Jump to content

[Amendment] Necro Post-Launch Tweaking Pack #1


Recommended Posts

 

Reasonings for any changes listed above:

 

Now that Necromancy has been active for a moment obvious weaknesses and annoyances with its Tier Progression and Spell Usage has become apparent. The Magic was passed with the ‘Zhulikian Mindset’ of pass weak and buff to make stronger, and this Amendpack seeks to bring said progress and usage to a better state for overall use in general. All changes will be listed within a summary written right below the New Spell changes. Most changes should fit with BOLD text but the formatting might put some of this in view.

 

OLD Lore:

 

Tɪᴇʀ Pʀᴏɢʀᴇꜱꜱɪᴏɴ

ᴀʟʟ ᴡɪᴛʜᴇʀꜱ ᴀᴡᴀʏ

 

Abyssal Necromancy is the physical installation and harnessing of lifeforce in a manner sourced from the Abyss- the remnants of Aegis which fester with this essence. Necromancy is a [3] slot Dark Magic, bearing a classic [5] tiered progression which is slowly summited through over the course of [3] OOC months. 


Tɪᴇʀ I: [Immediate]

      Mᴀʟᴇᴅɪᴄᴛɪᴏɴ: Moulding, Asthenia

Tɪᴇʀ II: [2 OOC Weeks Post-Connection]

      Mᴀʟᴇᴅɪᴄᴛɪᴏɴ: Gravecall

      Pᴇꜱᴛɪʟᴇɴᴄᴇ: Plaguecraft

      Tʜᴀᴜᴍᴀᴛᴜʀɢʏ: Transcension

Tɪᴇʀ III: [1 OOC Month Post-Connection]

      Mᴀʟᴇᴅɪᴄᴛɪᴏɴ: Sapping, Harrow

      Bᴏʟꜱᴛᴇʀᴍᴇɴᴛ: Fortification, Lightening

      Tʜᴀᴜᴍᴀᴛᴜʀɢʏ: Goresmithing, Horderaising

Tɪᴇʀ IV: [2 OOC Months Post-Connection]

      Mᴀʟᴇᴅɪᴄᴛɪᴏɴ: Dredgelock, Vassalize

      Pᴇꜱᴛɪʟᴇɴᴄᴇ: Contagion

      Tʜᴀᴜᴍᴀᴛᴜʀɢʏ: Desecration

Tɪᴇʀ V: [3 OOC Months Post-Connection]

      Mᴀʟᴇᴅɪᴄᴛɪᴏɴ: Brackenwave, Abyssflame

      Bᴏʟꜱᴛᴇʀᴍᴇɴᴛ: Revivify

      Tʜᴀᴜᴍᴀᴛᴜʀɢʏ: Blossoming, Sundering

 

 

[Tɪᴇʀ III] Sapping - [3+ Emotes] [Combative]

A diminutive, twisted form of the seeping drains of lifeforce that their predecessors once performed en masse- a Necromancer may congeal lifeforce within their palms and lash forwards a draining tether to weaken their foes upon a sustained sapping of one’s energies.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

 

Spoiler

Over [1] emote, a seeping tether lashes forwards from a Necromancer’s extended palm, moving to a target within [6] meters of them. Sapping is a slow spell, and does not function instantly- it takes at least a total of [2] emotes to drain their foe to a degree which actually harms them. For every [2] sustained emotes of draining, the target’s strength is dropped by a single bracket (detailed in the chart below) and their maximum movement per turn decreased by [1] meter until the end of the combative encounter. Sapping may only be initiated [2] times per OOC day.

 

[Olog Strength] [Orc Strength] [Human Strength] [Voidal Strength] [Voidstalker Strength]

 

An individual’s strength may only be dropped by Sapping’s drain [2] times per combative encounter. Whilst casting this spell, the Necromancer may only move [3] meters per emote, permitting the target to easily escape if they cannot interrupt the spell in other ways. Sapping’s tether may be broken in one of [3] ways, which are as follows:

Interruption: The Necromancer is struck by an attack or otherwise loses their focus, causing the tether to instantly snap and cease draining.

Distancing: The target moves at least [6] meters away from the Necromancer, causing the tether to be stretched too thin and snap.

Barricading: The span between the Necromancer and the target is interrupted and broken by thanhium, aurum, a shield, or a physical wall.

Holy Magics: The Necromancer's lifeforce woven to create the tether may be severed via any combative Holy Magic spell or ability.

