age to the peak of their life, becoming frail and weak - unable to carry great weight. Upon the end of the effect they return to their current age before curse.

Deathcaller must see the victim to perform a curse.

Visible tells must be used as there are no unseeable curses.

 

[T3] (2 Vitae) Combative/Non Combative - Inversion

The Curse of Inversion is a deliberate perversion of the cycle of healing that ensures any magical or mundane attempt to heal the victim instead causes suffering. The tainted weave inside the victim is incompatible with curative energies.In this altered state, any effort to restore the body instead tears it.

Curse requires [2 Vitae] and an audible and visual chant lasting (2 emotes) as black miasma manifests upon the living victim, setting on (Third emote). After the curse is set it remains upon the victim for (4 emotes). Fully set curses may be only healed by Deific magic capable of curing such ailment. A Descendant can have only [2] Curses at the time, should they wish so they may keep the curse indefinitely. The curse may never kill, only set them on that path.

In non combative scenarios the Curse causes the wounds to heal twice as long causing even greater pain for the victim and lasts for [1 OOC] week or can be indefinite should the cursed choose to.

Redlines

Spoiler

The target does not feel any change until they are hurt in any way. Should they receive a wound they would feel it rising in higher degrees of pain than the wound would usually feel.

Any attempt to heal the wound in combat would become ineffective, causing great pain to the victim. However another attempt at healing would yield results but with the same agony brought to the victim as the first time.

Visible tells must be used as there are no unseeable curses.

Deathcaller must see the victim to perform a curse.

Curses can be healed by any magic capable of removing a curse, A same amount of magic users as the necromancers who took part in the cursing is required to take it down.

 

[T4] (5 Vitae)  Combative/Non Combative - Bane
“Let your gods fall silent. Let your prayers wither in your throat. What divinity can answer you now, when the Abyss has smothered your light?”

The curse of profane silence is a Deathcaller’s woe woven from the antithesis of divine resonance. Originally forged during the Old Calamities by necromantic heretics hunted by the Aengudaemonic orders, it is said to call upon the silence that exists beyond the abyss, where no gods tread and no virtue reaches. Infused with the spiritual defilement of the caster’s own soul, this curse chokes the holy connection between a descendant and their patron deity, severing the divine chord for a time. The light of the Aenguls flickers and dims, as if their gaze cannot pierce the shadow of the Abyss the curse invokes.

The Curse only works on the holders of Deific CA/MA's, silencing their power to cast any deific magic for a short duration.

Curse requires [5 Vitae] and an audible and visual chant lasting (2 emotes) as black miasma manifests upon the living victim, setting on (Third emote). After the curse is set it remains upon the victim for (3 emotes). Fully set curses may be only healed by Deific magic capable of curing such ailment. A Descendant can have only [2] Curses at the time, should they wish so they may keep the curse indefinitely. The curse may never kill, only set them on that path.

In non combative scenarios the Curse causes the deific magic holder to be [1] Tier lower than their current Tier for [1 OOC] week or can be indefinite should the cursed choose to.

Redlines

Spoiler

In combat should the cursed target hold any Deific MA, they cannot utilize any spells for the duration of the curse.

Out of combat, should the cursed target hold any Deific MA, they are reduced by [-1] Tier for the duration of the curse.

Visible tells must be used as there are no unseeable curses.

Deathcaller must see the victim to perform a curse.

Curses can be healed by any magic capable of removing a curse, A same amount of magic users as the necromancers who took part in the cursing is required to take it down.


 

Curse Tells

Curse Tells are the signs that a curse is being conjured, manifested, or has been laid upon a target. These serve as roleplay cues for other players to react to, and they emphasize the theatrical and eerie nature of necromantic magic. Additionally the cursed Descendant must bear a mark that distinguishes them as a bearer of the vile curse. It may be a black rash, an occult mark engraved upon the flesh or other tainted sign.

Cursed Idols

Cursed Idols are blighted items infused with vast amounts of corrupted lifeforce and abyssal essence and bound to a specific curse. They appear as mundane items, but when carried, or worn, they inflict persistent supernatural afflictions upon the bearer. Cursed items will always appear darker than their usual color and only [1] Curse may befall it. Idols always attract unwanted attention, beckoning deific mages to cleanse these damned relics of their malevolent nature, however Necromancers learned how to weave the corrupted powers into the object of cursing through assisted rite or living descendant sacrifice. Maximum of [4] Necromancers or [4] sacrifices can take part in the rite of cursing resulting in the same number of holy mages required to cleanse the item. Should the item be broken the curse will be released, fading away in the air. For the wearer of the cursed item, the trinket will slowly take its toll upon their body as the curse manifests gradually for [3 OOC days] until becoming fully active upon the Third day. Once cursed, the wearer becomes oblivious of its effect on them.

 

Deathcaller Thaumaturgy

[T4] Rite of Hollowing

Dark rite practiced by Deathcallers to corrupt an area, battlefield, shrine, or even hallowed ground. Through this rite, the land becomes a Tainted zone, resonating with Abyssal echoes and fouled lifeforce. 

A Necromancer may Taint the land granting boons for them and the undead while in the area. A single Necromancer may Taint the area of [5] blocks through a sacred rite which is free form with at least [5] mandatory emotes. Additional Necromancers expand the Taint area by [5] more blocks for each participant, capping at [5] Necromancers. Tainted areas will appear as if black cancer growths vine all around with abyssal mist hovering slightly above the ground, corrupting all the fauna and flora. If the rite is performed upon holy ground it will override its effects and vice-versa. Cleansing of the Hollowing is available only by the magic capable of doing so. This rite cannot be executed in combat, should it occur while the rite was ongoing it will result in failure. The lead Necromancer may choose one of the Boons after the ritual is complete, only one Boon may be active in the area.

This rite may be performed only once per month, restricting all the Leading Caster from using it again for the time being. The successful ritual must be ST signed with specified Boon.

Taint duration may be indefinite in the Necromancer’s Lair or event location provided it was allowed by ST or Region owner, otherwise the Hollowed land is active for [2 OOC weeks].

Boons:

Life After Death: Any descendant that perishes upon the Tainted ground rises as a Branded undead with the same rules and redlines under Thralldom Brand. (See Base Maledictions)

Undead Fortification: Undead creatures and CA’s would become more sturdy against physical attacks, being able to withstand [1] killing blow. As the abyssal taint would grow upon whatever injury their rotten flesh or bone gains. This happens only once per combat scenario.

Abyssal Echo: While in the Tainted area, Necromancers find themselves able to cast base maledictions with bolstered fervor. Casting of Life-Leech, Branding and Cauterization is shortened by (1 emote) and Deific magic spell casts of [T3] or below take (1 emote) longer than it normally takes.

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Spoiler

Ritual cannot be performed in combat. Necromancer must emote a minimum of five unique emotes describing the ritual in a thematically appropriate manner.

Hollowing can be done once per [2 OOC Weeks] Restricting the leading caster from using it again for the time being.

All Tainted zones must be signed by an ST, with the chosen boon clearly marked. Unmarked or unsigned Hollowings are invalid.

The lead caster selects a single Boon during the ritual. This choice cannot be changed without a complete new ritual and new ST signage.

Hollowing is Indefinite, if approved by ST or Region Owner. Otherwise it is active for [2 OOC] Weeks.

Hollowing can be removed via appropriate Cleansing Magic (e.g., Druidism) or ST intervention.

Should the rite become conducted upon holy land it will override its effects and vice-versa. A holy or tainted land cannot be “Reclaimed” for [2 OOC] Weeks duration.

 

[T4] Rite of Veiling

The Rite of Veiling allows Deathcallers to suffuse an area with one of their chosen curses by setting an effigy or sigil branded with corrupted life-force and abyssal invocations. To prepare the sigil or the effigy a Necromancer must gather an item of personal affection or blood of the victim/s then place it in a usually hidden place far from prying eyes that could destroy it. To perform the rite at least [2] Necromancers are required where freeform ritual with at least [4] emotes takes place and the item of the Veiling must be placed physically in the world and signed by ST. The Veiling’s curse is always active after complete ritual affecting the victim/s whose effigy was made for at the range of [30] Blocks from it. The affected nor Deific MA’s cannot know the certain location of the Veiling even if they are close to it.

