Necromancer

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Classes

Class Summary

Restoring a semblance of life to the discarded husks of flesh and bone, the Necromancer doesn't walk the fine line between life and death so much as rape and manipulate it. They depend on a deep knowledge of anatomy and the dark powers to fuel their creations. Most of their magic resides in the creatures and spirits raised from the dead rather than showy spells and illusions. They dig up bodies, dissect them, and pry the secrets of animation from their remains.

A Necromancer's strength is in his creations and his link to the afterlife. The ability to manipulate both body and soul is everything: material wealth, charisma, and even family/social standing are nothing.


On a superficial level, it is possible to mistake a suitably solitary and brooding dark cleric for a necromancer. But there are indeed several key differences. A necromancer is, in its own twisted way, an actual mage. They manipulate the very life energies of creatures, twisting the very threads of their being before snipping them off when the time is right. A vast majority of them are solitary characters, though many of them establish small cults and sects of like-minded individuals who all work together to share and expand their knowledge of life and death. Necromancers excel in ways to inflict sheer pain and torment, making even the greatest warrior collapse into a spasming and screaming heap. Many Necromancers are adept at slipping into shadows and observing common daily activities of others. Appropriately powerful necromancers are able to summon extraordinarily powerful undead to do their bidding, varying from a meager zombie or specter to a gargantuan dracolich of epic power.

Starting Items

3d4 x 20 Gold

Wizard hat

Quarter staff

Spellbook

Plain shirt

Long pants

Boots

Robe

Lantern

Journal

Feats

Alchemy Science

[Passive] Prerequisites: Intelligence 60+

Description: This Feat will grant the character knowledge of the Art of Alchemy and its uses. Upon learning this Feat, the character will receive 30 skill points in Alchemy and gain the character's proper Alchemy equipment. [+30 Alchemy] [Alchemy tools added to your bank]

Arcane Enchantment

[Passive] Prerequisites: Intelligence 100+ and level 10+

Description: Allows the mage to craft or imbue items with magical properties.

Inscription

[Passive] Prerequisites: Intelligence 50+

Description: During your years of research, you have learned to master the pen and quill, among other things. Because of this aptness, you can use your skills to work on other aspects. This Feat grants you access to the Inscription system. When this Feat is first learned, the Mage receives 30 skill points in the Inscription skill and a Scribe's Kit.

Usability: As stated, this ability allows the mage to use Scribes Pens and inscribe scrolls, along with giving a +30 skill bonus to the Inscription skill. This can be quite useful to the established mage.

Rebuke Undead

[Active] Prerequisites: None

Description: Allows you to use your unholy symbol to take control of an undead creature, more difficult undead can be controlled the higher level you are.

Summon Undead

[Active] ]summonundead Prerequisites: None

Description: Allows you to summon undead minions to serve you.

Advanced Necromancy

[Passive] Prerequisites: Level 10, and 60% Spirit Speak

Description: Allows the use of the Necromancy spell book.

Undead Bond

[Passive] Prerequisite: None

Description: Allows you to speak and replenish your energy by channeling the Undead around you. With higher levels the undead will consider you one of their own.

Crafting Feats

[Passive]

Please follow the link to learn more about Crafting Feats

Skills

(note: All other skills default to 0.0 each)

Combat

Anatomy - 100.0

Aim - 15.0

Dodge - 60.0

Evaluating Intelligence - 100.0

Magery - 100.0

Meditation - 100.0

Necromancy - 100.0

Poisoning - 100.0

Resisting Spells - 100.0

Prayer - 100.0

Fencing - 60.0

Healing - 60.0

Mace fighting - 60.0

Tactics - 60.0

Swordsmanship - 20.0

Wrestling - 80.0

Crafting

Blacksmithing - 40.0

Carpentry - 40.0

Cooking - 60.0

Fletching - 40.0

Tailoring - 40.0

Tinkering - 40.0

Other

Alchemy - 100.0

Camping - 100.0

Cartography - 100.0

Detect Hidden - 100.0

Fishing - 100.0

Inscription - 100.0

Item Identification - 100.0

Lumberjacking - 100.0

Mining - 100.0

Musicianship - 100.0

Stealth - 100.0

Taste Identification - 80.0

Bonuses / Restrictions

Class Feats & Items

Magecraft

Cannot wear armor

Staff and Dagger only

Karma range lower than +500

Spells

Magery Spell Book
Circle Spell
First Circle Clumsy Feeblemind Magic Arrow Night Sight Reactive Armor Weaken
Second Circle Agility Cunning Harm Magic Trap Magic Untrap Protection Strength
Third Circle Fireball Magic Lock Poison Telekinesis Teleport Wall of Stone
Forth Circle Arch Protection Fire Field Lightning Mana Drain
Fifth Circle Dispel Field Incognito Magic Reflection Mind Blast Poison Field Summon Creature
Sixth Circle Dispel Energy Bolt Explosion Invisibility Reveal
Seventh Circle Chain Lightning Energy Field Flamestrike Mass Dispel Meteor Swarm Polymorph
Eight Circle Earthquake
Necromancy Spell Book
Spell
Curse Weapon Blood Oath Corpse Skin Evil Omen
Pain Spike Wraith Form Mind Rot Summon Familiar
Animate Dead Horrific Beast Poison Strike Wither
Strangle Lich Form Vengeful Spirit Vampiric Embrace

Races

The following races can become Necromancer

Drow

Human

Alignments

Adhering to their own individual morals, the Necromancer can be any of the following alignments:

Lawful Evil

Neutral Evil

Chaotic Evil


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