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[Necromancy Addition] Puppetry

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[Tɪᴇʀ V] Puppetry - [3 Emotes] [Combative]

Through the weaving of abyssal powers expert necromancers may abandon their own freedom in order to impose boons upon the willing undead vessel. Their consciousness intertwines with those of the undead which is an extremely taxing feat even for the eldest dark mages.

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

The Necromancer manifests a visible necrotic tether between themselves and a willing undead from [16] meter's range. In order to directly command the creature Necromancer cannot move while casting or maintaining Puppetry and must remain entirely focused upon the controlled undead. Breaking line of sight immediately ends the spell however after the spell is successfully cast its range extends to the line of sight.  The tether itself is always visible, appearing as a dark misty cord, chain, or strand of abyssal energy linking the undead directly back to the Necromancer. Every action made by Undead through Puppetry is unnaturally rigid and must be properly telegraphed (This of course does not hinder strength and speed of the puppeteered player). While the spell persists, the caster bestows [1] boon upon the undead each turn for [3] emotes.

Boons:

Growth - Controlled undead's strength rises one above their tier but never above that of an Uruk. Effect lasts [1] emote.

( [Voidstalker Strength] [Voidal Strength] [Human Strength] [Orc Strength]

(Greater Undead Only) Aegis - Any current attacks or spells towards Controlled undead become weakened by one tier of the durability bracket  ( [1 Greater] [1 Moderate] [1 Lesser]  ) Puppetry Spell abruptly ends if the target was successfully hit. Effect lasts [1] emote. Active Aegis boon protects both Necromancer and the Controlled undead from the negative effects of aurum.

(Greater Undead Only) Clarity - Necromancer may bestow unholy clarity upon the Controlled Undead's mind - allowing them to reduce any ongoing ability or spellcast cost by [1] emote. Casting of this boon ends the Puppetry Spell.

Possession - Necromancer may opt to strike or defend any target with a shadowy tendril originating from the Controlled Undead with the range of [1] meter. The attack itself counts as blunt akin to the Voidal mage's strength. (See strength bracket for information). Defensive action may only work on the incoming physical attack that is on the same level or below the strength of the Controlled Undead. Manifestation will demanifest instantly should it hit or be struck by an active Deific spell or aurum weapon consisting of at least [1] ingot. Hitting the manifestation does not trigger the severance.

Should Controlled undead be struck directly by an active Deific spell the spell ends - severing the Necromancer's tether and forcing them to become engulfed in stupor, unable to take any action other than defending themselves and reducing their movement to [2] meters for [1] emote. Aegis boon negates the decimating effects of the severance resulting in no penalty should it occur while the boon was active. 

 

Rᴇᴅʟɪɴᴇꜱ: 

Puppetering requires [3] emotes to cast, where necromancer must solely focus on conjoining their tether into a Willing Undead. Spell cannot work without OOC consent, and undead remains fully in control - however it may never aim to hurt the Caster while the spell is active.

Once Spell is cast, Necromancer is unable to perform any other actions other than canceling the spell or applying [1] boon each emote until the end of the spell. Once the spell finishes or is canceled the necromancer may perform any actions as usual, however should they or the controlled being be severed by an active deific spell, it would send Necromancer into a state of shock - their movement is reduced to [2] blocks and they may only perform defensive action for [1] turn. Active Aegis boon protects both Necromancer and the Controlled undead from the negative effects of aurum and severance from deific magic.

Controlled Undead may be fortified or lightened and vice versa. 

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

 

OOC Note:


"Modern", "Hip" new necromancy was turned into "Support" magic with removal of any kind of npc's let alone letting any spell be without OOC consent... Blah blah... I propose a new spell for the Bolsterment section that necromancers could use to aid their Player CA minions for the cost of their own vulnerability, not to mention there are actually only 2 support spells for the whole support based magic.(I do not count revivify as a support spell for various reasons.)

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i like this, but i can see non-voidstalker void mage draugars getting human strength being problematic

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I'm gonna be totally honest, I don't think the current version of necromancy is interesting to use combatively. Nearly all of its moves are super underwhelming and easy to counter and I think Necromancy should just fully step away from the 'Support Role' unless the way it works is completely reworked. I think the way it currently functions as a whole is pretty terrible and makes necromancers useless, you are basically a level 1 Imp giving your CA's 1 extra point of durability. I believe amendments need to be made to get away from the current slop but we should all just work to make the necromancers supporting role either MUCH better or totally step away from it as a whole because I think pulling off the whole supporting role is much harder on a game like LOTC. I like the idea behind this but I also think what necro lacks as a support is being able to power up its casters too much focus on the physical brutes.

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8 minutes ago, Phantuhm said:

I'm gonna be totally honest, I don't think the current version of necromancy is interesting to use combatively. Nearly all of its moves are super underwhelming and easy to counter and I think Necromancy should just fully step away from the 'Support Role' unless the way it works is completely reworked. I think the way it currently functions as a whole is pretty terrible and makes necromancers useless, you are basically a level 1 Imp giving your CA's 1 extra point of durability. I believe amendments need to be made to get away from the current slop but we should all just work to make the necromancers supporting role either MUCH better or totally step away from it as a whole because I think pulling off the whole supporting role is much harder on a game like LOTC. I like the idea behind this but I also think what necro lacks as a support is being able to power up its casters too much focus on the physical brutes.

 

I agree with you, sadly this is the direction green gang wanted necromancy to become. Hell, they turn every single dark magic/CA's into wimps. But i don't think we will be getting another Necromancy rewrite anytime soon. And with all this mentality of: Write it nerfed to the ground and maybe it will pass i guess our only way to approach this kind of thinking is by trying to slap band-aid's and pray it will at least be less bad. 

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