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Spoiler

The ritual cannot be performed alone. A minimum of [2] necromancers must emote collaboratively for at least [4] detailed emotes. Ritual cannot be performed in combat.

The effigy or sigil must be represented physically in-game (e.g., item frame, head, carved block) and signed by ST to be valid.

A single Veiling may only affect one chosen curse.

Veiling items may be player signed.

Veiling loses its powers upon someone when the target is [30] Blocks away from it. Effects do return ten narrative minutes after they return to the veiled area.

Veiling can be done once per [1 OOC Week]  Restricting the leading caster from using it again for the time being.

 

 

Virulent Path:

 

Spoiler

The Virulent Path is the maligned and foul art of conjuring pestilence through necromantic force. Unlike other necromantic paths that raise the dead or curse the soul, this art is focused on the corruption of the flesh and air, drawing on the concept that life itself is a contagion to be purged with greater decay.

Virulent Plagues

 

Major Plagues

Corpsebloom - Flesh begins to swell and split with fungal boils, oozing spores and pus. The victim eventually loses their far sight as the black spores cover their vision. (max vision of [6] blocks)

Vermin Fever - The victim's body becomes stricken with paramount fever eventually losing their strength by a great amount, preventing them from wearing anything heavier than gambeson.

Pale Lung - Rot of the lungs. The afflicted coughs black phlegm, breathes shallowly, and eventually loses the ability to sprint. 

Darkbite - The victim's limb becomes black, festering with malady, eventually losing the control over the limb.

 

Lesser Plagues

Sore Throat - Pain, scratchiness, or irritation in the throat, often red and swollen, making swallowing difficult.

Coughing - A sudden, forceful expulsion of air from the lungs, which can sound dry or wet and may produce mucus.

Cold Chills - Sensations of shivering with goosebumps, often accompanied by a cold feeling and shaking.

Rashes - Red, itchy, or bumpy patches on the skin that can vary in size and appearance.

Hair Loss - Thinning or patchy baldness, noticeable on the scalp or other areas of the face.

Anemia - Paleness, fatigue, and lightheadedness due to a lack of healthy red blood cells.

A victim may host [1] Major Plague and [2] Lesser Plagues at a time.

[T2] Necromancer can create [1] Major plague upon the item.

[T3]  Necromancer can create [1] Major plague upon the item and [1] Lesser one.

[T4]  Necromancer can create [1] Major plague upon the item and [2] Lesser ones.

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Spoiler

Any item inflicted with a plague must be [ST] signed, the description listing all symptoms clearly, as per the maximum amount of Major & Lesser Plagues.

The symptoms take [3] OOC days to fully mature, with early signs of the disease starting a day after the pestilence is administered (either from a signed item or told from PMs from a necromancer), lasting up to [2] OOC weeks.

A player can OOCly opt to keep the disease permanently or longer than two weeks.
Plagues may be cured via Alchemy’s St. Amya's Draught, or any healing magics/artefacts capable of curing plagues and curses. Furthermore, a homeopathic treatment can greatly alleviate and even cure the Plague, which may be done via mixing together a vat of crushed herbs and milk, and boiling the liquid into a salve to apply either upon the afflicted flesh or consumed by the infected; using a homeopathic treatment takes [3] OOC days to cure the illness, whilst other treatments are instant.

 

Advanced Pathomancy

Only the more adapt necromancers are capable of creating their own types of diseases through experimentation. Around the same severity of the other types of maladies, these afflictions are nonlethal and are capable of being cured

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Spoiler

Further symptoms, both Major and Lesser, may be added to Necromancy via MArt. These further diseases cannot be inherently lethal or venereal in nature.  


 

Virulent Maledictions

[T2] (2 Vitae) Combative - Blight

The Necromancer conjures black lightning for (2 emotes) from their fingers then releases it on the (Third emote) over the range of [10] Blocks in a straight line and at an arrow speed. Living beings would feel their bodies begin to rot and fester with chosen by the Necromancer virulent plague over (1 emote). The effect would last for (4 emotes) before vanishing as the corrupted lifeforce can be maintained for so long in the living body through this spell though the fatigue and trauma remains. Healing magic and potions are capable of healing the afflicted.

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The plague applied by this method is applied quickly however it vanishes after the span of [4] emotes.

[T3] (3 Vitae) Combative - Rot Breath

The Necromancer conjures a festering haze of noxious, virulent mist over (3 emotes) then on (Fourth emote) it is expelled from their lungs. A manifestation of life-tainted breath infused with plague essence and deathly rot. The expelled cloud is thick, foul, and burns the exposed skin akin to the first degree burn. The Rot breath lingers for (3 emotes) as it first expands from the Necromancer into [2x2] block area then [3x3] on the next, and finally vanishes after the (Third emote). Should the miasma make contact with the exposed living creature it would become sick with one of the virulent plagues chosen by the Necromancer virulent plague over (1 emote). The effect would last for (4 emotes) before vanishing as the corrupted lifeforce can be maintained for so long in the living body through this spell though the fatigue and trauma remains. Healing magic and potions are capable of healing the afflicted.

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Spoiler

The plague applied by this method is applied quickly however it vanishes after the span of [4] emotes.

The Rot breath cloud can be nulled by wearing alchemical respirator

The Rot breath cloud can be removed with air magic such as voidal gust or alchemical air purifier potion.

 

[T4] (4 Vitae) Combative - Swarm

Through grotesque manipulation of lifeforce and pestilence, the necromancer summons a black cloud of carnivorous abyssal flies upon the target over [3] emotes casting at the (fourth Emote) should their target be within range of [12] Blocks. These insects swarm over the afflicted, biting and burrowing through cloth and exposed skin with maddening aggression. The necrotic venom in their bites causes flesh to fester with patchy rot akin to second-degree burns, spreading the chosen by the necromancer virulent plague over [1] emote lasting as long as the swarm is active then [2] emotes after it’s gone. The swarm is relentless and disorienting, limiting the victim’s combat accuracy and demanding their full attention. Though unable to chew through steel or heavy plating, the swarm can infiltrate armor gaps within [2] emotes of constant attack. On non-living beings, the swarm behaves more as a disorienting cloud, dissipating after [2] emotes without lifeforce to feed upon. 

The victim must spend [2] emotes trying to swat the swarm off themselves, [1] if assisted by another.

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Spoiler

Requires [4] emotes to cast, clearly emoting the conjuring cloud of abyssal miasma above said target and swarm appearing on them from it upon fourth emote.

The swarm cannot penetrate full plate or heavily sealed armor, but may exploit gaps after [2] emotes if not disrupted.

Victim under swarm effect cannot cast spells, or strike with accuracy during the duration.

If the caster is interrupted the swarm collapses.

This spell disappears instantly after contact with fire of any kind.

 

Covenant of Sickness

Through prolonged exposure and communion with decay, the Necromancer's body becomes a vessel for corruption. This Metamorphosis happens at [T4] for the Followers of the Virulent Path. The body of a Weaver becomes forever changed as they become host to one of the Virulent Plagues. Through this change they are no longer afflicted by the maladies that would befall mortal man.

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A Necromancer of the Virulent Path is immune to the both magical and mundane diseases at [T4].

Necromancer must choose one permament plague that festers within their body, Such must be marked upon their MA or TA. They are immune to the effects of the sickness, and can infect any creature capable of becoming infected after [1] narrative hour of exposure. The Malady manifests within the same time as the Plaguecraft redlines and can be healed trough the same rules.

As a host of plague, the weaver may use their own body for the Virulent rites without any downsides.

Being one with the malady causes the Living Necromancer to look diseased at all times, such must be represented both in in-game skin and roleplay. It can be represented as discoloured patches of skin, deathly odour, warts etc. This can be slightly altered with the use of alchemy but will never mask the effects.

This change prevents the Necromancer from conventional disguises like alternation, however scent masks and other means may still be utilized to reduce suspicion.

 

PlagueCraft

At [T2] Necromancer is capable of plaguing food and water. It can be done by casting a malediction upon the refreshment or dipping the item on the Pestilence ridden land. At [T4] Trough Covenant of sickness a necromancer may just use his own body to plague the item.

