(The contents of this page are NOT common knowledge)
(Require's some balancing)
"Oh arise! In the name of the Scourge, rise from the ashes! March unto them, show them what true power is!"— Kirima Atshen of the East Spires, The 7th Scourge
History
Introduction
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Pillar of Life and Death
The Third Pillar of Nine rests at the place where all things go to be reborn,
Mevvet. As one draws from the Necromantic Pillar, they will start to harness Abyssal magic in its purest form. Manipulation of life requires two things: Connection to the Pillar of Life and Death, and a pragmatic personality. Through mixing phrases and gestures a mage can cast numerous spells.
Forming a connection to the Pillar of Life and Death, however, is not an easy task. The prospective Spellcaster must begin with daily meditation, focusing each day upon the Primordial Dream until they find themselves capable of sending out their mind to it. On doing this intentionally they find themselves conscious of their dreamlike state, the world around them manipulating itself to each action they perform. This provides no benefit to the would-be spellcaster at this point, and is merely used to practice for what is to come.
At the same time, while conscious this future caster must practice on understanding the properties of corpses and the nature of souls. Once this is accomplished, they may meditate once again and project their mind into the Primordial Dream, and begin to search for this Pillar. The exact method of finding it varies from person to person; One individual may undergo a trial within their mind, solving a reality-bending puzzle before suddenly finding themselves connected to the Pillar. Others may travel through their memories to do the same. It could be anything, so long as it bears relation to consciousness. Upon completing this ritual, the now-Spellcaster may enter a Waking Dream.
- If a student is being taught, the Teacher must be the one to perform the Roleplay of one’s initial connection to the Pillar of Life and Death.
- If a student is being self-taught, a Senior Lore/Event Team Member must be the one to perform the Roleplay of one’s initial connection to the Pillar of Life and Death.
- The initial connection can be any sort of vision/dream, so long as it relates to the Pillar and Magic sought. This roleplay should be meaningful in some degree to the one being taught.
- It is entirely possible for one to fail their attempt at connecting to the Pillar of Life and Death, infact, without a teacher the success rate is often considered insanely low. It is very common for people to leave the trial within their mind with egregious tear damages, memory loss, or in some causes heart failure. One does not trifle with the Primordial Dream, and one can't bring anyone with them besides possibly their teacher.
Waking Dream
In order to actually cast any spells, a Spellcaster must enter a Waking Dream. This takes the form of a ‘Connection’ Emote, where the Spellcaster must remain stationary and focus upon their connection to the Pillar of Life and Death. Their connection will strengthen and their mind will drift partway to this Pillar, causing them to enter a trancelike state where their eyes begin to glow. They remain in full control of themselves in this state, but will become numbed to fatigue and emotion until they leave it. This numbness to fatigue does not mean it doesn’t exist however, from time to time causing the unaware Spellcaster to cast beyond their limitations without being aware of it, tearing themselves apart.
-=-
Mechanics
Life Force
Creatures with a soul may have their Life Force manipulated by a Necromancer to achieve various ends, whether it be staving off the cold embrace of death for oneself, or another. But know that the realm of the dead will not be cheated, and all debts must be paid in full. All living creatures of blood and flesh have 5 Life Force. Creatures double the size of an average human have double the life force. This life force is manipulated in conjunction with Abyssal essence to cast many of a Necromancer’s spells, from healing to raising the dead. Plants have their own kind of Life Force that only works with plants, cannot be stored and fades after 4 IRL hours or a roleplay encounter.
If a creature’s Life Force hits 0 they fall unconscious and no more Life Force can be drawn from them until they reawaken. If a Necromancer draws 5 more Life Force (regardless of size) after a creature wakes up they will die. Necromancers can store Life Force in balls of Abyssal Essence within their own soul. They can store up to 25 Life Force, but this Life Force fades by 1 each IRL day. Alternatively, they can store Life Force as a liquid within a bottle, which lasts indefinitely. Consuming Life Force simply replenishes Life Force, healing small wounds and having an excess energizes the one who consumes it.
Redlines :
Only creatures with natural souls can have Life Force taken from them.
For every 1 Life Force lost a creature becomes increasingly weaker and sickly.
At 4 Life Force, a creature becomes physically weaker than their average and develops cold symptoms.
At 3 Life Force, a creature has -1 to their block speed and develops a headache.
