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Necromancer
Necromancy
is considered a type of magic domain few teach and little respect. Though to the
untrained eye it would appear as desecration towards the bodies and spirit of
the dead to Necromancers there is something more than that. Most commonly
believed is that Necromancers force the dead to do their bidding regardless of
the spirit’s wishes but in some cases that not always true. Necromancers are
more like speakers and listeners to the dead hearing their whispers and calls.
In return with this gift there is also a curse that some Spirits may become
hostile but similar to a Cleric’s divine power Necromancers can over come the
spirit’s will and control them. The part of raising dead or skeletons is just
a simple evocation of controlling the disease of creatures being undead and
living. Most people think its unholy work that causes the restlessness in undead
creatures but in truth it is a very rare disease that can be transferred onto
other living creatures through the thralls of death.
This
mistake has lead to the creation of deform mutations of the virus as well as
gives light to why undead forms require the blood or flesh of the living. In
truth Necromancers know the secret that the Undying Life form requires certain
hemoglobin or missing components in their dying tissue in order to maintain this
undead form. Necromancer’s powers come into controlling that weakness by using
their magic to fit this missing property as a wager to the body and their magic
takes control. This base concept leads to further development of Necromancy
powers. The Necromancer is able to use his divine arcane magic over the dead to
control, manipulate, summon, and manifest undead properties in decease organisms
and spirits to suit or abide by them. Of Coarse this is a rather fascinating
field but as said early it is an unsavory branch of magic many do not wish to
deal with but to Necromancers knowledge is power even if it is getting it from a
hundred year old corpse.
Necromancers
spend most of their time in solitary because the outside world shuns them or
marks them evil but even Necromancers can have good aligned with in their Mage
ranks. One purpose to dive into the unknown beyond life is not always by evil
purposes but to understand the living through the dead. So it is quite common to
find a Good Align Necromancer who speaks with the spirits and undead in order to
set them at rest or to ask simple pieces of information. As a Necromancer you
are quite the opposite of a Cleric and are not likely admire for your handy work
by Righteous people or those of the Clerical power though you may find aid or
friendship with a darkly priest or cleric. Necromancer’s first and most common
rule when disturbing the dead is to be sure to ask first before using your power
and disturbing them. Necromancers can see and speak with spirits as if they were
living people. Normally if asked and the spirit will decide to assist the
Necromancer or not. More than often since the spirit might be a good one it may
help though some would ask for a special bon (Favor) in return for its services.
Though it
is not uncommon to get a negative reply or end up having a hostile spirit on
your hands. As for raising Zombies Necromancer’s magic can influence a mimic
affect of the Virus that causes undead to animate corpses or skeletal remains.
This normally doesn’t invoke the wrath of the Spirits since the spirit of the
body has long crossed over. Yet those Necromancers who manage to fail terribly
in casting their spell normally invoke the wrath of the undead. Necromancers how
ever do make a good addition to the party supplying minions to fight for them
and adding in some supportive aspects to the party.
Benefits>
As a common benefits Necromancers are able to speak and see Spirits and
Incorporeal forms regardless if they are Astral or Supernatural. Their Arcane
Divination allows them the benefit to communicate and notice them even though
others can’t. For example Necromancer would seem as if he was talking to
himself or taking with a small flame to any one who did not have the powers of
the Necromancer. Though others can see that the Necromancer is talking they
cannot hear, see, or speak with the spirits unless they have the power to. A
Necromancer once a day can lend this power to another so they may see, hear, and
speak with the spirits automatically but only one target may be assigned with
this power for the remainder of the day.
Banishment>
A Necromancer who’s Spirit Attribute is higher than an Undead Creature or
Ghost like Spirit can give the command word Banishment and the target creature
retreats out from the physical realm to the Astral Realm or incase of undead
leaves the area for the remainder of the day. However Hostile or willing target
can make a Spirit Check Difficulty base on the Spirit Attribute of the
Necromancer. Undead or Spirit Targets who’s Spirit Attribute is higher than a
Necromancer is immune to this ability and if dubbed by the host some targets
cannot be the target of this ability. Undead or Spirits commanded by a leader or
other Necromancer cannot be affected by this ability regardless even if their
Necromancer was slain or is not present.