 

At [T3] Necromancer of this path is available to craft Virulent weapons. These weapons function as basic arms, about as durable as low-quality iron or sharpened bronze. While they cannot rival steel or masterwork items in durability, they carry unique Virulent Plagues. It can be done by casting a malediction upon the weapon or dipping the item on the Pestilence ridden land. At [T4] Trough Covenant of sickness a necromancer may just use his own body to plague the item.

 

Plague crafted weapons can be made from any mundane material however their durability will always be of the low grade iron.

 

Plague Crafts may host [1] Major Plague and [2] Lesser Plagues at a time.

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Any item inflicted with a plague must be [ST] signed, the description listing all symptoms clearly, as per the maximum amount of Major & Lesser Plagues.

Plague weapons cannot be made from any ST material and only be created from mundane material or metal such as bone,steel,wood and will always be as durable as low grade iron. Weapon itself can’t be used outside of combat.

Plague  abilities may be administered in combat and out of combat, where using plagued weapons, boneforged tools or plagued refreshments where applicable.  Beyond Covenant of Sickness and weaponry all implements are single-use.

The symptoms take [3] OOC days to fully mature, with early signs of the disease starting a day after the pestilence is administered (either from a signed item or told from PMs from a necromancer), lasting up to [2] OOC weeks.

A player can OOCly opt to keep the disease permanently or longer than two weeks.
Plagues may be cured via Alchemy’s St. Amya's Draught, or any healing magics/artefacts capable of curing plagues and curses. Furthermore, a homeopathic treatment can greatly alleviate and even cure the Plague, which may be done via mixing together a vat of crushed herbs and milk, and boiling the liquid into a salve to apply either upon the afflicted flesh or consumed by the infected; using a homeopathic treatment takes [3] OOC days to cure the illness, whilst other treatments are instant.

 

Virulent Thaumaturgy

[T4] Rite of Pestilence

 

The Rite of Pestilence is a feared, slow-burning ritual passed down among Virulent necromancers. Where this rite is performed, nothing natural thrives for long. Soil becomes fetid. Water turns brackish. The very air carries spores that make the living cough and sweat.

A Necromancer may Plague the land with a Virulent Plague resting in the area. A single Necromancer may Plague the area of [5] blocks through a sacred rite which is free form with at least 5 mandatory emotes. Additional Necromancers expand the Plague area by [10] more blocks for each participant, capping at [5] Necromancers. Plague area will appear according to the Plague administered upon the land though it will always wither or corrupt all the fauna and flora. If the rite is performed upon holy ground it will override its effects and vice-versa. Cleansing of the Pestilence is available only by the magic capable of doing so. This rite cannot be executed in combat, should it occur while the rite was ongoing it will result in failure. The lead Necromancer may choose one of the Virulent Plagues after the ritual is complete, only one Plague may be active in the area.

Besides the effect of the plague and the effects upon the wildlife, Non-Necromancer Descendants will slowly develop basic Necrotic influenza which shows with basic symptoms like: Coughing fits, Fever or nausea. 

This rite may be performed only once per [2 OOC] weeks, restricting leading caster from using it again for the time being. The successful ritual must be ST signed with specified Plague.

Pestilence duration may be indefinite in the Necromancer’s Lair or event location provided it was allowed by ST or Region owner, otherwise the Plagued land is active for [2 OOC weeks].

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Spoiler

One must spend over a narrative hour in an afflicted area to have flu-like symptoms appear from necromantic influenza.

Consuming the afflicted substance, whether food or water, will infect the individual with the chosen pestilence.

Plagued land may be mechanically plagued, having either swarms of locusts consuming entire fields, or holding strange growths and abyssal taint within crops. 

Plagued fields and crops only affect those within the area and region specified. This is locked to the tile that the plague is set upon, with afflicted substances falling to ash when carried long distances. Such prevents intentional transferring of plagued items to be “spread.”
Bodies of water may be murkier, or hold strange scents that are not natural.

Plague lands may be purged by fire for crop fields, removing the taint once all has been reduced to ash.

The visual effects of pestilence are left to a notice sign or otherwise, with in-game builds requiring RO permission to aesthetically change and alter the blocks. Land outside of a region is determined by WT on if it is viable or not.

Plagues may be cured via Alchemy’s St. Amya's Draught, or any healing magics/artefacts capable of curing plagues and curses. Furthermore, a homeopathic treatment can greatly alleviate and even cure the Plague, which may be done via mixing together a vat of crushed herbs and milk, and boiling the liquid into a salve to apply either upon the afflicted flesh or consumed by the infected; using a homeopathic treatment takes [3] OOC days to cure the illness, whilst other treatments are instant.

This rite may be performed only once per [2 OOC] weeks. Restricting the leading caster from using it again for the time being.

Attempts to spam the spell in aims to ruin nations is thoroughly frowned upon.

 

Modifications:

Necromantic modification is among the most heretical and gruesome practices done by the mages of the Virulent Path. Practitioners consider it a sacred evolution as they are forging strength from the modifications of their own body.

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Spoiler

A Darkstalker, Archlich or a Necromancer can undergo the modification.

Modifications are permanent and must be written upon Necromancers MA.

A necromancer may have only [1] modification, becoming permanent and unremovable.

New Modifications can be created via MArt.

 

Carrion Graft - Necromancer integrates a piece of dead humanoid or animal anatomy into their living (or un-living) body through infusion of corrupted Vitae and long,painful procedures of precise surgery. A Weaver may attach a sewn arm up to [2] where these appendages are ½ in terms of their initial strength. They may also sew the head of a lesser animal in place of their hand such as a wolf's head, this of course prevents the necromancer from using items or weapons in that hand yet they may still cast magic with the grafted hand. Grafters may modify their body to resemble that of a lesser animal in a very grotesque way - this however is a purely aesthetic choice.

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Spoiler

Grafts do not enhance senses (e.g. hearing, night vision, smell).

Grafts cannot be swapped or regenerated mid-combat. They require downtime, significant roleplay, and proper recovery to modify again.

Grafted limbs or features operate at ½ the strength of a standard limb, one cannot sew uruk’s hands to gain better strength if they are human.

Grafts may only come from normal non-ST/Event corpses, animals, or lesser creatures.

Requires: 

[3] counts of liquid Life-force

Corpse adequate for the grafting

 

Corpse vision - A Necromancer may choose to gouge out their eyes and while they bask in blindness for the duration they let them ferment in the putrid flesh for a day. The eyes are placed back into the sockets of the necromancer, deadened and glazed over as a sickening silver haze. Blinded to life, but capable of seeing the woes of death, a seer wields the power to see how much lifeforce a living being has.

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Spoiler

Necromancers or Darkstalkers with Corpsevision can “prod” for lifeforce from those in the area, but they cannot detect living beings through solid objects.  

Effectively, this functions as a flavor mechanic that granting no inherent visual advantage to regular mechanical vision.

Characters can detect whether someone is wounded, about to die from bleeding out, if they’re sick from magical or natural malady, or anywise any bodily impairment that could lead to death.   

As a tertiary effect, a Necromancer or Darkstalker with Corpsevision can see invisible beings as if they had truevision.

 

Requires:

Void touched fruit

 

Mummification - Necromancers may undergo an excruciating procedure where they slowly remove their organs to preserve them while holding themselves barely alive with the life-force. Each organ must be preserved and embalmed before being put back inside the body only then the Weaver extends their lifespan and bodily resilience at the cost of speed and mobility, moving as if they were an enfeebled old man.

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Spoiler

Embalming causes the skin to take on a hardness akin to leathery hide at the cost of being able to be agile.

A necromancer who is embalmed is resilient to otherwise lethal blows to any organ bar the throat, head, or chest.  They are still prone to bleeding out.

A Darkstalker does not lose out on their agility, and instead becomes more hardy to blows.  Strikes that would lethally kill a Darkstalker are not otherwise negated by this aesthetic.

Life of an embalmed necromancer is extended by fifty narrative years.

Requires:

Salts of Moz’Strimoza

 

Durgrmál

The name Durgrmálwas coined when the phrase was garbled by Bishop Geidlan that desecrated himself in such a manner involves prostrating oneself of their tongue.  Durgrmál is a vile act that forsakes a necromancer’s verbal ability in order to speak to recently departed corpses. First, the tongue is ripped out by a Darkstalker, and then left to dry adorned by various lichens.  After a day of fungal growth, it is stitched back into the necromancer’s mouth where all sounds therein produce insidious sounds of gutterspeak, understandable by only the dead and departed.