At 2 Life Force, a creature can no longer benefit from 1 of their racial abilities and has -1 to their block speed.
At 1 Life Force, a creature can no longer benefit from any of their racial abilities and has -2 to their block speed.
At 0 Life Force, a creature falls unconscious and can no longer have Life Force taken from them. The creature may choose when to wake up, they could fall into a coma for Ages or awake immediately. While at 0 or less Life Force creatures can no longer cast magic or use feats and have a -2 block speed.
Creatures gain back 1 Life Force per IRL day.
Those who die from having their Life Force drained become Mindless Zombies or Skeletons under control of the one who did so. See “Reanimation” for more.
A Monk has their Life Force stolen the same way and a Necromancer always gains 1 Life Force like normal, however, a Monk’s Ki is reduced by 1, 2, 3 or 4 depending on their rank (Basic, Adept, Expert, Master respectively).
Physical Limitations
A connection to the Pillar of Life and Death is what allows an Enigma Mage to practice the magic of Necromancy. This Pillar of Creation however, places alot of stress upon the body of the Enigma Mage, adding limitations in the use of their magic and combative prowess -and the act of connection does place enough stress upon the body that the weight of wearing armor strains the Spellcaster’s use of magic, limited in the following ways:
- The wearing of No Armor allows an Enigma Mage to cast Master level spells.
- The wearing of Light Armor limits an Enigma Mage to Expert level spells.
- The wearing of Medium Armor limits an Enigma Mage to Adept level spells.
- The wearing of Heavy Armor limits an Enigma Mage to Basic level spells.
Any and all spells cast by a Necromancer require at least one hand to be free. As such, if the Enigma Mage choses to wield a sword, they must not wield anything requiring more than one hand, including a shield. A shield counts as Light Armor if worn by itself. Lastly, an Enigma Mage can be interrupted in their casting if the spell they seek is any more than 1 Emote in length, having to reply to any attacks on them more than a light slap before their spell could fully activate, be it taking the blow or dodging. If the spell fails to complete, it grants half of its Tear value rounded down, rather than the full.
-=-
Dead Living
Dead Living is what the illness on a Necromancer’s body is referred to, a weakening of the body along with a thirst for souls and their energy. This frailness as well as an increased desire for the cold pushes most Necromancers to a life of isolation with brief shows amongst people. However, as a Necromancer grows they find that their thirst for Life Force grows.
- Basic Spellcasters suffer the least from Dead Living. Their suffering comes from increased desire for a cool or colder environment but not by much. This is generally minor in severity and hardly ever noticeable.
- Adept Spellcasters have been practicing the magic for a longer period than a Basic Mage, though this comes with a cost. At this point in the magic Necromancers experience a decrease in bone density (A T score of -1), and develop a small thirst for Life Force. This desire forces a Necromancer to consume 2 Life Force (regardless of whether it will heal or not) every Age. To not consume Life Force will decrease their blockspeed by 1 until they do.
- Expert Spellcasters now deal with the true problems of the Dead Living as they experience a decrease in bone density (A T score of -2.5), and develop a medium thirst for Life Force. This desire forces a Necromancer to consume 2 Life Force (regardless of whether it will heal or not) every half-Age. To not consume Life Force will decrease their blockspeed by 1 until they do.
- Master Spellcasters have it the worst of all as the Pillar affects the last of their body. At this point in the magic, they experience a decrease in bone density (A T score of 3), and develop a large thirst for Life Force. This desire forces a Necromancer to consume 2 Life Force (regardless of whether it will heal or not) every 4 Phases. To not consume Life Force will decrease their blockspeed by 1 until they do.
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The Four Ranks
To judge the progression of an Necromancer, four Ranks are given in accordance with the base magic rules. Basic, Adept, Expert, and Master spellcasters. A Spellcaster must abide by their Rank for a minimum of Two Months, allowing them to become a Master Spellcaster at six. If they are being self-taught, this instead turns to a minimum of Three Months per rank, nine until they are a Master. Each Rank achieved grants the Spellcaster access to a new use of their magic:
(T1)Basic Spellcaster | Tether, Voudric Touch, Bone Forging
(T2)Adept Spellcaster | Reanimation, Bestow Ailment, Show Mortality
(T3)Expert Spellcaster | Dead Words, Necrotic Bolt, Reap, Soul Catalysts
(T4)Master Spellcaster | False Life, Fake Death
-=-
Magical Abilities
This magic of the Third Pillar is one of death, life and most importantly the defiling of corpses. It requires all extensively to properly utilize and efficiently expel Tear.