 

Rᴇᴅʟɪɴᴇꜱ:

Sapping is a spell that takes [1] emote to conjure a tether, which instantly reaches out to a target within [6] meters of the Necromancer. Its effects are a slow progression; for every [2] emotes that it remains unhindered, the target’s strength drops by one bracket as per the progression above; if they already are upon the lowest tier, nothing occurs.

Sapping’s tether can only target individuals that bear lifeforce; non-lifeforce bearing individuals are immune to it. Whilst casting Sapping, the Necromancer is limited to [3] meters of movement per emote.

Sapping’s tether can be broken in four ways: Firstly, if the Necromancer is struck by any blow, forced to dodge/sidestep something that would otherwise hit them, or otherwise loses their concentration through other magics; secondly, if the target moves over [6] meters from the Necromancer; thirdly, if the tether is physically interrupted by either thanhium, aurum, a shield, or a physical wall; fourthly, if the tether comes in contact with any combative ability or spell from Holy Magic.

Spectral and incorporeal entities will not be affected by Sapping as their lifeforce has been meshed together to form into Ectoplasm.

Moroi affected by sapping would be slain if they are subject to [1] drain cycle.

Sapping corrupts [2] units of dragonsflame for every emote sustained on a Nephilim. This is to say that the very first emote of sapping will not corrupt, but every consecutive emote will.

Sapping may only be cast [2] times per OOC Day.

 

 

 

[Tɪᴇʀ V] Brackenwave - [4 Emotes] [Combative]

By forcing open a myriad of Lifeforce-laden rifts just under the surface of the ground, an expert Necromancer may beckon forth a thrusting hedge of bones straight ahead of themselves, lacking piercing power in favor of stunning collective force. It was theorized that performing this spell in a graveyard or similarly bone-laden area would make the casting of this spell easier, but all attempts proved that moving the bones present bore the same toll as creating them.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over [4] emotes, a Necromancer may clasp their palms together and consecrate lifeforce- before slamming both palms unto the ground as a [6x2] meter long area extending straight ahead of them, with [2] blocks' height, has blunt bones jut forth from the ground at rapid speed and force, capable of doing potent harm, and also surging forwards to knock targets back. 

 

Targets within this wave face concussive damage equivalent to being struck by a descendant’s mace, capable of knocking targets back a distance of [4] meters and causing fractures at the very least. The bones created by Brackenwave last for only [2] emotes post-casting, after they rapidly surge and oncemore enter the ground.

 

Rᴇᴅʟɪɴᴇꜱ:

Brackenwave requires [4] emotes to perform, with a clear tell that the Necromancer is pulling forth bones from the ground before them, before on the final emote  a surge of bones emits [6] blocks straight foreword from the Necromancer that is [2] meters in width and height.

Targets caught within the spell’s effect will be pushed backwards upon being struck by [4] blocks and suffer concussive damage equal to a human-strength mace. The spikes remain where they are for [2] emotes after the casting concludes, before sliding back within the ground.

The general types and shapes of the bones formed in Brackenwave remain freeform for the casting Necromancer's aesthetics, but they may not alter the effects of the spell with such.

Nephilim struck directly by Brackenwave, being light armor or less, will sustain [2] units of dragonsflame corrupted.

Brackenwave may only be cast [1] time per OOC Day

 

 

[Tɪᴇʀ V] Abyssflame - [3 Emotes] [Combative] / [Non-Combative]

A form of set-aflame Lifeforce, Abyssflame is the mark of a mastered Necromancer - a potent, variegated weapon to cut down foes or to assist one’s minions in breaking even the strongest of opponents. It may also be conjured up to assist unholy theatrics, or to provide a modicum of comfort to the undead.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

\Over [3] emotes, a Necromancer may invoke Abyssflame in one of two ways- a Bolt or a Wall; each of which provide a differing ilk of combative use to the abyssflame. Unlike other ilks of magic flame (dragonsflame, malflame, voidal flame) it does not burn anything- rather, it bears a physical and tangible ‘weight’ to it that harms others in a blunt fashion. This ashen flame cannot burn or cinder anything, rather it is cold, unable to scar or maim anything let alone human flesh with its abilities. Abyssfire carries a chill to mortalkind who place their hands to its tenebrous contour, apt to bring an uneasy, anxious feeling to mortals in its presence. Undead beings however feel a slight sense of relief when in close proximity of abyssal flame, an emotion otherwise lost to the damned agents of the undying magics. Abyssflame consumes any light that nears it, creating natural areas of shadow and night where it is placed.

