Theurgic Necromancy

Arcane Necromancy involves manipulating primal life energy and encompasses many things, including the undead and restless dead. Theurgic Necromancy is narrowly focused on creating undead and commanding the restless dead. The creation of undead is widely shunned and often outright illegal in most corners of Scarterra. Magic that commands ghosts is more controversial, many prominent people are both for and against it depending on whether they view ghosts as poor souls in need or corrupting influences. Because of the poor cultural reception of necromancy in much of society, a lot of theurgic necromancers are members of secret orders.   Greymoria is considered the Mother of Necromancy and the creator of the first undead, so it makes perfect sense that her theurgists often demonstrate a natural aptitude for Theurgic Necromancy though even then, many of Greymoria's followers choose not to practice necromancy, simply to avoid the social derision necromancy invites upon them.   Followers of other deities can and sometimes do practice theurgic necromancy. Most keep their abilities secret but a few outwardly espouse the radical opinion that the use of undead can improve and even save the lives of the living because it lets them deploy powerful and relatively cheap soldiers and workers that do not sleep, do not eat, and cannot disobey orders and only consume resources when they are first created.        

(Stamina + Theology)

    ● Necromantic Sight: Detect undead, restless dead, manifesting honored dead demons, and localized sources of negative energy Persistent     ●● Create tier zero undead or heal undead of bashing damage. "Instant" in game terms, though creating undead actually takes ten minutes in reality   OR   Issue simple short-term commands to ghosts and compel obedience, resisted by the ghost's Willpower, difficulty 7. Persistent     ●●● Create tier one undead or add temporary attributes to undead or heal undead of lethal damage. "Instant" in game terms, though creating undead actually takes ten minutes in reality   OR   Summon ghosts that the necromancer knows the name of, resisted by the ghosts Willpower, difficulty 7. For every net success the necromancer wins the contest by, the ghost has to travel to the necromancer for two hours.   Some ghosts have special powers that let them cover vast distances very quickly, but not every ghost does. Sometimes, summoning takes a long time and repeated castings. Some ghosts are mystically tethered to haunt a single location. These ghosts cannot be summoned outside their haunts though if a necromancer is standing in said haunt, he can compel the ghost to walk up to him.     ●●●● Create tier two undead. Heal undead of attribute damage. "Instant" in game terms, though creating undead actually takes ten minutes in reality   OR   Compel a ghost into extended service, resisted by the ghost's Willpower, difficulty 7. The ghost has to obey any and all commands for 12 hours per net success the necromancer wins the contest by.   A ghost can be bound into permanent service if the necromancer possesses one of the ghosts Fetters or a piece of their former body and the necromancer wins by at least three successes and the necromancer expends 50 drams of common reagents.     ●●●●● Create tier three undead or heal undead of aggravated damage. "Instant" in game terms, though creating undead actually takes ten minutes in reality   OR   Compel a ghost into lengthy service, resisted by the ghost's Willpower, difficulty 7. The ghost has to obey any and all commands for nine days per net success the necromancer wins the contest by.   A ghost can be bound into permanent service if the necromancer possesses one of the ghosts Fetters or a piece of their former body and the necromancer wins by at least three successes and the necromancer expends 20 drams of common reagents.   At this level, a necromancer can create a generic Fetter that can bind ANY ghost. They are time consuming to make and constructing such a talisman requires at least 50 drams of durable reagents. Fortunately for the necromancer, they are resusable, so the necromancer can bind new ghosts to it if the first one is "worn out".

Fetters of LIfe

  Usually necromancers deal with whatever random ghosts they find, but a necromancer that does background research on a specific ghost can reap additional benefits.   If a theurghic necromancer has a piece of a ghost's original body or an important former possession, he can get a -1 difficulty break on all necromancy roll with that particular ghost and double the duration of any bindings or commands.


Comments

Please Login in order to comment!