[ Create Tether ]
Rank: 1 | Emotes: 2 | Tear: 5
Desc: Abyssal Essence holds the ability to manipulate the soul and its features. The most basic and common ability amongst Necromancers is the ability to conjure a magical tether of essence that drains the very soul of its target. After this tether is formed a Necromancer may perform a number of effects.
Mechanics:
- Over the course of 2 emotes with line of sight and no physical barrier in the way a Necromancer can create a tether between themself and a creature with a soul.
- A range of 6 blocks is required to tether the life drain to an individual, after which the range needed to break away increases to 10 blocks.
- Life Force may be moved from one individual to another in this way to achieve a healing effect at the cost of another individual(s) vitality.
Redlines :
Once the Tether is created it can only be broken by a thick wall (2 blocks thick) or by moving 10 blocks away from the Necromancer.
The tether takes no additional Tear to maintain.
Attacks from a Cleric’s [ Pacifism ] or a Paladin’s [ Deific Smite ] can sever a Tether unless the tether is to themselves.
A Necromancer can tether to any creature as long as they have a soul.
[ Drain ]
Rank: 1 | Emotes: 2+ | Tear: 10+
Desc: The most standard use for a Tether is to pull the very Life Force from their victim. This Life Force is later used to create a multitude of effects.
Mechanics:
- After 2 additional emotes (besides the ones to create a Tether) a Necromancer may drain 1 Life Force per Round action and 10 Tear.
- Pulling Life Force also achieves a “Reverse Healing” effect. Magical or alchemical healing done to the target in the last 2 rounds is undone as Life Force is taken.
Redlines :
A Necromancer can move their normal blockspeed while draining Life Force.
The “Reverse Healing” affect only undoes healing done within the last two rounds of the Life Force being drained.
Dying to drain can result in the soul being placed within the Necromancer’s Soul Catalyst.
[ Heal ]
Rank: 1 | Emotes: 2+ | Tear: 10+
Desc: By changing the target of their tether a Necromancer can heal wounds with Life Force or simply heal themselves.
Mechanics:
- Lesser Heal: For 1 Life Force small cuts, scrapes, and bruises may be mended in a moment.
- Middling Heal: For 3 Life Force medium cuts, scrapes, and bruises may be mended in a moment.
- Greater Heal: For 5 Life Force large cuts, scrapes, and bruises may be mended in a moment.
- Revive: For 10 Life Force a Necromancer can heal someone on the brink of death or who died within 2 rounds. That creature returns to life but is incapacitated. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
Redlines :
A Necromancer can Tether to creatures together with the IRP consent of one. After which they can pull Life Force from one to another in order to achieve the same healing effect while following the Drain ability rules.
The person who is receiving the Life Force can only store it if they are also a Necromancer, otherwise it energizes them or heals them. The only exception to this is Monks who will receive 1,2,3 or 4 Ki per 1 Life Force for each of their rank. For example, if a Rank 4 monk recives 1 Life Force they recieve 4 Ki.
[ Voudric Touch ]
Rank: 1 | Emotes: 2 | Tear: 10+
Desc: Sometimes Necromancers find themselves close to a being brimming with Life Force. Instead of conjuring a tether a Riser can instead cover a hand with Abyssal Essence before touching the creature and begin sapping their Life Force.
Mechanics:
A Necromancer can enchant their hand, allowing them to reach out a rip Life Force from a creature they touch.
For every round of contact 1 Life Force is drained.
While the touch is occurring a Necromancer does not have Fast or Interruption Actions unless they stop the drain.
Redlines :
A Necromancer can use this ability to heal themselves/others as they take/give Life Force. This follows the same rules as the “Heal” ability and “Drain” ability.
For example, A Necromancer could use this spell to touch and heal instead of establishing a tether.
[ Bone Forging ]
Rank: 1 | Emotes: 3 | Tear: 5 | Life Force: 2
Desc: While
Carnimancers deal in flesh, Necromancers deal in bones. By infusing bones with Abyssal Essence and Life Force a Necromancer can temporarily change its properties. Making it more akin to wood, stone or metal.
