Necromancer



Description:
Calling upon the blackest of all magic, Necromancy is derived directly from the Black Deities, Ik'Tulthu, Nu'u, and Satan himself. Necromancers are a disturbing type, the kind few want to even be associated with. Their minds borderline on isnanity, and their magic is unspeakable.

Summoning legions of the soulless dead, a powerful necromancer can amass an army of living corpses. Necromancers are always of dark character alignment.

Necromancers don't favor combat weapons as they preffer to let their minions do the dirty work. They do however often carry knives for sneak attacks, and favor scalpels and other surgical impliments. Abillities:

Raise zombie/skeleton: A necromancer must chant an encantation to raise a nearby zombie or skeleton. The chant requires roughly one minute to complete. Once performed the re-animated dead will unbury its self and follow orders recieved from its summoner until the latent magic in its body runs out. The animated dead will remain charged by the necromancer's magic as long as it remains within the Sphere of Influence (see qualities). It will begin to consume its magical energy once it goes outside that range and collapse within one minute. Skeletons consume magic faster than zombies and will only last about one minute while zombies can last up to half an hour. Skeletons however are faster than Zombies and may be able to get the job done faster. Additionally they make use of tools and throwing weapons while zombies strictly rely on their jaws. When Zombies kill a person the corpse of the person killed will become a zombie under the necromancer's command at no additional cost. At the outset a Necromancer can raise one servant and maintain it at a time. Increasing this number requires gaining more favor from their patron black deity, through quest completion and sacrafice. One new servant is gained for completing one quest.
Once destroyed an undead servant can not be resurected again.
See monsters listing for more information.

Raise Monster: If a Necromancer finds a defeated monster it can be resurected similar to a zombie or skeleton and the same rules govern it. However a monster requires double the magical energy of a skeleton or zombie so this power is unaccessable until at least one quest has been completed.

Raise Floater: If the parts are fresh enough the hands, eyes, or brain of a body can be removed and animated into floating abominations. The advantage of floaters is that they only require half the magical energy and concentration of a skelleton or zombie, thus two can be raised at once from the start. However finding parts fresh enough may prove a challenge. Hands need only still have flesh on them but brains and eyes must not yet have begun to decay.

Become Undead: when things become extremely desperate a necromancer can step beyond the plane of mortality. This in essence transforms a necromancer's species into a Lich. This abillity however can not be used from the outset. Completing one quest will earn a necromancer the respect of their patron Black Deity and the abillity to transform into a Lich. Please note only humans can become a Lich. Once a necromancer has become a Lich only necromantic power can increase and other abillities will remain permanantly at present level. It's advised this be done as an absolute last resort as once the spell is cast it cannot be reversed. The only way a Lich may become human again is if the Lich breaks its ties with its patron black deity.

Necrotic Bolt: Necromancers can cannel an amount of necrotic magical energy into a magical bolt similar to those cast by Warlocks and Sorcerers. It takes roughly three seconds to cast and has about the same power as a tier 1 magical bolt. In order to use it, a necromancer needs to have the energy to maintain one servant on hand. If a necromancer tries to cast it with too many servants already raised one will deanimate to provide the needed energy. A Necromancer can not cast Necrotic Bolt and Necrotic Shield at the same time.

Necrotic Shield: Necromancers have the ability to channel necromantic energy into a magical shield. It forms a sphere around the necromancer of magical energy which can repel magical attacks, and enchanted weapons. Strangely it exclusively repels magic, but does nothing to block entirely mundane weapons. That of course is why necromancers have an army of willing meat shields to jump in the way. Necrotic shield requires enough free energy to maintain two servants to form and maintain. Necrotic Shield is not available at the outset. It can be unlocked either by completing five quests, or more quickly if the organs of a mid boss level monster (non undead) are sacrificed to the black deity. A Necromancer can not cast Necrotic Bolt and Necrotic Shield at the same time.