» Bolt: When expelled as a bolt, Abyssflame is gathered in a palm before being sharpened into the shape of an arrow, chakram, bolt, or ball- before being thrown forth at the speed of a shortbow show with a maximum range of [12] meters, with its damage scaling based on proximity. Individuals within [1-6] meters will be hit as if a warhammer strike, whilst those from [7-12] meters will be hit with a force equivalent to a peak-strength human punch.

» Wall: When expelled as a wall, Abyssflame is gathered in a palm before being thinned into a plane- before spinning to the floor within a [4] meter range of the Necromancer, erupting into a horizontal wall [5x1] meters in dimension and [4] meters tall. The necromancer must maintain concentration in order for said wall to remain, not being able to move more than [2] blocks per round. However, this wall is constantly fed with lifeforce and cannot be mundanely destroyed, needing either potent antimagic or holy magic to shear- though the wall may only last for [3] emotes.

Outside of combat, Abyssflame can be utilized in a freeform fashion, calling upon the abyssal flames within their hand to offer some solace, or to place it into a receptacle like a lantern or firepit. Abyssflame works akin to an inverted torch, acting alike to an abyssal aura that swallows any light within its surroundings, while still offering its comforting effects to undead within proximity. Abyssfire can noncombatively blot out torches, extinguishing any active fires within its radius, or can be weaved through the air for ambient and aesthetic roleplay.

 

Rᴇᴅʟɪɴᴇꜱ:

Abyssflame requires [3] emotes to use, wherein they conjure Abyssflame within their palm before either shaping into a projectile or a thinned plane, signifying which of the two forms they plan to utilize. Upon the [2nd] emote of casting, the Necromancer’s tell must signify which form the spell will take being the Bolt or Wall form respectively.

Bolt has a maximum range of [12] meters, its concussive force lessening the further it travels. Those struck within [6] meters of the Necromancer will suffer a blow equivalent to a warhammer, while those [7] meters and beyond suffer a blow equivalent to a peak-strength human punch.

Wall has a maximum range of [4] meters from the Necromancer: spanning a length of [5] meters, a width of [1] meter, and a height of [4] meters. The Necromancer must maintain their focus to sustain the wall, only able to move [2] meters per emote; if they move more than [2] meters from where they began casting, the wall instantly dissipates.

The Abyssflame Wall has a maximum uptime of [3] emotes, dissipating after such. It is constantly fed with Abyssflame, meaning that it is mostly invulnerable to damage- however, Holy Magic or Potent Antimagic shears through the wall instantly, maintaining its momentum. The wall will carry no concussive force with it, instead acting as a solid form which can not be broken albeit via [1] strike either from Holy Magic or Anti-Magical attacks. 

Anti-Magic capable of shearing through and breaking the Wall and dissipating the Bolt is defined as Thanhium, Kani's Abjuring Strike, and Dragon's Flame. Auric oil can not due to it only abjuring up to Tier 3 spells.

Nephilim directly struck on their flesh, through (Light Armor), or through (Medium Armor) via the Bolt will sustain [2] units of corruption to their dragonsflame.

Abyssflame may only be cast [2] times per OOC Day in Combat, but may be cast at all times Non-Combatively.

 

 

NEW Lore:

 

Tɪᴇʀ Pʀᴏɢʀᴇꜱꜱɪᴏɴ

ᴀʟʟ ᴡɪᴛʜᴇʀꜱ ᴀᴡᴀʏ

 

Abyssal Necromancy is the physical installation and harnessing of lifeforce in a manner sourced from the Abyss- the remnants of Aegis which fester with this essence. Necromancy is a [3] slot Dark Magic, bearing a classic [5] tiered progression which is slowly summited through over the course of [3] OOC months. 


