Post by baha on Feb 17, 2007 13:44:57 GMT -5
Necromancer
The Necromancer is a magic class that involves raising of the dead. While sometimes the ability is as innate as an elementalist would control water, Necromancy is a more precise art. When able, Necromancers tend to rely on some form of control for their magic, such as incantations, arcane knowledge, or some sort of drawn signs to chain the dead to their will, especially if they delve into powerful undead or even demonic souls. Few things, once claimed by death, are immune to the Necromancer's commanding will. Note that the following abilities pertain to special risen creatures, not to the standard type that Necromancers can raise at any time.
ABILITIES
-By default, Necromancers gain the Damned Raise ability.
Damned Raise
# of uses per RP: 1
Duration: Until destroyed
Recharge time: N/A
During battle, Necromancers can attach a damned soul to the creature they have risen.
How it works
The Necromancer goes through the forms that will seal the Hell-sent soul to the dead thing he/she has risen. This will increase its ferocity, intelligence, and (dark) elemental power. A simple added incantation or sign will ensure that the creature does not turn on the Necromancer or his/her allies.
- At level 10, Necromancers are granted access to special Class-based skills found in the Magic Shop.
-At level 25, Damned Raise becomes Accursed Raise.
Accursed Raise
# of uses per RP: 2
Duration: Until destroyed
Recharge time: 10 posts (with Damned Raise only 5)
As well as being able to attach a damned soul to a risen vessel, the Necromancer can also bind certain abilities to them.
Options:
- Pharaoh- The risen creature is filled with some type of scarab beetle or scorpion, writhing inside. Any injury to the summon would release their devouring, stinging hunger.
- Drain- The risen creature has an aura of death around it that drains the energy of all enemies that are close to it.
- Nightmare- The risen creature bears a striking similarity to whatever the enemy happens to fear most, excluding actual people.
-At level 40 Accursed Raise becomes Twilight Raise.
Twilight Raise
Uses per roleplay: 1
Duration: Until destroyed
Recharge: N/A
With Twilight Raise the Necromancer can summon a ghost or demon titan, or something of great power. Along with this, three more options are added on to the Accursed Raise potential:
- Familiarity- The risen creature takes on the appearance of a person the enemy knew, or just any appearance the Necromancer wishes.
- Acid- The risen creature once again possesses blood, but once it leaves its veins it is highly caustic.
- Restructure- The risen creature can snap itself back together unless completely destroyed, though it takes energy from the Necromancer each time.
WEAPON
Necromancers are weak in strength and summon the Undead to fight for them. If they are caught in a battle without any undead to summon, very light weaponry is acceptable.
Necromancers may use staves or whips.
ARMOUR
Necromancers generally do not wear robes or armour, rather, they wear normal clothing and cloaks. They choose this because summoning Undead is as natural as breathing to them, and do not need to channel magic to perform it, thus, they do not wear robes. They also avoid fighting for themselves, thus the lack of armour.
Necromancers wear little to no specialized armor.
MAGIC
While they may have limited abilities in other areas of magic, Necromancers main focus is, of course, Necromancy. They may raise the dead and sense where dead bodies are available naturally, relying on pure ghosts when none are available.
Necromancy is the Necromancer's main magic.
COMMON RACES
Necromancers can be found in all races, but are most popular with the Undead and Humans. They are never found among the Divine.