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Only recently departed humanoid bodies can be spoken to (death within 30 minutes), allowed up to three questions max.   

 

Players may do this through PMs.  The corpse is under no obligation to tell the truth, but a response must be given (even if that response is silence).

 

Players who respond or are questioned by someone with the Durgrmál may only answer with the best of their ability to what they actually knew prior to death.

 

Characters who are spoken to with the Durgrmál modification, when revived at Cloud Temple or any other fashion, do not know in character that they were spoken to, as well as any specific answers they may have given (such as false names or coordinates). 

 

For event purposes, undead of any kind can speak to a Durgrmál necromancer or Darkstalker who may understand them normally, and the necromancer can speak to them as if speaking

plainly.


Requires: 

 

Ent’s Lichen

 

 

Gravetide Path:

 

Spoiler

The Gravetide Path is dedicated solely to the summoning, crafting, and domination of undead thralls. Unlike other paths that focus on curses or plagues, Gravetide is corpse-centric. These necromancers, known as Corpsewrights or Bonecallers, treat death as clay to be reshaped, hollowed, and reanimated for purpose.

Undead Control

Every Gravetide Necromancer has a limited capacity of undead they can actively control. Each Necromancer of this path can control a certain amount of reanimations depending on their skill which grows the longer they practice this craft.

To give an order to an undead a Necromancer must be capable of speech and be focused solely on the commanding, they must stop any magic casts apart from base and gravetide maledictions for (1 emote). The commands cannot be complex otherwise it will rend the undead in an inert state - capable only of defending itself and retaliating. Undead may only go as far as [20] blocks away from the Necromancer, should they breach the limit they would return to their master’s range upon next action.

Gravetide reanimations must be bound to the ST signed oculi, should it break the creations would turn feral attacking anything near them - necromancer included.

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The Necromantic reanimations are supported by the vitae lingering in their husks, acting as the puppeteer's strings that are constantly fueled by oculus power.

All reanimations must be bound to the ST signed oculi and cannot be commanded by another Necromancer.

Oculus is created via the rite learned at [T2] of gravetide path.

Undead minions follow the command immediately of their master, allowing the necromancer to command them to stop, attack or halt in the same emote where they perform the action.

Commands cannot be administered if outside of a twenty block radius, if a person exits the #rp range with active reanimations, the reanimations cease their previous commands and return to their master. 

Reanimations cannot be used combatively without being emoted in the presence of the other party prior to the start of combat.

Base maledictions are the spells not affiliated to any path.

 

Points Chart

Tier

Control Point

2

2

3

3

4

3

5

4

Undead Control Chart

Undead Type

Control Point Cost

Skeleton

1

Zombie

2

Undead Animal

2

Bone Horror

3

Flesh Golem

4

 

Undead Thrall Variants

 

Skeleton

Reanimated from the brittle remains of long-dead descendants. Skeletons are nimble, silent undead animated by necromantic Vitae. Despite their spindly form, they maintain enough dexterity to wield basic weapons such as spears, swords, or bows.

When struck by a weapon made of Aurum or energy based magic such as voidal evocation, the Vitae binding the skeleton destabilizes violently, causing it to collapse into a heap of bones instantly.

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Spoiler

Skeletal minions can be no larger than human or elf proportions. 

Skeletons can be dispatched with ease in close-quarters combat due to the nature of their weak frames. [2] Skeletons can stay in one block.

Only capable of being armed with light arms such as shortswords and bows, a skeleton possesses the strength no greater than that of Serf-tier.

A skeleton may wear only [2] pieces of light-medium armor.

A Skeleton struck by direct aurum hit upon the bone or energy based magic will shatter after [1] hit.

 

Zombie

A reanimated descendant's corpse brimming with necromantic energy. Zombies are sturdy and terrifying, though sluggish. Their semi-preserved muscle mass allows them to wield basic weapons and wear mundane armor

Aurum weapons cause their necrotic Vitae to destabilize, stunning the zombie for [1] emote. This stun has a [2] turn cooldown before it can be triggered again.

Due to Embalming their flesh is easily flammable. If a reanimation is hit with a continuous stream of fire, they must have said flames extinguished. (Either by rolling around, water or other means.) Should it not be extinguished after [3] consecutive emotes, they’ll wither away into ash. It takes [2] emotes to extinguish or [1] emote with assistance.

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Zombies are defined to be no bigger than that of human or elf proportions.

Zombies may be outfitted in armors and use heavier weapons, although techlock restrictions apply. 

Zombies may have up to the strength of a knight.

Zombies move at [4] blocks per turn and may sprint [6] blocks regardless of the armor they may wear.

 

Animal

The reanimated form of a lesser animal, such as a wolf. These beasts are swift and nimble, ideal for scouting or pestering enemies. Though they cannot use tools, their undead instincts are honed through Vitae-tethered reflexes.

Aurum weapons cause their necrotic Vitae to destabilize, stunning the animal for [1] emote. This stun has a [2] turn cooldown before it can be triggered again.

Due to Embalming their flesh is easily flammable. If a reanimation is hit with a continuous stream of fire, they must have said flames extinguished. (Either by rolling around, water or other means.) Should it not be extinguished after [3] consecutive emotes, they’ll wither away into ash. It takes [2] emotes to extinguish or [1] emote with assistance.

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Spoiler

Creatures larger than humans or elves, or complex in nature, such as some Story Team played creatures, cannot be made or controled.

These creations cannot be outfitted with weapons and instead rely on ferocity and nature’s design.

The Animal moves [4] blocks per turn and may print [8] blocks per turn.

An animal is capable of pouncing upon a descendant like any real predator.

 

Bone Horror

A grotesque construct of ossified remains fused together by dark sacrament. Bone Horrors may be shaped either as a quadruped (wolf-sized) or bipedal (grizzly-sized). They can be customized in two core forms:

2 arms – Each arm has Uruk-level strength
4 limbs – Each with human-level strength

1 head  – To destroy it requires at least [2] blunt hits or [3] slashing.

2 heads  – To destroy one requires at least [1] blunt hits or [2] slashing.

Quadruped form may move [4] blocks per turn and sprint [8] blocks per turn

Bipedal form may move [4] blocks per turn and sprint [6] blocks per turn

Horror cannot wear armor or wield weapons, relying instead on claws, spikes, or bludgeoning force. Aurum weapons cause their necrotic Vitae to destabilize, stunning the Horror for [2] emotes. This stun has a [3] turn cooldown before it can be triggered again.

Bone Horrors are quite durable against magic as their bones are infused with vast abyssal taint, however it would severely agitate them. Should it be hit with the energy based magic such as voidal or deific they would become enraged for [1] turn. During this state they are able to attack with all their appendages at once, locking to any available target in vicinity - targeting the living first, including Necromancer as they are unable to control the Horror for the moment.

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Horror cannot be bigger than 8Ft. when bipedal or 6Ft. when quadruped.

Horror visage is limited to player imagination as long as they are a supported humanoid or animal shape.

The Horror always receives lesser damage from spells than it would mean a spell equivalent to uruk’s push would be instead a human one. The magical effects bestowed upon the horror are not negated though they linger for [1] emote less. The rage surpases the abominations aurum effect stun whenever it is hit with magic.

Bone Horror cannot be equipped with weapons or armor.

Quadruped form may move [4] blocks per turn and sprint [6] blocks per turn

Bipedal form may move [3] blocks per turn and sprint [5] blocks per turn

Like any undead the Horror dies by destruction of the heads.

 

Flesh Golem

A massive undead amalgamation of sinew, flesh, and tendon. Flesh Golems are nearly the size of Ologs, and share similar raw power. Their muscles are densely layered, giving them the ability to crush foes and tear through barriers. They may carry crude or primitive weapons, but cannot wear full armor due to structural instability. Golem can be felled quickly with [2] heavy blunt hits on the head or [4] slashes.

Aurum weapons cause their necrotic Vitae to destabilize, stunning the Golem for [2] emotes. This stun has a [3] turn cooldown before it can be triggered again.

Golem may move [4] blocks or sprint [6] blocks per turn unarmored.

Golem may move [2] blocks or sprint [4] blocks per turn armored.