Summon/Unsummon: Because carrying about a legion of undead can start to become an inconvenience for a necromancer, they have the ability, much like the summong spells available to Warlocks, to bind, and send away undead for storage, and summon them forth when needed. Even still, Necromancers never quite seem to rid themselves of that smell.

Autopsy/Sacrafice: Necromancers can surgicly disect monsters and other creatures. This rather grusome dismemberment serves to gather information, on the creature's anatomy and can offer information on where that creature has been and how it died. A host of information can be gathered from autopsies. Keep a list of creatures Autopsied in your sig. By burning the valuable heart/brain/liver or other organs found during this process an autopsy may also become a sacrafice, which can increase the number of servants a necromancer can raise. Roughly one servant for one creature equal to one human life. As such weak monsters and small monsters might take tens or even hundreds to equal one new servant, however a dragon may qualify for ten new servants. Typically an actual human life gains one new servant. You can not sacrafice a zombie or other undead as the value of that life has already been sacraficed. Some humans are worth more than others.

Specialty Zombie: There are three patron black deities of necromancy, Nu'u, Ik'Tulthu, and Satan. Depending on which school of necromancy the necromancer practices they will be able to raise a kind of zombie unique to their school. Nu'u Necromancers can raise Green Zombies, Ik'Tulthu can raise blue, and Satan Red. A specialty zombie has the same cost as a normal minionl, except Green, which costs only one tenth that of a normal zombie. In order to raise a specialty zombie a Necromancer needs a special situation. For green zombies the necromancer will need to find at least 10 corpses, burried or not, that have not been given last rites and not burried in holy ground. For a blue zombie the corpse of someone whom has died by drowning, for a red zombie the necromancer must kill the person to become a red zombie themselves, and skin the corpse.
A necromancer must complete complete three quests, without becoming a lich in order to gain the respect of their patron black deity necessary to raise a specialty zombie. Specialty zombies can not create new zombies.

Raise Black Zombie: Black zombies are faster and more powerful than normal zombies and even specialty zombies. In order to gain the power to raise one a Necromancer must complete 5 quests without becoming a lich in order to gain the respect of their patron black deity necessary to raise black zombies. Black zombies have the same raise cost as normal zombies and CAN raise more black zombies.

Qualities:

Black Alignment: A necromancer is naturally under the darkest of alignments and can walk through black wards, and will not be attacked by black alignmed monsters unless he first attacks it or, the monster is given a specific command to attack.

Strong Stomach: While it may seem an unusual power to have, necromancers have built up a tollerance to the most disgusting of smells, can eat rotten food without getting sick and can even ingest mild poisons safely.

Supernatural senses: The vision of a necromancer is not at all restricted to the physical plane. The planes of spirits and the flow of magical energy are all visible to a necromancer.

School of necromancy: Necromancers are clearly devided into three styles depending on which Black Deity they follow. Nu'u, Ik'Tulthu, or Satan. This can be a strength or a weakness. The minions of a necromancer generally won't attack another necromancer of the same Black Deity, and their rules generally require that they do not fight amonghst themselves. No such courtessies exist for necromancers of other styles however.

Blatant Obviousness: When a necromancer walks into the room everyone knows it. The smell, the dark aura, the just plain creepy mannerisms. If there are dogs nearby they'll start barking. Don't even bother trying to pretend you're not a necromancer.

Sphere of Influence: A necromancer creates a field of influence around themselves that stains the magic of the area black, and allows them to maintain their risen servants. At the outset it is limited to roughly 10 feet in radius around the Necromancer requiring them to keep their servants close. Each quest completed increases this sphere, though it will still continue to make servants weaker or strong depending on the servant's distance from the necromancer. A servant outside a Necromancer's sphere of influence will steadily lose the magic animating it and eventually collapse within one minute. The sphere of influence for a Necromancer increases at a rate of one foot per level of difficulty per quest, (Very easy, Easy, Lower Moderate, Moderate, Upper Moderate, Hard, Very Hard, Epic) starting at one foot for "very easy".
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