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Name
of Spell
|
Effect
of Spell
|
Exp.
Requirements
|
Spell
Difficulty
|
|
Soul
Fang
|
Drain
Hp
|
20
-100 Exp
|
SCD>
6
|
|
Description:
“Set fourth the pearl fangs of Cain to the flesh of my enemies that live
and may you consume their life giving force in all its crimson glory.”
The spell calls fourth a set of fang like spiritual teeth at the enemy and
if it comes in contact with them drains d4 Hp from them. This Hp Drain
deals damage that is not affected by Armor however the target can see this
white moving streak and can make a dodge roll versus the Caster’s Cast
Roll. A Necromancer can purchase up to five of these spell fangs able to
shoot fourth 5 of them at a time changing the damage from d4 to 5d4 Damage
not affected by Armor. However Armor that is Magical and reduces magical
damage reduces the damage of this spell. When acquiring just a few you add
the number of how many you passes and add d4 to the end of it to get the
total damage of the spell.
|
|
Wilting
Fog
|
Poison
Status
|
20 -
40 Exp
|
SCD>
6 to 12
|
|
Description:
Simple but effective a Necromancer can cause a Greenish Fog to appear 5-20
ft away from them in a 5ft space. The Wilting Fog Sprays from the ground
causing corrosive damage and if inhaled a poisoning effect. The target in
the Fog immediately takes d6 Dmg of Acid Damage and a target can make an
E. Resist Check Difficulty 14 to resist the bodily damage however d6 Dmg
affects the Armor the person is wearing temporarily reducing the Armor for
the day. Also at an E.Resist Difficulty 18 If the target fails they suffer
2d4 rounds of poison dropping d6 Hp each round. Acquiring this spell again
increases the Acid Dmg to d8 and E. Resist Difficulty 16 and the Poison
Rounds to 2d8 E.Resist 20 and d8 Hp Drop each round. But in addition to
the advances of the spell the ability to cast it becomes a bit more
difficult because it also increases it range from a 5-15ft distance with a
10ft radius.
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|
Incorporeal
Touch
|
Imbue
Astral
|
40
Exp
|
SCD>
12
|
|
Description:
Necromancers know for a fact ghosts and other invisible spirits are not
affected by weapons or defenses of physical properties. Though magical
items can harm them when their astral projection is in the physical world
they only take the damage from the magical aspect of weapons and their
attacks are diminished by Magical Armor. Necromancers in order to combat
these some times hostile creatures can imbue Astral Properties of average
power to their weapons and armor. This enables their attacks from the
physical realm to deal full damage to Spirits and Astral creatures as
imbuing armor gives that defensive measure in protection against astral
and supernatural spiritual creatures.
|
|
Bone
Shield
|
+10%
Armor Shield
|
40
Exp
|
SCD>
12
|
|
Description:
Calling fourth in the form of a spell a shield made of the femur
bones of animals and humanoids a Necromancer’s arm forms a buckler shape
shield that helps protect them. The Femur bones are strong and highly
durable adding a 10% Armor bonus to already armor as well as a shield a
Necromancer with Blocking can utilize it even further. It has a 100Hp when
it comes to suffering damage when blocking and reduces 2 points of damage
dealt when blocking a weapon. The Shield lasts equal to the Spirit of the
Necromancer towards how many rounds / hours the Bone Shield remains
manifested.