Due to Embalming their flesh is easily flammable. If a reanimation is hit with a continuous stream of fire, they must have said flames extinguished. (Either by rolling around, water or other means.) Should it not be extinguished after [4] consecutive emotes, they’ll wither away into ash. It takes [2] emotes to extinguish or [1] emote with assistance.

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Spoiler

Golems cannot be bigger than 10Ft.

Golems' visage is limited to player imagination as long as they are a supported humanoid shape.

Golems can wear only [2] armor parts, these must be represented by a player or ST signed item in the necromancer’s arsenal.

 

Corpsecrafting: 

Corpsecrafting is the foul art of shaping corpses into obedient minions for the Necromancer’s arsenal. Through careful preparation, sacrifice of Vitae, and the infusion of Abyssal will, necromancers twist death into life anew—albeit crude, mindless, and enslaved. Corpse Crafting is a core theme of the Gravetide Path, allowing the creation of various undead servants. This process is deliberate, requiring time, tools, and intent. It is a fusion of death magic and surgical mastery.

Embalming

The preparation of simple corpses for reanimation is a necessity for all necromancers of any caliber.  necromancers must learn the basics of anatomy and preservation of bodies in order to feign life in their faux children. Embalming techniques cannot be performed in any environment where distractions are present, as flesh, bone and sinew require a surgeon’s precision. Typically, this consists of removing organs and entrails and other features that are unnecessary for the task at hand, salvaging parts from other bodies, and binding the bones together.

Fleshsmithing

Corpses of complex creatures and horrific amalgamations of flesh require the aid of the occult and necromantic sources to mold flesh and bone like dough.  These creatures require the aid of a coven’s most studied necromancers in order to craft, as well as minions capable of going out and gathering behemoth husks and mass quantities of flesh.

Reanimation

Necromancers are most infamous for reanimating the corpses of the fallen.  Their macabre designs exist in a state of perpetual lobotomy, capable of carrying out the will of the lead ritualist in their animation until they are allowed to return to the earth.  These abominable things carry no semblance of the lives they once held, and instead act as fleshy puppets for their nefarious masters. As a necromancer grows in power, so, too, do they grow in their ability to bind more complex animations to themselves. 

Redlines

Spoiler

Only roughly equal transfers can be used.  One cannot create a skeletal dragon worth of bones out of a ham.

Only the necromancer’s own lifeforce can be used.

Only dead flesh and bones can be transmuted.

Boneforged items are not restricted only to the Gravetide Necromancers.

Boneforged items are not as strong as iron and will easily shatter under duress of a true blade. 

Boneforged armor is extremely weak to hefty, bludgeoning attacks and will shatter and succumb without offering much protection. 

Boneforged items that utilize a nonmundane creature’s remains require a lore signed item to represent, though normal boneforged items do not. 

Reanimation can only take place in a noncombative setting. If combat occurs before the animation is complete, it will fail. 

Reanimation of this nature can only occur on a treated corpse. Imperfect reanimations utilize Branding (Base Maledictions). 

 


Gravetide Maledictions

[T2] (3 Vitae) Combative - Gravebond

Connection between a necromancer and their undead creation. Rather than simple domination, this spell forges a direct conduit, a thin strand of Vitae, interwoven with threads of death magic, that binds caster and thrall in a singular purpose. From a distance, the tether manifests as a black thread of flickering energy, barely perceptible to the mundane eye. It hums faintly, pulsing in rhythm with the necromancer’s own heartbeat. Necromancer can bind any of the non-hostile undead to their lifeforce through [1] emote of conjuring their powers and binding them on (Second emote). Upon successful bond the undead becomes strengthened and negates the fear effect of aurum, fire and deific magic and debilitating effects of aurum and fire. The Bond may last only for [5] Emotes and only one undead may be bound at the time. While bonded to the undead a Necromancer cannot sprint and may cast only the basic Maledictions such as Life Leech.

Archlich may bind up to [2] undead instead upon successful spellcast, due to their dark affinity.

Redlines

Spoiler

Gravebond may be cast with the range of [12] blocks, breaking the spell should the caster or the undead separate from each other for more than the limit. 

The Bond will be severed should the bonded Necromancer become injured.

Should anything stand in between the bond tether for at least [1] emote, the range reduces to [6] blocks. Should the bonded be farer than this new limit the bond breaks.

The bonded undead becomes strengthened to one of an Uruk posture and no higher no matter what origin they may be.

The bonded undead are no longer affected by the fear instilled by Aurum, Fire or Deific Magics - While they do not receive higher degrees of pain from fire or aurum, the Deific Magic damage effects still work the same.



 

[T3] (5 Vitae) Combative - Rekindle

Necromancer calls upon their own life-force to manifest into the remains of an defeated thrall as it seeps into the marrow and tissue, reconstructing it over time. It takes (2 emotes) of conjuring the vitae upon one’s hands then infusing the remains through another (1 emote). The ‘revived’ undead is capable of withholding only [2] blows before succumbing again regardless of its size.

Archlich may cast Rekindling from [5] block range due to their dark affinity.

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Spoiler

Rekindling can be done [2] blocks from the corpse.

The ‘revived’ undead is capable of withholding only [2] blows before succumbing again regardless of its size.

The body of the thrall must remain mostly intact (e.g., not disintegrated or incinerated)

This spell can only work on necromantic summons when done by a Necromancer. An Archlich may resurrect any undead CA.

 

[T3] (4 Vitae) Combative - Bone Cage / Bone Wall

The Bone Pillar is often used to control battlefields and block enemy advance. By forming the abyssal powers and opening a heith-heidran scar at the range of [6] blocks through (3 emotes) a necromancer can pull out a wall or a pillar of molded bones on (Fourth Emote). The formation is crude and grotesque, an amalgamation of femurs, ribs, and skull fragments, all fused together with raw necrotic essence. It rises with a haunting crack of marrow and sinew. The Bones may hold for [4] emotes falling apart unless the Weaver spends [1] Vitae per turn to uphold the faint scar of heith.

Redlines

Spoiler

This spell can be done [6] blocks from the Necromancer.

Necromancer can create [1] Wall or [1] Pillar Cage that break the line of sight.

Cage is always [1] wide and [3] blocks high. Capable of holding creatures no greater than Olog.

Wall can be [5] blocks wide and [3] blocks high

Wall must be represented by a sign or other means.

The Bones are strengthened by the heith-heidran taint, [3] heavy strikes are required to break The wall and [2] to destroy the cage. Aurum or magic of any kind requires [2] strikes to destroy both the cage and the wall. Boomsteel Shatter breaks the bones upon [1] Hit.

 

[T4] (6 Vitae) Combative - Bursting

The necromancer channels corrupted life-force into a nearby corpse whether it be that of a fallen enemy, an undead thrall or an animal carcass by first conjuring the vitae into the carcass over (4 Emotes). Triggering a rapid overload of necrotic energy within the body that lasts for (1 emote) then the corpse violently detonates, scattering shards of bone, bile, and corrupted flesh in a blast of unholy power on (Sixth Emote). The Blast reaches up to [5x5] block area while the point blank area would be [2x2] block area.

Animals smaller than a dog in terms of size wont yeld effective blast damage exploding in [2x2] block area with damage that could only yeld minor damage on an unarmored being as it wouldn't even penetrate medium armor. Such blast would not yeld any taint as well. This spell done on little critters has cast reduced by [2] emotes.

Point Blank blast will heavily decimate or outright kill any being that would be wearing medium armor however heavy armored individuals would be only knocked out, heavily bruised and their armor mostly reduced to shreds. 

Additionally should the corpse possess flesh the bursted area would become engulfed in a could of taint where any living being inhaling the smoke would become gradually sick over (3 emotes) as their respiratory system becomes infected causing constant coughing fits and nausea that would last [3 OOC days] unless cured with adequate medical roleplay, alchemical concoction or healing magic.
 

Redlines

Spoiler

Bursting can be cast upon a corpse, a branded reanimation, or an active reanimation that has been prepared and reanimated, following commands until it explodes.

Should the undead be fully imbued with the corrupted lifeforce the explosion countdown cannot be deactivated. Hitting the reanimation after the fifth emote will result in early burst.

Point blank explosion is always lethal for any descendant without heavy armor. 

Bursting is a touch ranged spell.

