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Started by IO11085
Tue, 11 Aug 1992 10:37
Necromancy
Author: IO11085
Date: Tue, 11 Aug 1992 10:37
Date: Tue, 11 Aug 1992 10:37
135 lines
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7915 bytes
****************NECROMANCY********************** Necromancers are a class of summoners who have a morbid fascination with death and spend most of their time in places such as graveyards, burial grounds, catacombs and the likes, communing with dead spirits. Though limited in the types of 'spells' they have access to, Necromancers may gain great powers, but only through the most dangerous and vile of means. Necromancers primarily get their power from two sources: the ability to create non-intelligent undead; and the ability to reach across the boundaries that separate the living from the dead, and to communicate with the spirits of the deceased. Necromancers have 3 primary skills or talents upon which to operate: Summon, Bind, and Undead Lore. Summon allows the Necromancer to summon a Dead Person's spirit to them. They can safely summon a spirit with a magnitude up to their summon score, the summoning of a dead spirit more powerful than this brings higher risks. The procedure behind this is basically the Necromancer sending her soul off to the place of the dead, and there attempting to find the required spirit of the dead person you want, or finding a guide who can lead you to the person you want. Sometimes it is desirable to go there with a question and just attempt to find anyone who can answer it, this is much harder to do. Once you find the required Soul you can do two things, either talk to it there, a very dangerous thing since you are not on your home ground and if things turn nasty you could be in a load of trouble, or attempt to drag the spirit into the World of the living, a thing made easier by the fact your body serves as a very powerful anchor. Since spirits are not usually that fond of the idea of returning to the world of life that they have long since given up, a will vs. will fight with the Necromancers score in summon being pitted against the spirits might magnitude. Failure can mean anything from being cast back into EA, to losing your way in the place of the dead, which means your body is effectively without a soul/ The spirit may feed of your will, draining it. And occasionally the spirit may possess the body of the Necromancer. The result of failure often has to do more with the predisposition of the spirit than any other factor. Spirits when summoned into Ea take on the incorporeality of Ghosts, summoning a spirit takes about 30 minutes per magnitude of the spirit's magnitude. Once its here, its up to the Necromancer to you use tact, threats, promises or whatever other means they have at the disposal to find out anything. BIND: Allows you to bind the spirit of the dead to a zombie. Through this ritual a Necromancer may bind spirits whose total ranks equals his talent in binding + 1/10 his will. If the limit is passed, the lesser ranked will be unbound and released until the total magnitude of bound spirits is once again with the limit. The unbound spirit then has the option of staying or leaving. If it leaves, the necromancer is then left with a Normal Zombie, otherwise called Standard non-intelligent undead, are under the Necromancer's total control, but cannot act independently. Control may be transferred, and a Necromancer within range may attempt to usurp control vie a will vs. will fight with the original controller with bind being used as a modifier. The original controller always gets a bonus in these cases. A necromancer may have any amount of non-intelligent undead that they desire. A spirit bound undead must be mastered through a will vs will combat for the Necromancer to have any power over it at all. It can still act independently of supervision and within the bounds and structures established by its mastering necromancer(if unmastered it can do as it pleases). Its control can not be transferred, instead it must be remastered. These undead can learn. Creation of Spirit Bound Undead is as follows: 1) Creation of a physical body, i.e. a Zombie. 2) Summoning of the desired magnitude of dead spirit. 3) Binding the spirit to the prepared body. 4) Mastering the Spirit bound undead. NOTE: The above process gives you a spirit bound undead, mastered. However, it doesn't need to communicate with you, only follow your orders. A resourceful necromancer can bargain with an unbound undead, if he can sate its appetite, needs and desires. The creation of a zombie (or physical form) comes at two different levels. A Easy method, and a more time-consuming method, that produces a longer lasting product. A zombie can be easily created by a Necromancer given a nice corpse, and four hours of uninterrupted time, as well as the proper ingredients for the ritual. They then spend 45 will and you having a rotting corpse obeying your every command, of course it rots at a normal rate, not a very pleasant site. A role against your undead lore will be used to see if you have successfully completed the ritual. Given a week time and 45 will a day, as well as special chemicals and other substances, a necromancer can make a zombie that decays at only 1/5th the normal rate. Again a roll against the necromancers Undead Lore must be made. If a necromancer dies with their soul inside their body, they will arise the next night at midnight, if they succeed a check on their Undead lore. They will be in total control, they can take over new bodies using their binding scores, it is even possible for them to displace the souls of the living, though the body slowly starts decomposing at this point, as the soul of the Necromancer eats up all of its energies. NECROMANTIC RITUALS Necromancers have access to the following rituals. NECROMANTIC GOLEMS: Necromancers can create monstrous golems of flesh or graveyard clay, at a cost of one month time and 15 permanent will points. The golem is controlled through a graven image carved from a Mandrake root which much be found growing beneath a hangman's gibbet. The image allows the Golem to be controlled from unlimited distances, and the Necromancer will be allowed to see though the Golem's eyes and hear through the Golem's ears. EVIL EYE: The evil eye is a talisman made from an expensive onyx set in a solid gold backing. It takes 40 days for a Necromancer to create an evil eye, afterwards it will force all who view it to make a sanity roll, or lose die(1,20) sanity points, as the eye gives them a glimpse of the other side. Necromancers because they journey so often to the land of death are immune. A success means a loss of die(1,6) sanity. PHANTOM: By the use of this ritual the Necromancer calls forth a type of non-corporeal spirit known as a phantom. Because the phantom has no true form, it can only take true form by drawing upon the essence of the Necromancer. It does this by draining 5 hp and 5 will per magnitude. This draining process is instantaneous, and occurs the moment that the Phantom is summoned. The summoning is based upon the Necromancers skill in the summoning talent. It's impossible to get a phantom higher than your score. Once the phantom is summoned, it can be ordered to do any service the caster desires, and will do it happily. There is no length to the Phantom's servitude. The caster will not regain those hp or will until the phantom is either dismissed or killed. Phantoms always surprise from shadows, are superhumanly strong, and are hard to kill, they resemble nothing so much as shadow. A person seeing a phantom for the first time must make a sanity roll or lose die(1,8) sanity.
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