Mechanics:
Bone Forging allows one to envelop bones in Abyssal essence, allowing them to be manipulated like Oak, Stone or Iron for a time.
Weapons made with Bone Forging can have Lesser Curses placed on them, inflicting them on creatures they successfully hit if the holder wishes it to.
Greater Curses can also be placed on weapons and require 3 rounds of the weapon making conflict to inflict.
Curses can be launched from a bone weapon as a baseball sized projectile with the speed of an arrow. Launching a curse requires the same amount of emotes and has the same range as normal.
Once the curse has been inflicted, the weapon loses the curse.
Redlines :
Unable to be used in combat or on animated corpses.
This spell simply allows for more complex manipulation of bones.
Objects made this way can have curses from “Bestow Ailment” placed on them.
Ability to manipulate harvested bones cannot be used in conflict, as it is only a constructive ability.
Ability to manipulate harvested boness is a high concentration ability, and being attacked, threatened, or otherwise endangered will remove a Necromancer’s ability to use this manipulation.
The spell can be used outside a workshop to create bone objects of Adept quality. Within a workshop, the spell aids in crafting complex bone shapes.
If interrupted while casting the Necromancer will need to start over and lose 0 Essence.
Weapons can only ever have one curse placed on them.
If a weapon is removed before a curse is inflicted, the curse remains on the weapon and the creature does not receive it.
[ Reanimation ]
Rank: 2 | Emotes: 4 | Tear: 10 or 15 | Life Force: 5
Desc: The most familiar and iconic spell of a Necromancer, Reanimation allows one to raise the dead to do their bidding. The skeletons or zombies raised can be from the corpses of animals or mortals.
Mechanics:
Using 5 Life Force and 10 Tear a Necromancer can raise either a Mindless Skeleton or a Mindless Zombie from a corpse within 50 blocks. They raise at the location they are currently at.
These creatures act like pets, meaning only 1 can be commanded per standard action. They can only follow simple, one to three-word commands and do not have Fast Actions. The creature is an ally to the Necromancer and their allies. In combat, the creature shares the Necromancer’s initiative, but it takes its turn immediately after theirs. If the creature is not issued any command, it uses all of its actions to avoid damage or combat.
A Necromancer may have multiple creatures raised at a time and they last for 6 rounds or until the end of an event or 4 IRL hours.
Necromancers can also spend 5 additional Tear to make a Tether to a zombie or skeleton they immediately raised. As long as this tether remains the Necromancer may issue more precise instructions to them and allow Fast Actions.
Bursting: A Necromancer can choose to explode the Mindless Skeleton or Zombie they have a tether to. This will cause limbs and bones to fly around with the force of a thrown rock.
Redlines :
If a combat/event occurs during the 4 IRL hours the creatures remain until the end.
Only playable races or animals can be raised as Mindless Skeletons or Zombies by this spell.
Corpses have the same physical abilities (strength, block speed etc.) as they did in life.
A Necromancer can be tethered to multiple undead creatures they raised.
Corpses risen from player-played characters may not use any special abilities aside from racial abilities unless they are of Abyssal aura.
[ Bestow Ailment ]
Rank: 2 | Emotes: 2+ | Tear: 30+ | Life Force: 1+
Desc: Curses and Hexes are disturbances on one’s very soul and body, with careful manipulation and experimentation a Necroamncer can conjure any number of afflictions, maledictions, curses and hexes using their understanding of Life Force and creatures. These can last up to an Age in length or just for brief encounters.
Mechanics:
There are two kinds of curses, Lesser and Greater.
Lesser Curses cost 30 Tear, 1 Life Force, have a max range of 10 blocks and last 5 rounds. For 7 additional Life Force, they can last up to an Age.
Outside of combat: Lesser Curses can be applied during actions as small as a poke or from range a wink.
In combat: Lesser Curses can be applied by touch over 2 emotes and from a range, 3 emotes.
Greater Curses cost 50 Tear, 2 Life Force, have a max range of 8 blocks and last 5 rounds. For 7 additional Life Force, they can last up to an Age.
Greater Curses take the same amount of emotes to apply as in combat. They are applied by touch over 4 emotes and from a range, 5 emotes.