Animals smaller than a dog in terms of size wont yeld effective blast, changing it to [2x2] blast without taint zone that can't penetrate anything considered medium/heavy armor. The spell cast on critters is reduced by [2] emotes. The damage upon unarmored or light armored target would be minor if not lesser.

 

Gravetide Thaumaturgy

[T2] Rite of Oculus

The power of reanimation can only through a properly imbued focus in the hands of a gravetide necromancer.  Without it, their shambling servants would turn on them indiscriminately and attempt to devour the hand that raised it.  By taking a glass trinket and imbuing it with one’s lifeforce, it becomes a conduit that can direct undead servants bound to it.  This object, fragile as it is, becomes the most dangerous object in a necromancer’s arsenal, and it is easily identified by a low sense of anxiety and despair that it causes to mortal eyes that look upon it.

Redlines

Spoiler

An oculus can range from a necklace, an amulet, a hollow orb, or even a crystalline series of jewels embedded onto the front of a book. These objects cannot be a part of weapons (like a dagger or its jewelled hilt). 

For instance, because a ring cannot be easily snatched off a necromancer it is mechanically disallowed.  However, something like an amulet, which can be ripped off the neck of a necromancer, is allowed. 

A necromancer’s oculus must be signed by a member of the Story Team

The lore-signed oculus denotes what type of undead are bound to it (such as a skeletal minion, an undead animal companion, or a behemoth creature). 

The request for a signed item should come after the necromancer has done the Rite of the Oculus and then successfully bound their reanimations to it.

An oculus takes the color of the necromancer’s aura. It is filled with their unique lifeforce, meaning they are specific to that necromancer only. All oculi carry the same property of instilling unease and a tightness in the chest easily associated with deep-seated dread.  This is the primary means to identify them.

A necromancer is responsible for roleplaying these effects out narratively, even when the situation turns against them.

Without an active command, the undead will remain standing in a comatose, passive state and will not assist their master.

When broken, all undead under that oculus’s command are sent into a mindless rage, and attack the closest being to them, including both their initial victims and the necromancer themselves.

An oculi must be held in order to command undead. 

If a necromancer’s speech is impaired, they are incapable of commanding their reanimations. 

Due to their fragile nature, an oculi would break with [1] strike or if dropped. Likewise, an oculi may be no harder to knock out of your hand than a book would be. 

Only one oculus can exist per necromancer at any given time, with the exception of Aberrant MArt.

Reanimations cannot be used combatively without being emoted in the presence of the other party prior to the start of combat.

 [T5] Rite of Aberrant

The Rite of the Aberrant is a horrific sacrament known to elder necromancers, enabling the foul art of corpse amalgamation. Through prolonged rituals, profane tools, and the steady drain of Vitae, a necromantic coven may forge monstrosities, known as Amalgamations, grotesque creatures composed of twisted bone, bloated sinew, and unholy lifeforce.

Aberrant Amalgamations cannot be controlled by a single necromancer alone. They are tethered to a special Oculus, which itself may require two or more necromancers to attune their Vitae to issue commands. Some groups bind these creatures only temporarily, to unleash in battle in a mindless rage.

Redlines

Spoiler

Gargantuan Amalgamations of flesh are classed as creatures that scale in sizes above that of a olog require MArts to create.

MArt submissions must include:

Screenshots or logs of roleplay (surgical process, ritual, reagents used).
The number of necromancers responsible and their tiers.
A breakdown of reagents or corpse parts used.
IC & OOC purpose, whether event, warclaim, siege, or story arc.
Custom redlines and abilities approved by the Story Team.

The purpose of these creations is to have a single use (or substantially limited) for the purposes of events, warclaims (providing the other party consents OOCly to such), or any other Story Team sanctioned purpose (requiring team approval).

 

 

Black Alchemy:

Spoiler

Black Alchemy is the tainted and taboo application of conventional alchemy infused with necromantic principle. Often requiring sacrificial rites to render ingredients viable, black alchemy is a rare and dangerous pursuit limited to the truly depraved or the desperately ambitious.

Liquid Lifeforce

Raw lifeforce itself, reaped from the dead or living in the form of mutilated appendages, blood, and otherwise salvaged parts, is utilized in varying ways by necromancers, but notably in their alchemic craft. This substance is extracted by adept necromancers and congealed into a silky smooth, green or white-colored fluid with the consistency of coagulated blood. The use of liquified lifeforce — typically stolen from unsuspecting victims through the Rite of Draining — is what has given Black Alchemy its taboo nature. 

Ichor of Life

Originally devised by cowardly court alchemists attempting to stave off the death of kings through youth, the Ichor of Life falls short of its intended task. By having liquid lifeforce in the concoction react with the appropriate alchemical symbols, lifeforce is able to return to the body after it is imbibed and rejuvenate it by a handful of extra years.  Though it lacks any meaningful way to stave off immediate danger, it can extend the life of the elderly or afflicted from the loom of impending doom. The imbiber will stay the same age they were when drinking it, the duration  of its effects usually lasts around ten years, diminishing each time it is imbibed. This substance creates an immediate dependency upon it, causing the body to crave it or face a series of withdrawal effects for its duration, and, notably, rapid aging.

Recipe:

- Liquid Lifeforce

- Life x3

- Vigour x2

- Balance x3

- Endurance x3

Drinking this ichor extends the natural life of the imbiber by ten years.  

This ichor prevents death from maladies or old age, otherwise acting as a flavor mechanic for those who enforce their own age.

Redlines

Spoiler

Life can only be extended after the initial effect has passed, the substance providing no benefit from being imbibed during the added years. 

This effect is diminishing, halving the additional benefits with each inhibition, until such become negligible 

After the primary effect of this ichor wears off, withdrawal symptoms emerge if it is not drunk. 

Withdrawal effects include severe sweating, migraines, and bones feeling like hot glass.  These do not inhibit combat and are purely flavor. 

Withdrawal effects conclude after the body has gone five narrative years without imbibing the concoction. 

After the life-extended effect of this ichor wears off, the imbiber’s body ages twice as fast for however long their life was extended.

This ichor  cannot save a person from immediate death as if it were a healing potion.

Requires at least [T1] in alchemy, with accompanying app and must be taught.

 

Draught of Incite

First born of the Darkstalker Vor’kalan in his quest to find sensation, the return of the Draught of Incite came through years of study and dedication, though it was never truly perfected.  The Draught allows fallen undead and decrepit, corpse-like necromancers, to feign a temporary appearance of life. The culminated reagents within the draught will react with decaying or deadened bodies and restore vitality to flesh, making it seem as if it were once again living.  The mind, too, becomes restored with how it was in life, allowing those who have been long passed dead to experience the pleasures of life, pain, and mortality as if they were once again alive. This often leaves the undead in a perpetual state of addiction and dependency for using it, as was evidenced by the degeneracy of Devirad, though the effects of this imperfect Draught of Incite are far more temporary...

Recipe:

- Liquid Lifeforce

- Salt water

- Growth x3

- Rigidity x2

- Death x2

- Courage x1

- Connection x1


Invokes a temporary rejuvenation to the body, feigning a youthful, living appearance for a decrepit necromancer or any undead being as if there were in their prime state of life.
 

A draughted being is indistinguishable from any other living being. 

The draught recreates a sense of humanity and sensation in the undead or necromancer, allowing them a state of emotional clarity and empathy.

Redlines

Spoiler

For undead beings, the Draught of Incite is highly addictive due to being able to return mortal emotions and feelings to their apathetic mind. 

Draughts last for a single day and have a refractory period of a week, otherwise having no effect if imbibed during this cooldown. 

One cannot have children or attempt to make children while draughted; the temporary body is infertile.  FTB as undead is necrophilia and against the rules. 

Draughted undead become susceptible to pain, mortal blows and injuries as if they were mortal, though will revive normally upon death. Additionally, draughted Darkstalkers are still vulnerable to their Memento Mori. 

Any modifications on a draughted individual are temporarily disabled for the duration of the draught’s primary effect.

The draught has no effect on any being that is not a necromancer or undead. 

Requires at least T2 in alchemy, with accompanying app and must be taught.

