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[✗] [Amendment]Necromancy - Moulding

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King_Kunuk

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Necromancy - Moulding the Undead and Surgon RP

 

This amendment aims to clarify how exactly Moulding works upon undead which is its main purpose.   Being creatures that cannot feel pain, and designed for the applications of Necromnacy, this amendment aims to allow moulding to have large and impactful effects; such as not letting them suffer from stuns and even restoring lost limbs. As well, I felt that the castling limit per day, being 2, was a bit low for a spell which I wish to push into a unique support role for inside and more importantly, outside of combat; thus I wish to propose increasing its casting limit per ooc day by 1 to 3.

 

Additionally, of the fun and interesting things from old Necromancy which was lost in the rewrite was the unique ability for Necromancers to literally be THE BEST surgeons in LotC; implanting individuals with new lungs or stomachs should their current ones be greatly damaged. This amendment aims to bring back that fun, freeform, and funnily cruel doctor rp which Necromancy had a unique niche for, and still can hold if this amendment passes.

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WAS

[Tɪᴇʀ I] Moulding - [3-5 Emotes] [Combative] / [Non-Combative]

Stemming from arts first created by the Necromancers of Devirad, the woven Lifeforce’s ability to mold flesh and bone alike had found a higher purpose, through cauterizing searing and molding upon the wounds of the living; flesh and bone can be crudely warped together, haphazardly weaving sinew together with pain akin to searing needles threading the material back together.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

  

Over [3-5] emotes, a Necromancer may utilize their lifeforce to either mold flesh together, or to sear wounds shut by blending sinew and flesh to seal wounds or act as a binding reagent. There are three means to Moulding, each with a different scale- Petty, Moderate, and Greater.

» Petty: [Tɪᴇʀ I] [Combative]

Over [3] emotes, a Necromancer is capable of using Moulding to seal Minor Wounds upon an individual by swathing their palm over all such wounds through the full span of emotes. This horrendously pains the target, and leaves them unable to move for [2] emotes afterwards in wreathing pain, and unable to sprint for the rest of the roleplay encounter.

» Minute: [Tɪᴇʀ III] [Non-Combative]

Over [4] emotes, a Necromancer is capable of using Moulding to seal all Moderate and Major wounds upon a target by swathing their palm over all such wounds through the full span of emotes. However, these wounds are merely sealed with flesh stitched on top of them- they are riddled with tumorous growths and molten-looking flesh, and do not replace lost body parts- solely Greater Moulding can do that.

» Greater: [Tɪᴇʀ IV] [Non-Combative]

Over [5] emotes, a Necromancer is capable of using Moulding to graft a foreign limb sourced from other means onto the target’s body. These limbs must be functioning appendages that properly fit the individual’s biology- in other words, they must be humanoid limbs and must be placed where limbs can only realistically be.

 

Tɪᴇʀꜱ ᴏꜰ Wᴏᴜɴᴅꜱ:

🜋 Minor Wounds: Scrapes, Bruises and Lacerations. Everyday wounds that do not cause significant impairment.

🜋 Moderate Wounds: Gashes, Cuts, Punctures, Dislocations and Burns. Wounds that are debilitating and  cause moderate impairment.

🜋 Major Wounds: Broken Bones, Impalement, Dismemberment and Mutilation. Wounds that are severely debilitating and can cause permanent impairment or death.

 

Critically, however, Moulding cannot heal wounds caused by Aurum or Thanhium; the lingering traces of aurum or thaumburn instilled through that bloodstream meddle with Moulding, causing it to fail until over [1] OOC day has passed since the wound had been instilled since then. Moulding is unable to mend any damage to major organs such as the brain, heart, or lungs whatsoever, no matter how much lifeforce is woven into the wound. Moulding may only be cast [2] times per OOC Day.

 

Rᴇᴅʟɪɴᴇꜱ:

Moulding, no matter what level it is used within, must be used to mend a wound, it may not be utilized to mold a victim’s flesh as a form of ‘attack’, nor can it be used to disguise individuals by morphing their face slightly differently.

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

Petty Moulding may only be used on a target with OOC consent as it is unable to be utilized forcefully on an opponent to immobilize them.

Petty Moulding may only be used to heal Minor Wounds, requiring [3] emotes of sustained contact during which the individual being healed may not take any actions. Petty Moulding will only heal [1] minor wound at a time requiring the Necromancer to cast it again to heal more wounds.