|
|
Animated
Dead
|
Raise
Dead
|
40
– 80 Exp
|
SCD>
12 to 24
|
|
Description:
If a Necromancer chooses they may raise d4 Zombies from the ground
regardless the location. This can be fleshy Zombies or Skeletons each
decently equipped with ruined weapons and armor. A Necromancer who
succeeds in this spell can reanimate d4 Corpses to his aid equipped with a
Rusted Weapon and Ruined Armor. The Corpses are not affected by Critical
Hits, Sneak Attacks, or any form of Status Effects because they lack the
vital organs to be affected by them. This in addition to the immunities a
Necromancer’s corpses cannot be controlled by some one other than them
regardless of how powerful the mage or ability is unless a power beyond
normal standards of magic like a God, deity, or other High power
Supernatural force. Each Zombie or Skeleton has 100Hp and can deal 2d8
Damage with their Rusted Weapon and has 10% Armor. When it comes to
Attributes treat the undead corpses 4 less than the caster and Abilities 4
less than the caster. Regardless the corpses will always have a base
movement of 4 and when it comes to skills they know what the caster knows
but perform them 4 less than a caster. When in water they cannot swim but
move in water at their base movement of 4. When this is bought a second
time a Necromancer can raise 2d4 Zombies or d4 Huge Skeletons. The Zombies
now get the ability to remove toxic decomposed material from their mouths
as a spit attack at a 20ft line as if it were a wilting fog of beginning
ability. The Huge Skeletons gain the trademarks as if they were a large
creature gaining +4 Damage and on a critical hit on a creature smaller
than Large forcing them to make a Reflex Save Difficulty 14 or be knocked
down for 1 round. Also the Huge Skeletons suffer a -1 to Dodge because of
their increase size.
|
|
Hounding
Soul
|
Attack
Spell
|
40
Exp
|
SCD>
12
|
|
Description:
The spell offers a spiritual barrier once hit retaliates by
attacking the attacker of its caster. Running around in a wolf like
howling sound is the spirit of a wolf that guards the caster. Each time
the Caster is hit the Wolf Spirit attacks the Attacker automatically
dealing 2d10 Damage to them. The spirit cannot be a target of attacks but
can be dispelled, Decast, or unsummon however. If the Attacker can see
incorporeal targets he may make an Evade base on the last Evade the Caster
made. A Quote by Deviance Everlynn. “Good Doggie chews him up nice and
slow. Good Wolf Dog that’s a good boy make sure you bury him after
words.”
|
|
Bone
Scimitar
|
Bone
Weapon
|
40
Exp
|
SCD>
12
|
|
Description:
Bone Weapons forged by the femur and strongest bones of the body are
sharper than any sword made. This spell creates a 2d6 single hand sword
(2d8 two handed sword if desired) that the Necromancer can use as a
weapon. It causes him no penalty to use this weapon and when used in Two
weapons Untrained reduces the penalty a -2. Any magical modifiers that can
be placed on a weapon can also be placed onto the Bone Sword as well
treated as if it were a normal sword. The Bone Swords lasts equal to the
Spirit of the Necromancer as rounds / hours the Bone Sword can be
manifested.
|
|
Bone
Armor
|
30%
Armor
|
50
Exp
|
SCD>
15
|
|
Description:
Similar to Bone Shield a Necromancer can use various strong bones of the
body raised from the ground to form fitting body armor. This Bone Armor
has no weight made magically light and fits to the form of the Necromancer
regardless of his armor but does not increase his armor beyond the Armor
Limit. In addition to the Body Armor the Bone Helm helps prevent Critical
Hits done on the Necromancer by rolling a d4 where 1-2 is a failure and
3-4 is a hit. Also the Bone Armor and Helm prevents Sneak Attacks so the
necromancer cannot be damaged by this form of attack. The Bone Armor lasts
equal to the Necromancer’s Spirit last towards rounds / hours the Bone
Armor can be manifested.
|
|
Teleportation
|
Movement
Spell
|
60
Exp
|
SCD>
18
|
|
Description:
Teleportation is not as flashy as everyone may think. Necromancers merely
slip between the physical realms into the Astral Realm in physical form.
They can make their movement equivalent in teleportation however there are
some negatives to the use of this spell. The use of Teleportation is as if
the character left one plane into the other however they must maintain
constant movement in the Astral Realm or if stopped appearing back
wherever the location is in reference to the physical realm. Also the
spell only works if the caster knows the location of both his start and
end hence a caster of teleportation can ignore all terrain penalties or
obstacles since in the astral realm most things float and fly in order to
appear at his new location. Unless the targets and allies around the
caster can see Astral creatures or Astral Projections none know where the
Caster has gone. On a crit fail of 1 when Teleportation is cast the
character make a d4 roll where 1-2 a random Astral Creature appears into
the Physical Plane (Host can choose or randomly roll for the creature) or
3-4 the Caster is stuck in the Astral Realm for 24 hrs unable to cross
over till then. Though a Teleport spell can land you anywhere on the grid
or map it has rather dire consequences if in the location of living or
otherwise solid matter. If the Caster appears in a location filled with a
person he and the person die automatically appearing in the person or
being body of equal size both being crushed and burst out. When teleported
into solidified matter the caster or target is crushed to death regardless
of the size of the matter the small or large solid object deals a fatal
crushing injury in or around the body. A Caster cannot force a teleport on
a person since they may make an E.Resist Difficulty 18 to stop it. Even
then they may work the spell as normal and avoid any harm because they may
move where they like as long as they know how the spell works. Normally
they remain where they are an appear in the place they are at.
