Necromancy

From Ransera Wiki
Revision as of 21:54, 11 October 2020 by imported>Paragon
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)


Necromancy2.png

Necromancy is a controversial form of World Magic that is hailed as much as it is hated. The ability to manipulate the forces of life and death is something that has made scholars, holy men and women as well as even some of the gods uncomfortable. With the tools and practices of the necromancer, mortals have achieved things both wonderful and terrible. It is a form of magic that has sparked enough outrage to cause crusades to be launched against it while at the same time being the very tool used to keep those crusaders healthy and mended.

Origins

Necromancy is an ancient form of magic that stretches back into time immemorial. Exactly where and when it began is not entirely clear but many suspect that it was first taught to mortals by the Mistlord Lyren, who is the god of Undeath. Whether he taught it to them out of spite for Raella and Wraedan is unclear, the three deities have never offered insight into the matter. The most prominent utilization of the school of Necromancy stretches back to the ancient elven empire of Sol’Valen wherein it was used to reshape the essence of flora, fauna and even sentient peoples across the empire to suit the whims of the elven lords who lived there.

The Practice of Necromancy

Within the school of Necromancy there are three distinct forms of the art wherein a practitioner refines their methods. These three forms are formidable in their own right, enabling a necromancer to perform feats incredible and terrifying at the same time. Most practitioners of Necromancy tend to specialize in the exploration of one form of the magic whereas masters of the art are prolific in the utilization of a combination of them.

The Way of Souls

Perhaps one of the most renowned, and hated, forms of necromancy is the Way of Souls. The world magic is famed for its ability to enable the practitioner to directly manipulate not just the aether of the body or parts of carcases but the very soul of subjects. In the most benign use of this form of necromancy, the practitioner is an exorcist who uses their skills to combat the presence of malignant spirits, ghosts and other less desirable entities. Controversially, the practitioner of soul based necromancy is capable of binding souls, trapping them in vessels of their choosing, fusing them together to form new essences altogether and even using souls as a source of power to boost their own.

The Way of Remembering

Necromancers possess the unique ability to take the remains of the deceased and coerce from them properties “remembered” from that individual’s life. An example might be taking the skin from the hands of a thief and turning them into gloves that assist in acts of thievery. No matter how skilled the necromancer, for every benefit conferred by an artefact, there is often a cost associated with its use. Such is the price for tampering with the remains of the dead for selfish reasons.

The Way of Flesh

By and large the form of necromancy that is most widely seen and accepted by the broader populace of Ransera is the practice of flesh-shaping. Necromancers are, if they put their craft toward it, capable of molding the physical body toward desired ends. This practice has lead many prolific surgeons and healers to adopt the way of flesh-shaping toward medicinal purposes.

Common Tools

The following are items that every necromancer, no matter their preferred path, tend to utilize in some way shape or form. They are fundamental to the practice of necromancy regardless of chosen specialty.

The Soul Totem

While its shape varies, the soul totem of the necromancer is the cornerstone in their work of interacting with souls. It begins by taking a dragonshard and carefully inscribing it with pictography centered around the concepts of creating a focal point of not just aetheric power but of interacting with the soul. The pictography must also incorporate ideas centered around absorbing and interacting with the raw essence of things both living and dead. While the type of dragonshard is not important, utilizing any type other than basic aetherite can have interesting consequences. The wizard then prepares a bowl, typically fashioned of bone, that has also been inscribed with pictography focused on the same concepts done on the dragonshard. The bowl must be filled completely with the blood of the necromancer for whom the soul totem is intended. Fresh blood is advised. The dragonshard must be completely submerged within the blood and the bowl is to be placed within the center of a carefully drawn pictography circle that reinforces the concepts drawn upon both the bowl and the dragonshard itself.

The next step varies in length depending on the skill of the necromancer and the materials used but it typically takes no longer than three days. The dragonshard will be ready when all of the blood within the prepared bowl has been absorbed by the crystal. The prospective totem will then be considered “primed” for the final stage in its creation.

The wizard must ingest the crystal. Once the crystal is ingested they must seat themselves within the center of the pictograph circle reinforcing the concepts they have been working with since the beginning. During this stage, the wizard must meditate on infusing not merely their aether but a very fragment of their soul into the crystal. This process usually takes up to twenty-four hours but more skilled necromancers can shorten that time by up to half. In all instances, the necromancer will know when a piece of their soul has passed into the crystal. It will have a physical reaction in the body that can be likened to being poisoned. Nausea, fatigue, pain and even convulsions have been recorded as signs of the transition. It is crucial that during this stage, the necromancer regurgitate the crystal or they risk serious harm to themselves. In most instances, the wizard prepares a medicinal concoction to induce vomiting.