Once healed via Petty Moulding, the target is wracked with heavy pain leaving them immobile for [2] emotes, and unable to sprint for the rest of the Roleplay Encounter. Unlike Minute and Greater Moulding, this may be used within combat, though while casting this the Necromancer’s movement is limited to [1] block per emote.

Minute Moulding requires [4] emotes to mend Moderate and Major wounds, and may only be used outside of Combat. Wounds healed via Minute Moulding are merely sealed shut, haphazardly molded with remaining tumorous growths with the flesh looking heavily scarred. 

Greater Moulding requires [5] emotes un-interrupted to graft a an individual’s missing limb with another. It may not be used to add additional limbs beyond how much the individual bore, and the material utilized must match what was lost. This is to say that a Descendant’s arm must be replaced by a Descendants arm, and cannot be some other foreign object without a [MArt]. Greater Moulding may not be used to change the limb’s appearance at all, the replaced limb will look similar to the original, if not with heavy scarring or disfiguration showing from the molded wound. 

Any would healed via Moulding is not perfectly mended, requiring [1] extra OOC Day to heal to a peak level of strength and dexterity. Solely individuals bearing Lifeforce may be affected/healed with Moulding- individuals without it will not be affected.

Wounds created by Aurum may not be healed within [1] OOC day after infliction. Moulding is also unable to heal any wounds to major organs such as the Brain, Heart, and Lungs.

 

NOW

[Tɪᴇʀ I] Moulding - [3-5 Emotes] [Combative] / [Non-Combative]

Stemming from arts first created by the Necromancers of Devirad, the woven Lifeforce’s ability to mold flesh and bone alike had found a higher purpose, through cauterizing searing and molding upon the wounds of the living; flesh and bone can be crudely warped together, haphazardly weaving sinew together with pain akin to searing needles threading the material back together.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

  

Over [3-5] emotes, a Necromancer may utilize their lifeforce to either mold flesh together, or to sear wounds shut by blending sinew and flesh to seal wounds or act as a binding reagent. There are three means to Moulding, each with a different scale- Petty, Moderate, and Greater.

» Petty: [Tɪᴇʀ I] [Combative]

Over [3] emotes, a Necromancer is capable of using Moulding to seal Minor Wounds upon an individual by swathing their palm over all such wounds through the full span of emotes. This horrendously pains the target, and leaves them unable to move for [2] emotes afterwards in wreathing pain, and unable to sprint for the rest of the roleplay encounter.

 

Additionally, should Petty Moulding be preformed upon a Ghoul, it can be imbued with more rushed and haphazard work compared to the careful skill needed to mould the living; and [1] limb or the head can be reattached to the torso of the undead servant. Should the undead be instead the Ghoul’s far more durable Darkstalker and Draugur cousins, [1 Greater] would can be moulded instead; or a limb with the durability of [1 Moderate] wound remaining can be restored to the undead should the appendage be recoverable or a new one proffered for use. A Necromancer is incapable of moulding together the torso of these undead should it be shatter, and should the skull be broken, the undead would have perished and thus cannot be moulded back into life.

» Minute: [Tɪᴇʀ III] [Non-Combative]

Over [4] emotes, a Necromancer is capable of using Moulding to seal all Moderate and Major wounds upon a target by swathing their palm over all such wounds through the full span of emotes. However, these wounds are merely sealed with flesh stitched on top of them- they are riddled with tumorous growths and molten-looking flesh, and do not replace lost body parts- solely Greater Moulding can do that.

 

When performed upon the Undead, Minute Moulding can be used in a far range of effects, capable of fully restoring one appendage, the torso, or the head to any pre battle damage state; which although can be performed with marginally less care then upon the living, still requires a greater degree of focus which cannot be held under the stresses of combat.

» Greater: [Tɪᴇʀ IV] [Non-Combative]

Over [5] emotes, a Necromancer is capable of using Moulding to graft a foreign limb sourced from other means onto the target’s body or conduct mighty feats of surgery. These limbs must be functioning appendages that properly fit the individual’s biology- in other words, they must be humanoid limbs and must be placed where limbs can only realistically be.

 

When performed upon the Undead, Greater Moulding can be used to fully restore an undead from any amount of damage so long as its skull is intact. For example, should the undead creature be completely sundered into a pile of broken bones left to wallow, Greater Moulding can be used to fully reshape them from the ground up rather then just a singular limb or the torso, provided enough material remains of the undead in question.