 

Deadman’s Cure 

The practice of toying with plague and decay is not without its toll on mortal men.  Created by the Black Witch Ezra to prevent any more of her disciples from perishing, the Devil’s Cure exists as a necromancer’s tool in curing their own nefarious plaguecraft.  Alchemically crafted oil is placed into a handheld censer and then burned slowly, requiring one to breathe the odd, green fumes that are produced. Inhaling the fumes causes a person to enter a hellacious coughing fit, spewing up black bile for a day’s length in order to purge oneself crudely of the malady.

Recipe:

- Liquid Lifeforce

- Oil

- Rage x1

- Grace x1

- Heat x3

- Death x1


Inhaling the oil’s fumes can cure magical maladies and natural diseases, though notably, necromantic plagues.

Redlines

Spoiler

This effect can only be done in a controlled environment; attempting to use this in combat is ineffective and the fumes will simply dissipate into the open air.

The process of curing diseases causes the recipient to cough up black bile and dark sludge for the remainder of the day, requiring rest. Combat is inhibited via fatigue and constant coughing, causing slower reactions and lessened movement.

Requires at least T2 in alchemy, with accompanying app and must be taught.

 

Abyssal Blight

Developed by the first necromancers of Rh’thor as a means to coup the Red Priests, Abyssal Blight is a highly volatile gas that acts as a mimicry of the air afflicting the remnants of Aegis, the Abyss.   First made by lifeforce being vaporized condensed and funneled carefully into airtight flasks, this gaseous substance can cause terrible disease to afflict the land if unsealed. The black gas clings to lifeforce and corrupts it, spreading voraciously across landscapes if unabated.  Impossible to see through by the dead and the living, it often acts as a helpful deterrent when an unsuspecting necromancer is caught off guard. Though creatures of weaker constitutions such as flora and fauna are slowly killed by this substance, descendants who inhale the blight are instead inflicted with painful tumors and debilitating, though nonlethal, flu-like symptoms involving producing excess black bile.  

Recipe:

- Liquid Lifeforce

- Aqua vitae

- Death x5

- Peace x1

- Swiftness x3


When the container of Abyssal Blight is shattered or unsealed, black fumes pour out in a 10x10 area over three emotes. 

These fumes originate in the central impact or unsealing point as a 3x3 spread, then a 6x6 the following emote, then a 10x10 for the third.  

Weak, non-sentient and lesser plant life will instantly begin wither the plant life in the area and slowly infect weak fauna, killing in hours.   

The black smog obscures visibility for all parties, living, necromancer or undead, cutting off line of sight. 

This area of effect persists for one IRL week, and it can spread further if there is PRO permission.  

Redlines

Spoiler

Descendants contract a strange type of flu for two days, growing grotesque tumors and boils on their skin.  It is painful, though these effects do not inhibit combat. 

Living necromancers are just as susceptible to inhaling this substance and contracting the blight, experiencing these same effects.

The contracted disease can be treated with alchemical potions, appropriate magical healing, or a physician’s homeopathy.  

The smog can be cleared by entrapping the area with fire and smoke or through specific magical means such as druidic blight healing.

Requires at least T3 in alchemy, with accompanying app and must be taught.

 

Witchglass Draught

Its name originates from the early Rh’thoraen necromancers, who believed that death left behind mirrored residue etched onto the very air, invisible to the living eye. Only through this tincture can one glimpse those hidden from the mortal eye but not without a cost.

Recipe:

- Liquid Lifeforce

- Blood 

- Death x2

- Peace x3

- Connection x2

- Courage x1

Upon consumption, the user’s vision is opened to the supernatural allowing them to see what is hidden (Incorporeal Ghosts, Invisible Seers Etc.) The effect lasts for one day and when the effect is gone it brings total blindness for another day.

Redlines

Spoiler

Multiple doses within a 24-hour period have no additional effect and may lead to permanent blindness if abused.

While under the effect of the potion one can spot the invisible targets.

The potion lasts for [1 OOC] day. After its effects fade one becomes totally blind for [3 OOC] days.

Requires at least T3 in alchemy, with accompanying app and must be taught.

 

Greater Undead:

 

Simulacra, defined as undead warriors and mages who have been raised from the crypts

 

Archliches, defined as necromancers who have achieved the apotheosis of undeath.




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Arch-Lich:

 

Spoiler

The Archliches are legendary figures among necromancers: once mortal masters of Gravetide, Virulent, or Deathcaller paths, they transcended death by binding their souls to phylacteries. Their existence is both a monument to dark mastery and a cautionary tale of the costs of immortal ambition.

 

Physical Characteristics

Archlich is an unsettling blend of withered flesh, exposed bone, and radiant unlife. Their physical forms vary depending on the rituals of undeath they employ, but most are cadaverous wretches whose bodies are preserved by sheer magical will rather than biological function. Desiccated flesh clings to their bones like ancient parchment; eyes glow with sickly hues of necrotic power often violet, green, or deep red.

Despite their decayed appearances, Archliches carry themselves with eerie calm and gravitas. Their movements are precise, lacking hesitation or excess. 

Mental Characteristics

An Archlich's mind is a vault of horrors, experiences and knowledge spanning centuries or even millennia. In life, they were scholars, tyrants, prophets, or madmen. In undeath, they become calculating intelligences stripped of sentiment but endowed with inescapable memory. They no longer feel in the way mortals do. Love, guilt, even fear are faded echoes in their minds, dulled by time and the eroding grip of their soul's corrupted state. Yet Archliches are not mindless monsters. They are often cunning manipulators, strategists, and patient planners. Unlike mortal necromancers who burn bright and fall quickly, Archliches think in centuries. To them, an enemy’s bloodline is as much a target as the enemy themselves. They are chessmasters playing an unending game, where souls are pawns and kingdoms are distractions. To speak with an Archlich is to feel the weight of your own mortality pressed against a being who has forgotten what it meant to fear death.

Core Abilities

Dark Affinity

Archliches are bound to death, their mastery of necromancy transcends mortal limitations and twists the natural order with but a thought. All three primary necromantic paths: Gravetide, Virulent, and Deathcaller are accessible to them.

Redlines

Spoiler

For the Archlich Necromancy MA becomes [5] slot magic.Any previous magic they had on the fifth slot would be removed.

Archlich is proficient in all of the three necromantic paths.

Archlich knows all the Necromantic spells and rites from the moment of the CA acceptance. This CA acts as [2] Necromancers for the Thaumaturgy.

Archlich may have [2] modifications, these cannot be changed afterwards and must be noted upon the CA application.

As Greater Undead, Archlich does not feel pain from mundane attacks other than aurum or magic; however they are as susceptible to damage as any undead. Boomsteel Shatter will decimate an Archliches limb with a single strike where blow to the head would be deadly. Archlich is immune to [1] magical fear effects and [1] mind control during a combative scenario. Cannot be fatigued as well as they do not require to breathe underwater or feed and drink. Archliches are not any more adverse to gold or silver compared to living beings.

Archlich can be only killed upon the destruction of the head. Should Archlich lose its limbs it may still cast spells that don’t require touch. This however cannot be used to permanently jail the undead without the necromantic rite, Archlich will suffer from life-force starvation and wither.

An Archlich cannot wear heavy armor. Their strength being of a voidal mage.

Archlich is considered soulless as their souls are hidden away within the deepest parts of the Heith-heidran.

The Infallible Curse

There exists no greater damnation for a soul than the Infallible Curse — a blight bestowed upon those willful defiance of death. When one bearing the Infallible Curse is finally slain, their body may fall, but the soul does not rise. Instead, their echo remains adrift, displaced and trembling in the shadow between worlds. unable to rest, unable to move on. It is this dormant period, this sickened stillness, that offers the world it's only reprieve from the Archlich’s return. Eventually, the cursed echo is drawn back to flesh. Perhaps it finds a corpse freshly buried. Perhaps it stumbles upon the remains of a battlefield. As though stitched into the world’s wound, the beings echo tears through the shroud and inhabit a new form.

To suffer the Infallible Curse is to stand in purgatory without end, to claw through the soil of graves for a glimpse of power paid for in suffering. And no matter how many times they rise, how many forms they take, the Archlich knows only this: they are not saved. They are not victorious. They are forever damned.

Redlines

Spoiler

Archliches and Darkstalkers cannot be truly slain by conventional means. Their essence lingers, reconstituting within a new corpse after a death. If a player chooses to PK voluntarily (e.g. suicide) It will be still counted as hard PK.