Lesser Curses are things like mild sensory impairment, slight vertigo or vomiting, mild lethargy, mild skin disorders, lesser migraines, sore muscles or joints, sudden aging (temporary), nosebleeds, mild hallucinations, mild delusions, mild anxiety, mild mania, arrogance, mild depression, mild paranoia and grim thoughts.
Greater Curses are things like Impotence, Enfeeblement, Loss of a sense, severe lethargy. harrowing migraines, muscle spasms and seizures, Osteoporosis, severe arthritis, constant hunger, rapid aging (appearance), prevent healing (magical or alchemical), Healing Causes Damage, Feel Nothing, Depression, Paranoia, Unnatural urges of cannibalism, Sleep paralysis, Memory loss, greater hallucinations, anxiety, maniacism, extreme arrogance or pride, sudden urges to harm people, Psychosis, Delusions, and Dementia.
Besides curses there are illnesses that can be created from Leprosy and Influenza to sicknesses of their own creation. Creating Ilnesses costs the same as casting a Greater Curse.
These should all have an incubation period, a mundane way to cure aswell as a magical way to cure.
Redlines :
A Necromancer cannot curse multiple people with one spell.
All curses, hexes and illnesses are curable via a Cleric’s [ Divine Purge ].
Creating a new illness requires a signed LT paper with its effects in the inflicted inventory. The paper should also detail the mundane way to cure the affliction but this information should not be meta-gamed.
Mundane cures to illness should make as much sense as possible and LT are free to deny cures or illnesses they deem imbalanced.
Inflicted can decide OOCly if a curse lasts longer than intended.
Curses cannot be contagious but can move from person to person.
[ Show Mortality ]
Rank: 2 | Emotes: 3 | Tear: 10 | Life Force: 2
Desc: A Necromancer can awaken the sense of mortality in one creature, frightening them. This supernatural fear is used to prevent beings from advancing on a Necromancer.
Mechanics:
A Necromancer can choose 1 creature they can see within a 6 block range and can awaken the sense of mortality in a creature. The creature must roll a 1d20 and receive a 10 or higher to avoid being frightened. When frightened a creature cannot willingly move towards the Necromancer.
The status can be removed when the Necromancer no longer has a line of sight on them, 2 emotes of calming themself or inflicting enough pain on themselves to draw blood.
A Necromancer can increase the DC by 1 for every additional 2 Tear and 1 Life Force they place within it.
Redlines :
Those immune to supernatural fear still feel the sense of mortality but are not affected by fear from it.
[ Dead Words ]
Rank: 3 | Emotes: 3 | Tear: 10 or 20 | Life Force: 2
Desc: A simple spell, a Necromancer can speak with the recent dead and attempt to force mindless or non-sentient undead creatures not of their creation to do as they wish.
Mechanics:
Speak: For 10 Tear and 2 Life Force, a Necromancer can raise a ghost-like version of a creature that died in the last 3 rounds. This ghost can speak and converse like normal with the creature’s personality. The ability to speak to them lasts 6 rounds.
Compel: For 20 Tear and 2 Life Force, this spell can compel up to (Tier #) non-sentient undead (not raised at them) once. The Necromancer gives a one word command.
Redlines :
If Compel is used on undead tether or raised by another Necromancer both must roll a 1d20 to determine whether the compulsion works or not.
Once Speak ends the Necromancer cannot cast the spell on the corpse again unless they die again.
[ Necrotic Bolt ]
Rank: 3 | Emotes: 3 | Tear: 15 | Life Force: 1
Desc: A Necrotic Bolt is created in the hands of a Necromancer by taking Life Force, cooling it and then quickly heating it. The result is Draugr Flame, a cyanic blue flame that crackles in the wind with whispers of a soul.
Mechanics:
For 1 Life Force and 10 Tear a Necromancer can conjure a bolt of smouldering, cold Draugr flame and launch it at a target up to 8 blocks away. It moves as fast as an arrow and is as large as a basketball. On a proper hit the target loses 2 Life Force.
Dying to a Necrotic Bolt places the soul of the target within a Necromancer’s Soul Catalyst otherwise they die like normal.
Redlines :
If it makes contact with flammable material the Draugr Flame will act like normal fire and begin to “burn” away at it. The Draugr Flame intensity focuses around frostbite, inflicting Frostnip, superficial frostbite and or deep frostbite. The damage correlates to the stages of fire burns.