 

Tɪᴇʀꜱ ᴏꜰ Wᴏᴜɴᴅꜱ:

🜋 Minor Wounds: Scrapes, Bruises and Lacerations. Everyday wounds that do not cause significant impairment.

🜋 Moderate Wounds: Gashes, Cuts, Punctures, Dislocations and Burns. Wounds that are debilitating and  cause moderate impairment.

🜋 Major Wounds: Broken Bones, Impalement, Dismemberment and Mutilation. Wounds that are severely debilitating and can cause permanent impairment or death.

 

Critically, however, Moulding cannot heal wounds caused by Aurum or Thanhium; the lingering traces of aurum or thaumburn instilled through that bloodstream meddle with Moulding, causing it to fail until over [1] OOC day has passed since the wound had been instilled since then. Moulding is unable to mend any damage to the brain, but uniquely compared to other forms of healing; a Necromancer may carefully mend the broken organs of a mortal back together through pain staking surgery through the use of Greater Moulding. Moulding may only be cast [3] times per OOC Day for combative uses, or [4] times per day outside of combat.

 

Rᴇᴅʟɪɴᴇꜱ:

Moulding, no matter what level it is used within, must be used to mend a wound, it may not be utilized to mold a victim’s flesh as a form of ‘attack’, nor can it be used to disguise individuals by morphing their face slightly differently.

Moulding may only be cast [3] times per OOC Day for combative uses, or [4] times per day outside of combat.

Petty Moulding may only be used on a target with OOC consent as it is unable to be utilized forcefully on an opponent to immobilize them.

Petty Moulding may only be used to heal Minor Wounds, requiring [3] emotes of sustained contact during which the individual being healed may not take any actions. Petty Moulding will only heal [1] minor wound at a time requiring the Necromancer to cast it again to heal more wounds.

Once healed via Petty Moulding, the target is wracked with heavy pain leaving them immobile for [2] emotes, and unable to sprint for the rest of the Roleplay Encounter. Unlike Minute and Greater Moulding, this may be used within combat, though while casting this the Necromancer’s movement is limited to [1] block per emote.

Due to their undead nature, Ghouls, Darkstalkers, and Draugur are incapable of registering the pain and agony which normally comes with moulding; and thus do not suffer from the immobility and stunning effect which normally comes with it.

Greater forms of moulding preformed upon undead outside of combat are capable of fully reconstructing these undead, due to the more free form application a Necromancer, completely restoring a singular limb or the torso for Minute Moulding, and completely restoring the undead in question with Greater Moulding.

Minor moulding can only restore limbs that have been sheered off during combat, returning them with only [1 Moderate] wound remaining. Should the torso of these undead be shattered however, a Necromancer is incapable of forging such a large and more complex structure back together during the midst of combat, requiring the applications of Minute or Greater moulding depending on the severity of the damage.

Moulding cannot be used to return undead back to life if their skull is shattered.

Minute Moulding requires [4] emotes to mend Moderate and Major wounds, and may only be used outside of Combat. Wounds healed via Minute Moulding are merely sealed shut, haphazardly molded with remaining tumorous growths with the flesh looking heavily scarred. 

Greater Moulding requires [5] emotes un-interrupted to graft a an individual’s missing limb with another. It may not be used to add additional limbs beyond how much the individual bore, and the material utilized must match what was lost. This is to say that a Descendant’s arm must be replaced by a Descendants arm, and cannot be some other foreign object without a [MArt]. Greater Moulding may not be used to change the limb’s appearance at all, the replaced limb will look similar to the original, if not with heavy scarring or disfiguration showing from the molded wound. 

Due to the influx of foreign life force in greater quantities compared to Minor Moulding; while performing Minute or Greater Moulding upon an individual, such subjects are entirely incapable of perishing of any means as the foreign life force forces the individuals to stay alive despite the agonies they are kept in. Additionally, Harrow can be casted in none combative settings alongside moulding while a Necromancer uses both spells in conjunction to perform surgeries. This is purely for an aesthetic flare for the rp.

Any would healed via Moulding is not perfectly mended, requiring [1] extra OOC Day to heal to a peak level of strength and dexterity. Solely individuals bearing Lifeforce may be affected/healed with Moulding- individuals without it will not be affected.