After [30 OOC minutes] post-death, the cursed soul reforms within a new vessel. This process is automatic and requires no intervention from other necromancers.

The body is always a reflection of their previous form. An amalgam of the soul’s corruption and any necromantic modifications they had before death.

Dying takes a toll on one’s psyche when the once again awake to find themselves in a new body, capable of causing one to feel numb and disillusioned to reality.

Draconic Tempering

Dragonbone, once part of a fire-breathing behemoth, retains a latent resistance to heat and flame. As the Archlich’s soul is bound to this fossilized vessel, their necrotic shell becomes infused with draconic resilience.

Redlines

Spoiler

The Archlich gains a passive resistance to mundane and magical fire.

Fire-based damage, whether through natural or magical means, deals reduced damage, and does not stagger, burn, or panic the Lich as it would a mortal - Unless they remain in the constant stream of fire for more than [2] emotes. Holy fire applies as normal - damaging the Archlich. 

They may pass through open flames, embers, and even magical firestorms for [2] emotes with relative impunity, so long as the fire is not holy in nature.

This resistance manifests visually as blackened bone that chars but does not crack, with smoke curling from between joints and eye sockets without harm.

 

Veilstrider

With flesh long lost to rot and soul severed from mortality, the Archlich drifts unnaturally through the world. Their form no longer adheres to the laws of life and the earth beneath them holds no claim.

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Spoiler

The Archlich can float passively [1] meter (~1 block) above the ground.

Levitation is not flight, The Archlich hovers 1 block above any solid surface beneath them.

If an Archlich attempts to float over a pit more than 4 blocks long (or 8 in sprint) without reaching the next ledge, they will fall as normal.

While floating, the Archlich is not immune to attacks or traps with the exception of terrain-based spells.

Floating does not negate fall damage from great heights. If launched or shoved mid-air, the Archlich falls like any other.

Veilstride allows Archlich to bypass necromantic grasping.

Veilstride can be used to reach higher places in ST events should it be allowed by the ST actor.

 

Corpse courier

Given access to a long deceased corpse, an Archlich may impart a portion of their lifeforce after [3] emotes, creating a means of communication and a level of separation between them and their lessers. They may inhabit this corpse to speak through when brought before a Heith-Hedran, requiring [3] emotes.

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Spoiler

An Archlich may commune through a corpse, either placed or left, so long as they know of the corpse they wish to speak through.

An Archlich may have up to [3] corpses which they may commune with, each requiring ST signature.

Once placed, a corpse cannot move and when communed with, their sight is hazy and warped, unable to make out faces or people although able to clearly hear their voices. 

When communing with a corpse, the Archlich must be before an ST signed Heith-Hedran, where they will fall into a stupor, entirely focused on their conversation.

All communications are done through /msg.

If combat were to ensue on either end, the Archlich would be snapped back to reality, stunned for [1] emote.

This may not be used to temporarily take over other undead, i.e. Ghouls, Darkstalkers, Draugar, Archliches. Their bodies already possessed. 

The corpse may be destroyed by crushing the skull of the cadaver.

The corpse used must be a slain player's.

 

Undead Authority

The Archlich no longer requires external apparatus to control their undead legions as their dominion is innate and absolute.

However, such a bond comes at a cost: should their command falter, even for a brief moment, the undead will descend into mindless frenzy, driven only by the last flicker of cursed vitality sustaining them.

Redlines

Spoiler

The Archlich may command undead thralls (Skeletons, Zombies, Bone Horrors, etc.) without the use of an Oculus. However they still need it as a proof of what undead they control..

This control is innate, functioning passively. The Archlich must still issue verbal commands for specific instructions.

Should the Archlich be killed or silenced for longer than [2] consecutive emotes, their undead will become enraged as per rules of Oculi break, with the exception that the undead will never target the Archlich. In instance of silence - should Archlich regain the ability to speak the undead will become controlled again.

This does not allow the Archlich to control sentient undead such as Wights, Ghosts, Ghouls, Darkstalker, Draugars or any other Undead CA.

 

Innate Spells

Combative - Riftstep

The Archlich tears a minor rift through the Heith, stepping through death itself to reappear elsewhere. This rift appears as a flickering tear in the air, emanating necrotic energy and the echo of wails.

Arch-Lich can create a tear in the material world, opening a one-way gateway to the abyss for a brief moment through (2 emotes) then step into it on the (Third emote) only to appear [12] blocks away from a new gateway.

Redlines

Spoiler

[3 Emote Cast]: Focus Abyssal powers → Rifts Open → Step Through.

Archlich can teleport up to [16 blocks] in line of sight. Rift cannot be opened through the solid walls or obstacles. Lich must see the place where they place another rift. Opened Rifts must be visible throughout the spell cast.

A rift can be closed with [1] attack with aurum weapon or energy/deific based magic. 

Riftstep may be used twice per combat encounter.

This feature may be used in non combative manner to exit roleplay scenarios.

An undead may go through the rift instead of the Archlich if they are adjacent to them. The living cannot travel through as they wouldn’t survive the traversal in the abyss.

No target can go through the portal if they are already grappled.

 

Combative - Entrap

The Archlich, having become a conduit of abyssal knowledge and ancient sorcery, learns to bend the weaves of magic. By conjuring a rift ripples nearly wrapped to their being they may redirect a spell back into their foe. The small dark ripples appear during (1 emote) solely focused on chanting then on (second emote) the small abyssal rift opens, being open for a short duration of (1 emote). This rift will swallow then redirect any type of magic in the direction of the foe. This ability can be used only once per OOC day.

Redlines

Spoiler

[3 Emote Cast]: Focused Abyssal chant → Rift Opens → Redirects spell

Entrap may be used once per [1] OOC day.

Cannot be used while incapacitated, stunned, or caught unaware.

Cannot reflect physical projectiles (arrows, thrown weapons, etc.). Physical strikes will cut through the ripples of the rift, hitting the Lich.

Can only reflect one spell per cast, and must be clearly emoted.

 


 

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Will read it later but, +1 

 

Bro necromancy NEEEEEEEDS a rewrite so ;pray;

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I think the PK clause and lack of a disconnection ritual means to imply that it's either you commit to it or you die, essentially, but

 

I'm not a huge fan of it. I think Naz's sytem does it in a decent way ("Sure you can disconnect, but say bye bye to those slots, you fucked your soul") and though I'm not saying 'copy the system' and do value doin something news, I think this could potentially lower the amount of people actually interested into getting in necromancy cause there's no way back and, imo, its one of the easier dark magics to 'get found out'.

 

Apart from that, the only feedback I'd give is FOR THE LOVE OF GOD USE SPOILERS. Like, maybe include spells, redlines, etc that isn't ABSOLUTELY CORE into dropdown spoilers to make the post a lil more condensed and easier to read.

 

Good rewrite though. Feel like it gives necromancy the love it deserves while making it clearly separate from Mysticism. I feel like the biggest issue lately with necromancy is that it just felt like mysticism 2; flesh edition.

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This fixes basically nothing, enforces more the use of having an st pocket for necromancy materials and it's quite a huge amalgamation of pieces put together that makes everything messy. The formatting needs a complete Re-done. It’s incredibly difficult to read the whole thing.

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I think the idea of necromancy specializations is cool (I dunno if I like the specific way you did it) but I think it’s cool.

 

however- the way this is written and separated is completely unreadable and makes anything but a brief skim practically painful 

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Why do arch lichen need budget minor TP/Brisk step? You already can’t mix and matches magics of any kind via dual casting, that just feels like an attempt to make a summoner untouchable 

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No black font, already an upgrade to some degree. 

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looks nice, good job!

but I have a question. I couldn't see the modifications even though the modification redlines in the old lore were written here, where are they?

Edited by tantuni445
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2 hours ago, tantuni445 said:

but I have a question. I couldn't see the modifications even though the modification redlines in the old lore were written here, where are they?

 

Virulent Path.

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7 hours ago, lemonke said:

This fixes basically nothing, enforces more the use of having an st pocket for necromancy materials and it's quite a huge amalgamation of pieces put together that makes everything messy. The formatting needs a complete Re-done. It’s incredibly difficult to read the whole thing.

I agree with fooldude on this, because im evil.

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