Tɪᴇʀ I: [Immediate]

      Mᴀʟᴇᴅɪᴄᴛɪᴏɴ: Moulding, Asthenia

Tɪᴇʀ II: [2 OOC Weeks Post-Connection]

      Mᴀʟᴇᴅɪᴄᴛɪᴏɴ: Gravecall, Sapping

      Pᴇꜱᴛɪʟᴇɴᴄᴇ: Plaguecraft

      Tʜᴀᴜᴍᴀᴛᴜʀɢʏ: Transcension, Draining

Tɪᴇʀ III: [1 OOC Month Post-Connection]

      Mᴀʟᴇᴅɪᴄᴛɪᴏɴ: Harrow, Abyssflame- Bolt

      Bᴏʟꜱᴛᴇʀᴍᴇɴᴛ: Fortification, Lightening

      Tʜᴀᴜᴍᴀᴛᴜʀɢʏ: Goresmithing, Horderaising

Tɪᴇʀ IV: [2 OOC Months Post-Connection]

      Mᴀʟᴇᴅɪᴄᴛɪᴏɴ: Dredgelock, Vassalize

      Pᴇꜱᴛɪʟᴇɴᴄᴇ: Contagion

      Tʜᴀᴜᴍᴀᴛᴜʀɢʏ: Desecration

Tɪᴇʀ V: [3 OOC Months Post-Connection]

      Mᴀʟᴇᴅɪᴄᴛɪᴏɴ: Brackenwave, Abyssflame- Wall

      Bᴏʟꜱᴛᴇʀᴍᴇɴᴛ: Revivify

      Tʜᴀᴜᴍᴀᴛᴜʀɢʏ: Blossoming, Sundering

 

Summary: With Tier progression on the current lore post Draining was Missing from Thautamurgy. As well, this will be updated for spell alterations above being Sapping moved DOWN to Tier II and Abyssflame Bolt being separated to a lower tier from Wall.

 

 

[Tɪᴇʀ II] Sapping - [3+ Emotes] [Combative]

A diminutive, twisted form of the seeping drains of lifeforce that their predecessors once performed en masse- a Necromancer may congeal lifeforce within their palms and lash forwards a draining tether to weaken their foes upon a sustained sapping of one’s energies.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over [1] emote, a seeping tether lashes forwards from a Necromancer’s extended palm, moving to a target within [6] meters of them. Sapping is a slow spell, and does not function instantly- it takes at least a total of [2] emotes to drain their foe to a degree which actually harms them. For every [2] sustained emotes of draining, the target’s strength is dropped by a single bracket (detailed in the chart below) and their maximum movement per turn decreased by [1] meter until the end of the combative encounter. Sapping may only be initiated [2] times per OOC day.

 

[Olog Strength] [Orc Strength] [Human Strength] [Voidal Strength] [Voidstalker Strength]

 

An individual’s strength may only be dropped by Sapping’s drain [2] times per combative encounter. Whilst casting this spell, the Necromancer may only move [3] meters per emote, permitting the target to easily escape if they cannot interrupt the spell in other ways. Sapping’s tether may be broken in one of [3] ways, which are as follows:

Interruption: The Necromancer is struck by an attack or otherwise loses their focus, causing the tether to instantly snap and cease draining.

Distancing: The target moves at least [6] meters away from the Necromancer, causing the tether to be stretched too thin and snap.

Barricading: The span between the Necromancer and the target is interrupted and broken by thanhium, aurum, a shield, or a physical wall.

Holy Magics: The Necromancer's lifeforce woven to create the tether may be severed via any combative Holy Magic spell or ability.

 

Rᴇᴅʟɪɴᴇꜱ:

Sapping is a spell that takes [1] emote to conjure a tether, which instantly reaches out to a target within [6] meters of the Necromancer. Its effects are a slow progression; for every [2] emotes that it remains unhindered, the target’s strength drops by one bracket as per the progression above; if they already are upon the lowest tier, nothing occurs.

Sapping’s tether can only target individuals that bear lifeforce; non-lifeforce bearing individuals are immune to it. Whilst casting Sapping, the Necromancer is limited to [3] meters of movement per emote.

Sapping’s tether can be broken in four ways: Firstly, if the Necromancer is struck by any blow, forced to dodge/sidestep something that would otherwise hit them, or otherwise loses their concentration through other magics; secondly, if the target moves over [6] meters from the Necromancer; thirdly, if the tether is physically interrupted by either thanhium, aurum, a shield, or a physical wall; fourthly, if the tether comes in contact with any combative ability or spell from Holy Magic.

Spectral and incorporeal entities will not be affected by Sapping as their lifeforce has been meshed together to form into Ectoplasm.

Moroi affected by sapping would be slain if they are subject to [1] drain cycle.

Sapping corrupts [2] units of dragonsflame for every emote sustained on a Nephilim. This is to say that the very first emote of sapping will not corrupt, but every consecutive emote will.

Sapping may only be cast [2] times per OOC Day.