Wounds created by Aurum may not be healed within [1] OOC day after infliction. The only organ to which Moulding is incapable of healing is the brain, due to any changes in the very make up of that organ causing irreparable damage to the individual, and thus killing them shortly after

 

Addendum: the amount healed can be adjusted at LT's discretion. IE: Greater can instead be moderate. A limb can be restored with only 1 minor. Etc

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Erm, stealing blood magic's already narrowed niche?

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I don't disagree with the goal of this amendment; however, I do disagree with the execution. Replacing whole limbs would be too strong especially if the casting limit is increased thus allowing you to replace multiple as well as revive them as a peon for some times with Revivify in combat. Right now the scaling of wounds and healing is fine, even with undead involved, and I don't believe pain or short negative movement debuff should be removed from undead so it fits in that evil vile necromatic niche. Make your undead suffer for deciding to get hit or something.

 

I believe it'd be best to just raise the number of uses per day to around [3-5] (separating in combat and out of combat casting can also work), to account for useability, while adding a single line in Petty Moulding stating that Simulacra gain [X] number strikes worth of damage healed per use of Moulding (with my general thought being [2] minor or [1] moderate but not a greater strike). If [2] emotes unable to move is considered too debilitating, perhaps change that to halved movement speed or something similar. In general, we should keep reattaching limbs and so on for out of combat use as already listed as Necromancy has multiple tools to support their undead even if they die while still remaining a [3] slot magic.

 

There really doesn't need to be a higher more buff version for undead over regular descendants and mouldifiable peoples to keep it as a support option that's viable seeing as if your guy does die you can use revivify [3] times in a day (15 total emotes where a formerly slain character can continue to operate)

 

As for major organ fixes that's more up in the air as to what LT as a whole views on healing what is 9 times out of 10 a fatal wound. I don't personally think that it should be altered to the brain only. 

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5 hours ago, Aehkaj said:

I don't disagree with the goal of this amendment; however, I do disagree with the execution. Replacing whole limbs would be too strong especially if the casting limit is increased thus allowing you to replace multiple as well as revive them as a peon for some times with Revivify in combat. Right now the scaling of wounds and healing is fine, even with undead involved, and I don't believe pain or short negative movement debuff should be removed from undead so it fits in that evil vile necromatic niche. Make your undead suffer for deciding to get hit or something.

 

I believe it'd be best to just raise the number of uses per day to around [3-5] (separating in combat and out of combat casting can also work), to account for useability, while adding a single line in Petty Moulding stating that Simulacra gain [X] number strikes worth of damage healed per use of Moulding (with my general thought being [2] minor or [1] moderate but not a greater strike). If [2] emotes unable to move is considered too debilitating, perhaps change that to halved movement speed or something similar. In general, we should keep reattaching limbs and so on for out of combat use as already listed as Necromancy has multiple tools to support their undead even if they die while still remaining a [3] slot magic.

 

There really doesn't need to be a higher more buff version for undead over regular descendants and mouldifiable peoples to keep it as a support option that's viable seeing as if your guy does die you can use revivify [3] times in a day (15 total emotes where a formerly slain character can continue to operate)

 

As for major organ fixes that's more up in the air as to what LT as a whole views on healing what is 9 times out of 10 a fatal wound. I don't personally think that it should be altered to the brain only. 

I can agree with some of these suggestions. When I specifically talk about the no movement part, I specifically say that in this post at least in terms of Undead (who can't feel pain or discomfort). On this end I would need to disagree, mainly because of my lame head cannon.

 

I will implement a change for times it can be used per day. Limb reattachment I can see the hesitation on and I can see the reasoning behind it, but I am very fond of the idea of spells having impact in meaningful ways beyond "I threw a damage spell look at me." Hence why I wanted to suggest high for how impactful its effects can be, as I believe firmly in High Impact application.

 

Onto your last part about healing spell, it was one of my favorite things in old lore necro which I believe can be retapped into without bringing back the negative and disliked aspects of old lore necro. It's a magic about life and death at its core, so why shouldn't it be able to bring people back from the literal brink of death if used properly? Least that's my opinion.

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This lore has been denied.

 

Generally speaking, this does far too much. Necromancy has already recieved a series of buffs in recent days, and an expansion on its synergies- alongside a healing system that does far too much, even being better than Clericism or deific healing in many ways, is prone to bloating the magic oncemore. Keep in mind that this magic was reduced to a 3-slot; attempts to continously buff this may lead it down a bad path.

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