The frost it inflicts is similar to that of regular flame, causing frost-nip which’ll lead up to eventual frostbite of several degrees in intensity. If the flame is sedated by regular means of normal fire; water, smothering, ext it will extinguish with no further damage.
The flame will cool the area around it similarly to how a normal flame will heat the area around it.
[ Reap ]
Rank: 3 | Emotes: 3 | Tear: 50 or 80
Desc: The scythe is an image that reminds us that Death, The Ferryman, reaps souls like the peasants who harvest corn in their fields. A Necromancer can conjure a scythe made of pure black-grey, Abyssal Essence.
Mechanics:
A Necromancer can temporarily enchant a weapon for 50 Tear over 3 emotes, (or conjure a scythe made of Abyssal Essence for 80 Tear). The scythe is proportional to the Necromancer's size, when it strikes someone about to die or within 3 rounds of them dying, they claim their soul or any remaining Life Force.
The scythe can only be held by the Necromancer and remains until they dispel it with a free action.
If a Necromancer has a Soul Catalyst within their possession (in hand, at the hip, in a staff or wand etc.) and chooses to claim a soul, the soul is placed within the Soul Catalyst.
If the scythe hits someone alive they lose 1 Life Force and the Necromancer gains it.
Redlines :
Remaining Life Force does not include the 3 beyond the initial 5.
If the scythe is conjured over a Necromancer’s Magical Foci the Necromancer can still cast with it.
If someone besides the Necromancer tries to hold the scythe it passes through them.
[ Soul Catalysts ]
Rank: 3 | Emotes: 6+ | Tear: 5+
Desc: Soul Catalysts are a devious creation that are feared by all who come across and face Risers. They are small pieces of obsidian enchanted in a special way to allow for the capture of souls. Once imprisoned the souls can be exploited for a variety of affects.
Mechanics:
Creating a Soul Catalyst requires Obsidian, enough for a normal-sized potion bottle (specifically under/around 38.25 cubic inches but this is not too heavily enforced). The exact shape of catalyst is up to the Necromancer. Over 6 emotes a Necromancer prepares the soul catalyst through enveloping the obsidian and creating a field over it. The enchanted obsidian will become a soul catalyst with a glowing, gray center. Souls can be captured and placed into the catalyst through “Reap”, “Necrotic Bolt”, “Drain” and a
Blood Mage’s [ Blood Contract ].
Using Soul Catalysts
A soul remains inside the catalyst. While a soul is inside the Catalyst, a Necromancer can exploit it in any of the ways described below. After every time a soul is exploited, the Necromancer must roll a 1d20. If the Necromancer does not pass the DC the soul escapes. The DC starts off at 10 and increases by 2 for every successful roll. However, once you exploit a soul for the fifth time, it always escapes. While a soul is trapped, the dead creature it came from can’t be revived. A Soul in a Catalyst regains Life Force as normal.
Steal Life. A wielder can use a free action to drain vigor from the soul and heal or replenish Life Force to themselves, a creature they are touching via Voudric Touch or a tethered creature. This follows the same guidelines as “Heal”.
Query Soul. A wielder can ask the soul a question as a Free Action and receive a brief telepathic answer, which they can understand regardless of the language used. The soul knows only what it knew in life. The answer is no more than a sentence or two.
Repair Soul. A wielder can use a soul to recover from 20 additional Tear once a IRL day.
Additional Essence. A Wielder can use a soul to roll 2 additional times to draw in essence when choosing to intake essence. The first roll is 1d6+2 and the second is 1d6+1.
A soul Catalyst can be forged into objects, though the chances of not breaking it are slim.
With OOC consent a character’s soul can be placed within a weapon. Attempting without consent releases the soul during forging.
With OOC consent a Soul with a Soul Catalyst can be given to beings who desire them.
With OOC consent a character’s soul can be given to a Greater Being (resulting in PK). Attempting without consent releases the soul.
Redlines :
The soul that is trapped may roll a 1d20 once an IRL day. If they receive a 20 the soul is immediately freed.
A Soul can only be trapped in a Soul Catalyst for 5 IRL days max.
Attempting to trick and manipulate players OOCly will result in immediate blacklist from magic.
If a Soul Catalyst is somehow broken the soul inside is freed.
Only 1 soul can be inside a Soul Catalyst at a time.