 

 

Summary: Sapping has been moved DOWN to Tier II. Draining as a ritual already exists in tier II and it makes sense giving Necromancy something combatively castable earlier on to aid with progression. 

 

 

[Tɪᴇʀ V] Brackenwave - [4 Emotes] [Combative]

By forcing open a myriad of Lifeforce-laden rifts just under the surface of the ground, an expert Necromancer may beckon forth a thrusting hedge of bones straight ahead of themselves, lacking piercing power in favor of stunning collective force. It was theorized that performing this spell in a graveyard or similarly bone-laden area would make the casting of this spell easier, but all attempts proved that moving the bones present bore the same toll as creating them.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over [4] emotes, a Necromancer may clasp their palms together and consecrate lifeforce- before slamming both palms unto the ground as a [6x2] meter long area extending straight ahead of them, with [2] blocks' height, has blunt bones jut forth from the ground at rapid speed and force, capable of doing potent harm, and also surging forwards to knock targets back.

 

Targets within this wave face concussive damage equivalent to being struck by a human's mace, capable of knocking targets back a distance of [6] meters and causing fractures at the very least. The bones created by Brackenwave last for only [2] emotes post-casting, after they rapidly surge and oncemore enter the ground.

 

Rᴇᴅʟɪɴᴇꜱ:

Brackenwave requires [4] emotes to perform, with a clear tell that the Necromancer is pulling forth bones from the ground before them, before on the final emote  a surge of bones emits [6] blocks straight foreword from the Necromancer that is [2] meters in width and height.

Targets caught within the spell’s effect will be pushed backwards upon being struck by [6] blocks and suffer concussive damage equal to a human-strength mace. The spikes remain where they are for [2] emotes after the casting concludes, before sliding back within the ground.

The general types and shapes of the bones formed in Brackenwave remain freeform for the casting Necromancer's aesthetics, but they may not alter the effects of the spell with such.

Nephilim struck directly by Brackenwave, being light armor or less, will sustain [2] units of dragonsflame corrupted.

Brackenwave may only be cast [3] times per OOC Day

 

Summary: Brackenwave’s knockback feels semi worthless, and the Number of Uses per OOC day seemed too low. The changes here are specifically to these two values, Upping range from [4] to [6] blocks and use # from [1] to [3]

 

 

[Tɪᴇʀ III-V] Abyssflame - [3 Emotes] [Combative] / [Non-Combative]

A form of set-aflame Lifeforce, Abyssflame is the mark of a mastered Necromancer - a potent, variegated weapon to cut down foes or to assist one’s minions in breaking even the strongest of opponents. It may also be conjured up to assist unholy theatrics, or to provide a modicum of comfort to the undead.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over [3] emotes, a Necromancer may invoke Abyssflame in one of two ways- a Bolt or a Wall; each of which provide a differing ilk of combative use to the abyssflame. Unlike other ilks of magic flame (dragonsflame, malflame, voidal flame) it does not burn anything- rather, it bears a physical and tangible ‘weight’ to it that harms others in a blunt fashion. This ashen flame cannot burn or cinder anything, rather it is cold, unable to scar or maim anything let alone human flesh with its abilities. Abyssfire carries a chill to mortalkind who place their hands to its tenebrous contour, apt to bring an uneasy, anxious feeling to mortals in its presence. Undead beings however feel a slight sense of relief when in close proximity of abyssal flame, an emotion otherwise lost to the damned agents of the undying magics. Abyssflame consumes any light that nears it, creating natural areas of shadow and night where it is placed. 

 

» Bolt [Tier III]: When expelled as a bolt, Abyssflame is gathered in a palm before being sharpened into the shape of an arrow, chakram, bolt, or ball- before being thrown forth at the speed of a shortbow show with a maximum range of [12] meters, with its damage scaling based on proximity. Individuals within [1-8] meters will be hit as if a human's warhammer strike, whilst those from [9-12] meters will be hit with a force equivalent to a short bow's shot.

 

» Wall [Tier V]: When expelled as a wall, Abyssflame is gathered in a palm before being thinned into a plane- before spinning to the floor within a [4] meter range of the Necromancer, erupting into a horizontal wall [5x1] meters in dimension and [4] meters tall. The necromancer must maintain concentration in order for said wall to remain, not being able to move more than [2] blocks per round. However, this wall is constantly fed with lifeforce and cannot be mundanely destroyed, needing either potent antimagic or actively cast holy magic to shear- though the wall may only last for [3] emotes.

