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1 total messages Started by IO11085 Tue, 11 Aug 1992 10:37
Necromancy
#5
Author: IO11085
Date: Tue, 11 Aug 1992 10:37
135 lines
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****************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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