To revive someone whose soul is in a Soul Catalyst their body and the Soul Catalyst must be brought to a resurrection altar.
[ False Life ]
Rank: 4 | Emotes: 6 | Tear: 45 | Life Force: 7
Desc: After achieving Master level a Necromancer learns how to preserve the soul in a dead body for just a while longer, allowing them to remain alive for just a while longer.
Mechanics:
For 45 Tear, 4 Life Force and over 6 emotes a Necromancer can place a sort of curse on themselves or another that activates when they die within 6 rounds of being casted. After the target dies their body will rise after 1 round and continue acting as they would have in life for 5 rounds.
While alive again their body has the durability of a Mindless Zombie. Making it easy to damage with simple movement or damage.
Redlines :
False Life is mechanically considered an advanced curse but cannot be placed on bone weapons.
The target has access to all their racial abilities and other abilities they had in life.
At the start of the 7th round, regardless of initiative, the target dies again.
[ Fake Death ]
Rank: 4 | Emotes: 3 | Tear: 50 | Life Force: 7
Desc: Death is but an eternal sleep and a Necromancer can place themselves or others within a fake one. This can be either a curse or a boon depending on the circumstances.
Mechanics:
For 50 Tear and 5 Life Force a Necromancer can place a sort of curse on themselves or another (with OOC consent). They are placed into a cataleptic state that is indistinguishable from death. Until the Necromancer uses a normal action to touch the target or until a nearby trigger occurs (described on casting) to dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its block speed drops to 0. If the target is diseased or poisoned when the spell is cast, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
If a Necromancer places themselves under Fake Death they can reawaken at any time over an Age. Once an Age has passed they immediately wake up again.
If a target is placed under Fake Death the duration of it is decided on cast OOCly.
Fake Death can be dispelled via a mundane way (decided on casting) and by a Cleric’s [ Divine Purge ].
Redlines :
Fake Death is mechanically considered an advanced curse but cannot be placed on bone weapons.
While the target is in the cataleptic state they are still able to be stabbed or harmed physically or with spells. Mentalism spells do not work but Seer abilities may.
-=-
Forbidden Spells
The following spells are accessible by those who practice this magic, though are not included within self-teaching or normal-teaching guidelines, as they are not considered a required piece of the magic. These spells may be learned through events, and in theory through teachers as well, though by no means is it expected that a user of this magic is aware of even their existence.
These are the ‘Forbidden’ Spells, acts of magic incredibly powerful and potent, but all at once consuming all 100 Tear a Caster may have, and ripping them into the Primordial Dream. These spells are devastating to both the environment and the user, for to cast one is to die.
As a final note, these spells are rumoured to grow more powerful from time to time, if used in the right circumstances. Exactly why is unsure, but a popular rumour foretells that the gods will gaze down onto these self-sacrificing Mortals in their time of need, and turn their fading embers into a roaring inferno should they deem the Mortal to be worthy. In practice, this allows ETs to emote the Spell Effects as they please.
[ Undertow ]
Rank: 4 | Emotes: 10 | Tear: ~ | Life Force: 7
Desc: A Necromancer can release all of their Life Force at once and mix it with Abyssal Essence to create a devastating effect on the land around them. The dead will rise, plants will cease to grow, rot and decay will consume animals. It is truly a baleful spell.
Mechanics:
9 emotes are spent where the Essence swirling around the Caster’s body is combined with Life Force and sent into the land around them. At the tenth emote, the gathered energies erupt across the landscape.
Animals would begin to appear with warped or malformed appearances, plots of land would grow rotten and unable to grow. Eventually, as the energies properly settled, they would be trapped here - forced to inhabit random animals or objects before they lash out at the world. Scarecrows would begin to move in their fields, dead bodies would rise as new half-dead souls filled them, animals would start attacking people.
This Forbidden Spell is long-term and devastating. If the objects the energies inhabit are destroyed, or the creatures killed by normal means.
Redlines :
After having cast the Dead Land spell, the Magi’s form would break apart into the Primordial Dream. This PK is considered irreversible, as not even the gods themselves could gather the raptured soul after it has been torn.
An ET/LT must act as the DM for the performance of this spell.
Individually, the bodies that the dead inhabit are not strong by any means. One well placed blow could tear them apart. Their ferocity comes both in numbers and the fact that they will continue to return until properly cleansed.
