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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.

 

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.

 

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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