 

Outside of combat, Abyssflame can be utilized in a freeform fashion, calling upon the abyssal flames within their hand to offer some solace, or to place it into a receptacle like a lantern or firepit. Abyssflame works akin to an inverted torch, acting alike to an abyssal aura that swallows any light within its surroundings, while still offering its comforting effects to undead within proximity. Abyssfire can noncombatively blot out torches, extinguishing any active fires within its radius, or can be weaved through the air for ambient and aesthetic roleplay.

 

Rᴇᴅʟɪɴᴇꜱ:

Abyssflame requires [3] emotes to use, wherein they conjure Abyssflame within their palm before either shaping into a projectile or a thinned plane, signifying which of the two forms they plan to utilize. Upon the [2nd] emote of casting, the Necromancer’s tell must signify which form the spell will take being the Bolt or Wall form respectively.

Bolt has a maximum range of [12] meters, its concussive force lessening the further it travels. Those struck within [8] meters of the Necromancer will suffer a blow equivalent to a human's warhammer, while those [9] meters and beyond suffer a blow equivalent to a short bow's shot.

Wall has a maximum range of [4] meters from the Necromancer: spanning a length of [5] meters, a width of [1] meter, and a height of [4] meters. The Necromancer must maintain their focus to sustain the wall, only able to move [2] meters per emote; if they move more than [2] meters from where they began casting, the wall instantly dissipates.

The Abyssflame Wall has a maximum uptime of [3] emotes, dissipating after such. It is constantly fed with Abyssflame, meaning that it is mostly invulnerable to damage- however, actively cast Holy Magic or Potent Antimagic shears through the wall instantly, maintaining its momentum. The wall will carry no concussive force with it, instead acting as a solid form which can not be broken albeit via [1] strike either from Holy Magic or Anti-Magical attacks. 

Actively cast Holy Magic refers to spells a Holy Mage must use in combat. This would rule out passive Holy Magic spells such as Templar’s Furious Flame as it is a passive effect applied to their chosen weapon.

Anti-Magic capable of shearing through and breaking the Wall and dissipating the Bolt is defined as Thanhium, Kani's Abjuring Strike, and Dragon's Flame. Auric oil can not due to it only abjuring up to Tier 3 spells.

Nephilim directly struck on their flesh, through (Light Armor), or through (Medium Armor) via the Bolt will sustain [2] units of corruption to their dragonsflame.

Abyssflame Bolt  may only be cast [5] times per OOC Day in Combat; Abyssflame Wall may only be cast [2] times per OOC Day in Combat. Abyssflame used out of combat has no limit on how often it can be cast.

 

Summary: Abyssflame has the most changes so far starting with its Tier. Abyssflame Bolt should be given to Necromancers at Tier III, making progression combatively and aesthetically with Abyssflame more interesting for the Necromancer so they aren’t stuck waiting all the way to Tier V for a regular Projectile. Furthermore, Bolt’s range and Damage has been Modified. While formerly [1-6] Meters Warhammer Strike [7-12] being a Human-Strength Punch the Range has been enhanced to [1-8] Meters Warhammer Strike with [9-12] Meters being a Sling’s Bullet. 

Abyssflame Wall has one minor tweak in terms of how Holy Magic shearing through the wall operates. I sought to make it so Templar’s Passive Aurum-Weapon effect is specifically listed as unable to easily Cleave through the wall, requiring an Actively Cast spell from Holy Magic to shear through it thus nullifying its ability to strike the Casting Necromancer.

As for the # of uses per day, I believe Splitting Bolt’s Cast numbers from Wall’s and providing their own separate casts removes some of the chokehold on casting options for a Necromancer giving them [5] Bolts and [2] Walls to be able to cast. 

 

Link to post
Share on other sites

Without addressing some of the spells I haven't been able to personally interact with yet, I'm a proponent of giving lower-tier necros more abilities. Currently it does feel like the magic is borderline unusable until tier 3 if not tier 4. 

Some other things I'd like to see are more meaningful goresmithing and a better way to reliably use revivify. 

Link to post
Share on other sites

I believe these are healthy changes, although I would like to see Abyssflame wall buffed in its duration from 3 blocks to maybe 5, and perhaps clarify if the wall remains stationary or can move with the Necromancer (the latter would be pretty cool to do) + saplings range being six feels to short still, and I believe buffing it to 7 or even 8 would be healthier for the spell 

Link to post
Share on other sites

Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.

Link to post
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...