The upper bound of what a 'landscape' could be considered is somewhere around 100x100 blocks.
Each projectile no matter if launched from behind or above travels with the force of a spear thrown by a human but the speed of an arrow.
The upper bound of what a 'landscape' could be considered is somewhere around 100x100 blocks.
The process of this spell requires the Caster to stay still and is excruciatingly painful as ripples and cracks of tear break all along the caster’s body.
If the caster is interrupted amid their spell and loses connection, their tear is set to 99 and they’d be rendered unconscious.
This spell does indeed distinguish friend from foe.
[ Life Force Rip ]
Rank: 4 | Emotes: 10 | Tear: ~
Desc: The ability to instantly steal one's very life without ever drawing their blood. Stealing the Life Force of every living thing around them is normally impossible, but with this spell a Riser can rip the Life Force of all mortals and animals around them. This takes around 2 dozen seconds and has the possibility to fail, even at the cost of the caster’s life.
Mechanics:
This forbidden spell requires 7 emotes that are spent branching out essence beyond the Caster’s body, formed into tethers on the 8th and is connected into the creatures around them that contain a soul. At the 9th emote the essence within the nearby bodies slowly begins to shake. Finally, on the tenth emote the tethers will begin to drain Life Force, lasting for an additional four emotes. At the start of each turn, anyone within line of sight must roll a d20 dice, losing 2 Life Force if they do not roll a 6 or higher. This repeats up to four rounds after cast.
Tethers can be broken the same way as listed in “Create Tether”.
Redlines :
After having cast the Life Force Rip spell, the Magi’s form would break apart and be torn into the Primordial Dream after the last attempt to rip Life Force. This PK is considered irreversible, as not even the gods themselves could gather the raptured soul after it has been torn.
All within the landscape the spell is cast must roll a D20 at the start of each of their emotes, Losing 2 Life Force if they roll a 1-5. This lasts four emotes or until the tether is somehow broken.
You are considered safe from this spell if you have broken a possible line of sight from the Necromancer.
The upper bound of what a 'landscape' could be considered is somewhere around 100x100 blocks.
The process of this spell requires the Caster to stay still and is excruciatingly painful as ripples and cracks of tear break all along the caster’s body.
If the caster is interrupted amid their spell and loses connection, their tear is set to 99 and they’d be rendered unconscious.
This spell does indeed distinguish friend from foe.
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Summary
Necromancy exists as an attempt to give forth a form of undead magic that allows people to engage with the energies of the realm of the dead; Mevvet. These Necromancers use their mastery of the metaphysical soul to guard against death, whether their own, or others, aswell as demand the dead submit to their bidding. The culture of Abyssal Magi lies within their ability to utilize Life Force and Tether creatures with souls. In terms of generally summarized redlines and other tidbits they go as follows:
General Redlines
Aesthetic actions, done in good faith in which no parties are hurt, and done in a way which makes proper sense, are completely fine. Draining Life Force from a plant to vitalize a different plant for example.
In events with creatures of Mevvet, the creatures will normally prioritize the Necromancer unless some other circumstances prevent them.
Any spells that greatly affect the landscape, such as Greater Attract/Repel, require RO Consent if used on a region title.
An Abyssal Magi must properly abide by the physical limitations that come from wearing armour respectably.
By attaining Abyssal Magic, you are no longer able to gain any other magics. The only exception would be Feats which may apply to one’s race (E.q. Enchanting/Golemancy).
Any spells that greatly affect the landscape, such as every single Forbidden Spell, require RO Consent if used on a region tile.
A Celestial Magi must properly abide by the physical limitations that come from wearing armour respectably.
By attaining Celestial Magic, you are no longer able to gain any other magics. The only exception would be Feats which may apply to one’s race (E.q. Enchanting/Golemancy).
You may not cast a spell without properly practicing and researching said spell through RP means, whether this is via lessons from a teacher or going out into the world to study how the mechanics of such a spell could be easily executed.
For the sake of moderation tracking, one should keep how much Tear and Life Force within them, for moderation purposes, in their prefix. Due to there being two types, it should be formatted as such: [Tear]/[Life Force]
Attempts to maliciously and knowingly power game, loophole, or generally provide a low standard of RP with this and any other magic may lead to one’s MA being revoked.
This Magic IS SELF-TEACHABLE, following self-teach rules.
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