|
|
Venomous
|
Strong
Spell
|
80
Exp
|
SCD>
24
|
|
Description:
Stronger than Wilting Fog a Necromancer can send fourth a noxious toxic
spray that can affect multiple targets or a single target. The range is
equal to the movement of the caster spray or beam wise. The Target who is
hit by this spell when as a beam can make a Dodge vs. the Caster’s Cast
Roll but if in a Spray must make a E.Resist Difficulty 20 or suffer 2d10
Acid Damage and Poison for 2d8 rounds suffering d8 Hp Drop. Immediate d6
Damage is dealt in contact of the beam or spray dealing d6 permanent
damage to armors the target is wearing. If the target has multiple Armors
on or even a single one they may make a Power Check at -4 for the Armor
and must beat the Difficulty of 16 or the Armor is damaged.
|
|
Reanimated
Corpse
|
Reanimation
|
90
Exp
|
SCD>
27
|
|
Description:
Unlike Animating the dead Reanimation of the corpse recreates the flesh
and organs of a recently deceased target. For Example a Npc Ally dies or a
PC in the party dies a Necromancer can reanimate the body for a short
time. This reanimation creates a lifeless form of bluish skin but the
reanimated body serves the Necromancer. However there are downsides to
this spell. A Necromancer cannot Reanimate the body if the Spirit refuses
or resists them. If the Necromancer disregards the warning and forces the
body to be reanimated the target of the Spell can make a E.Resist of the
spell or choose to make a Spirit Check Difficulty base on the Spirit of
the Necromancer. If the Spirit wins the body is reanimated but hostile
with intention to kill the Necromancer. This does not provoke the PvP
rules if the Necromancer reanimates a PC since regardless if the PC Spirit
wins it will attack the necromancer with out hesitation. Though if the
Necromancer wins the Reanimated body serves them as a guardian being
issued commands each turn of the Necromancer. It Retains all its previous
statistics but all that is reduced 4 less than its original total.
Regardless if the movement is dropped to zero the body can still move at a
Base Movement of 4 (5-20ft). If the Necromancer makes the Spirit of the
Body do anything Negative to harm itself or something that would degrade
the spirit the Necromancer looses all functions of his Necromantic Spells
for the remainder of the day and if killed by the Reanimated corpse looses
all functions of their spells the next the are brought back to life till
they have made a live living sacrifice to the God Kudos (Submit a role
play paragraph of an email to staff@everlynnrpg.com
how the character offers the sacrifice to the God of Death).
|
|
Soul
Steal
|
High
Spell
|
100
Exp
|
SCD>
30
|
|
Description:
Soul Steal the most powerful Necromantic Spell in Everlynn robs a target
of their Soul’s Energy. The spell works in Two Functions one is a 10d6
Damaging Hp drops that drains the Life Force of a target to the
Necromancer restoring their Hp since the attack ignores armor unless the
armor is magical. The Resulting Damage is converted to Hp for the
Necromancer but will not increase him pass his Max Health Limit. The Other
deals a 2d10 Spirit Damage E.Resist Difficulty 20 and can be reduced by
magical armor. This attack’s second form drains the Spirit of a target
temporarily yet can kill the target if they fail the E.Resist and reach
Zero in Spirit. If a Necromancer kills a PC in this way using Soul Steal
they may choose to increase their Max Hp +10 more than what it is
currently or increases their Spirit +1 from its max. This must be
submitted in an Email with a Valid log and approved by a Host that
monitored the event. Those with out a Valid Host monitoring the Soul
Steal’s final ability cannot get this benefit regardless if you have a
log since most logs can be forged.
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