Success is verified in the creation of a ghostly white crystal that is cold to the touch and that emits a light mist at all times. If a dragonshard other than aetherite was used in the process of creation, the gemstone may exhibit additional properties and may indeed transfer those properties to things the totem is utilized in, if desired. The soul totem is considered stable at this point and cannot be altered except through the creation of an entirely new totem. At this point, many necromancers have their totems fashioned into amulets, rings, or even put onto staves or wands for ease of use. Provided that they are afforded time to recover, the necromancer’s soul will mend over time. It is ill-advised for even the most skilled necromancer to create more than a handful of soul totems every few seasons or so. As a result, soul totems are approached with extreme care and are tools that the wizard guards with extreme jealousy.

 NOTE: If the player is going to use a dragonshard OTHER than aetherite, it must be signed off by a moderator. The moderator will assign one but no more than two unique properties to the soul totem as a result of using the desired dragonshard type.

Ichor

Ichor is the substance used by necromancers that enables them to interact with spiritual entities as though they were beings grounded in the physical realm. While all entities possess aether and can thus be affected by powers, items etc. that affect aether, some beings are more resistant than others. This is where ichor comes into play. In its unaltered state, ichor is described as a doughy white substance that is cold to the touch and leaves a misty trail in its wake whenever moved. It is created by mixing the necromancer’s blood with strips of chilled flesh. The flesh does not have to be the necromancer’s. At times, some necromancers include various herbs that are known to have an effect on ghostly or spiritual entities (i.e. rosemary, mountain ash tree bark etc.) in order to make it more potent. The necromancer mashes the mixture together, usually with mortar and pestle, until it resembles a congealed gelatinous substance. They then pour the mixture into a container and place their soul totem inside allowing it to set overnight. Once the mixture adopts the doughy white appearance with properties described above, the ichor has been created successfully. The necromancer can then remove their soul totem safely. Left out on its own, ichor will decay after a few days. This can be avoided by storing it in containers specially crafted to handle the substance.

Ichor can be used to a variety of effects. It can be smeared across the body, onto weapons, armor and other objects. In all instances, it will be absorbed by the item it comes into contact with. Following this event, the item in question can then interact with ghosts, spiritual entities and even have an effect on undead. Exactly how the interaction takes place is dependent upon the object being used. Placed upon the body, the part affected can interact with the ethereal as though they were physical objects. Placed upon weapons and armor they can then be used to inflict harm or defend against the same. Precisely how long these effects last depends on the skill of the necromancer who created the ichor. Necromancers have become very creative in their application of the uses of ichor depending on their individual objectives.

Ghost Dart

Typically taking the form of needles or even arrows, Ghost Darts are simply projectiles that have been coated in a necromancer’s ichor enabling them to interact with and pin down spirits and ghostly entities. Exactly how potent and long-lasting the effects are is dependent upon the skill of the necromancer whose ichor is used in their creation. They can be made and used by necromancers of all skill, from novice to master.

Soul Specific Methods

The following are tools or methods that are specific to manipulating the essence of the soul.

Ghostwine

Ghostwine is an extremely controversial and dangerous brew that only a necromancer can prepare. It must be created in a bone chalice or container that has been inscribed with pictography centered around concepts of release, exploration, and the opening of the senses or eyes. Ichor must be placed within the container and then allowed to soak in the fresh blood of a living thing. Most necromancers utilize either their own blood or the blood of the intended recipient to ensure greater safety when drinking it. Water must also be added to the mixture. Finally, the necromancer places their soul totem within the mixture and allows it to sit for a few hours. The more skilled the necromancer, the less time this takes. Success is verified once the mixture becomes completely translucent, emitting a ghostly glow and a mist from its surface. The soul totem may then be safely removed. So long as the liquid remains within the container it was created in, it will retain its properties until drunk.

Imbibing ghostwine allows the drinker to detach their own soul from their body and walk the physical realm in ethereal form, for a time. This is a dangerous endeavor as, without protection, their body is left vulnerable to things that might wish to possess it. The wise necromancer only partakes of ghostwine only when their physical body has been afforded adequate protection. The duration of their ghostly state depends on the skill of the necromancer who prepared the concoction. If the drinker possesses runes of magic, they are still able to utilize their runes of magic as the Cardinal Runes are imprinted upon the soul, not just the physical body. However, users are warned that while in this state, they are just as vulnerable to the powers of a necromancer as would be any other ghostly or spiritual entity, perhaps even more so.

In any instance, the individual must return to their physical body prior to the duration of the ghostwine’s effects expiring. Failing to do so will have adverse effects upon the physical body as it begins to die without its soul.

Soul Binding

Binding is an extremely controversial practice that, in some places, is outright banned and punishable by death if discovered. Binding can be performed on either the living, the souls of the dead, and other spiritual entities if the necromancer is skilled enough. The first step in binding is achieved through a variety of ways depending on the subject to be bound. For the living, it involves carving pictographs directly over their heart and along their spine. These symbols must be centered around concepts of servitude, domination, a linking or joining of souls, and other such ideas. For ghosts and spirits they must be placed within a circle that reinforces those same ideas. In all instances, the pictographs must be touched by the power of the necromancer’s soul totem. Following this, the subject to be bound must ingest large quantities of the necromancer’s ichor. The more powerful and strong willed the individual, the larger the amount of ichor required.

The necromancer must carefully prepare a dagger, typically fashioned of bone, that has been allowed to soak in their own blood, ichor and the power of their soul totem for no less than 30 days. This requirement cannot be lessened no matter how skilled the necromancer. The dagger will emit an off-white glow and have the trademark chill associated with necromancy tools once successful. It should be inscribed with pictographs tied to the concepts mentioned above. Generally speaking, most necromancers prepare the dagger well in advance.

The subject to be the recipient of the binding will fall into a comatose state, their body will adopt the ghostly chill and mist will emanate from their form when they are adequately primed for the final stage. Once the subject has reached this stage, the necromancer must place their soul totem inside the body of the subject. In the living it is usually ingested before falling comatose when they are in a lucid state and more amenable to the suggestions of the necromancer. For ghosts and spirits it depends on the manner of being one is dealing with how the totem is placed inside them.

For the living, once the soul totem is inside them and they are comatose exhibiting the signs stated above, the necromancer must plunge the dagger into their heart and leave it there. For a period of not less than twenty-four hours, the dagger must remain in place. Following this, it can then be safely removed. The wound will heal and the subject will suffer no adverse physical effects provided all things worked accordingly. The individual must then regurgitate the soul totem. For ghosts and spirits, the dagger must make contact with the soul totem inside their forms. The same length of time and process is then applicable. Success of the binding can be verified once the necromancer is capable of accessing the emotions, thoughts, and will of the intended recipient of the binding.

Soulbound individuals are subject to the will of the individual they are bound to. While many exercise varying degrees of autonomy within that spectrum, in the end their souls and thus they, are subservient to the individual they are bound to. Provided the individual necromancer has the willpower to continue to control their soulbound subjects, the binding will remain intact. Necromancers are cautioned that binding too many to oneself exposes them to being overwhelmed by the combined willpower of those who are bound to them. While the very nature of the soulbind affords the necromancer an advantage over their bound subjects, it is not an infallible and unbreakable link.

Thrall

The creation of a Thrall requires first that the necromancer possess a soulbound servant. The necromancer can force their soulbound servant to possess the body of a dead thing and puppet it as they would their own body. In the case of living soulbound servants already in possession of their own bodies, the necromancer can have them drink ghostwine to achieve this effect. The thrall is akin to wearing a piece of cloth. The soulbound servant can be compelled to leave the body of that which they are possessing at the whim of the necromancer. If they possessed an original body of their own, their soul will return to that body. If they are a spirit or a ghost, they will merely return to the side of their master. Users be warned that while the souls possessing a thrall feel nothing in the way of the physical realm while performing the possession, they are still subject to more aethereal powers, perhaps more so because of the vulnerable state of their soul while performing this feat.

Soul Gem

Considered a decidedly dark practice by most, the act of creating a soul gem is an unpleasant one for the subject. The necromancer must write in blood upon their hands pictography centered around concepts of rending, tearing and grasping. They then coat their hands and arms with ichor that will be absorbed into the skin. Once this is achieved, the necromancer must plunge their hands into the body of the subject, often violently, and are then capable of physically ripping out the soul of the individual. The necromancer can then store the soul into prepared container. Most utilize common gemstones and crystals such as malachite, quartz or in the case of more elaborate containers, a diamond. The container does not need to be a dragonshard but it can be utilized. Exposure to the aether of a dragonshard may have unforeseen consequences, careful study is advised before using them.

The vessel must be inscribed with pictography centered around concepts of absorption, binding, utilization and other such ideas. Each vessel must have been submerged in the necromancer’s ichor for no less than a period of twenty-four hours, longer if the intended soul is particularly powerful. Following this, each vessel must be sufficiently saturated with the power of the necromancer’s soul totem. One hour at a minimum is necessary. The necromancer can then store souls they have grasped into each gem.

Once bound to the gemstone, the soul inside can be used as a fuel source for other purposes if the necromancer so desires. Or it can simply serve as a prison for the individual’s enemies. Soul gems emit ghostly white glows and exude the trademark mist associated with necromancy practices.

Elegant Possession

Necromancers can voluntarily allow themselves to be possessed by ghosts and other spirits. Unlike the common person who is dominated by the invading presence, the necromancer is capable of forming a symbiosis with it. This is achieved merely through the ingestion of their own ichor and the careful grasping of their soul totem. By opening their minds up to the spirit entering their body, the necromancer is able to create a bridge between themselves and the spirit. This allows them to retain control of their body while also benefiting from the presence of the entity now within their body, if such a benefit can be conferred. Hostile entities can be trapped by the necromancer in this same way but caution is advised as the spirit, unless adequately coerced, will undoubtedly continue to seek forceful control at all times.

Advanced practitioners of the elegant possession techniques are able to switch between taking a back-seat and being actively engaged in the possession so to speak. They are able to allow the spirit to take over full motor control of their forms, while willingly offering up support and guidance to the spirit operating their body, including allowing it to utilize any Runes of Magic they might inherently possess. The necromancer is able to seamlessly switch between being in control themselves and allowing the spirit inside them to do so without issue until such time as they chose to expel the spirit from their body, if at all.

Remembered Specific Methods

The following are tools or methods that are specific to the Way of Remembering, which is the process by which one creates artefacts from the remains of the deceased...or the living.

Remembered Artefact

Remembered Artefacts are the macabre cousins to Runeforged Artifacts. They are comprised solely from materials taken from once living, and sometimes still living, things. Whether it is bones, flesh, hair or something else is largely dependent on the intended use of the artefact. It should be noted that the necromancer should fashion artefacts from objects associated with the ideas behind their intended goal. Creating an artefact intended to assist in more intellectual pursuits is best fashioned from a skull as opposed to a finger bone, which has little to do with mental acuity. Remembered artefacts lack the precision of runeforged artifacts. Necromancers, while capable of guiding the outcome, lack full control over the end product. Generally speaking, necromancers will always be successful in creating an artefact but how benign or malignant it is largely depends on the skill of the necromancer and how familiar they are with guiding the process. Things given willingly will always yield more positive results than something simply taken. Remembered artefacts take many forms, they can be charms, talismans, the bone hilt of a sword, a skull helm, and more. It depends entirely on what the necromancer is fashioning it for.

Remembered Artefacts observe the Rule of Equivalent Exchange. For every positive benefit the artefact bestows, it incurs a penalty for the use of that benefit that can be considered equal in scope. A minor benefit will incur a minor penalty whereas a powerful benefit will incur an equally powerful penalty or a host of penalties that compound one another over time.

Circle of Recalling

Drawn using the necromancer’s ichor, the circle of recalling is a pictograph circle centered around concepts of awakening memories, recollecting skills once possessed, and asserting the power inherent to the souls of once living things. The intended artefact is placed within the circle where it is advised it remains for the duration of the process. The key to drawing the most effective circle of recalling is in knowing the origins and inherent properties of the intended artefact. To that end, necromancers employ the same methods as runesmiths to discern the properties of their intended artefacts. They utilize aura glass or the magic of Semblance. The more familiar the necromancer is with the object, the easier it is to cater the circle of recalling to the specific qualities the necromancer desires.

Needle of Memories

The Memory Needle is, in truth, a chisel or in some cases, a knife. Necromancers who practice the Way of Remembering typically possess multiple memory needles of differing sizes in order to vary the degree of precision in their use. The memory needle is inscribed with pictography similar in scope to that of the Circle of Recalling. Each needle has been completely saturated with the necromancer’s ichor for a period of days and in some cases, has even been permanently affixed with a soul totem on the non-operative end. Regardless, the purpose of the memory needle is simple. It is used to carve pictographs onto the surface of the artefact where applicable. The memory needle is only used after the necromancer has discerned the properties of the object they are working with to their level of satisfaction. Once work with the memory needle has begun, it cannot be undone except by starting from scratch with a new artefact.

The drawing of the pictography upon the surface of the intended artefact is the most extensive process in the Way of Remembering. It is a process that can take hours or days depending on how potent and powerful of an object the necromancer is attempting to create. Regardless, the necromancer does not have full control over the outcome of their artefact due to the rather imprecise nature of Remembered Artefacts themselves. The necromancer is not choosing specific qualities to edit and then pull to the forefront like a runesmith, they are awakening properties associated with the artefact’s origins. The Circle of Recalling and the Memory Needles are merely tools by which the process of locking in and awakening that supernatural effect take place. The only failed artefact in the Way of Remembering is something that does nothing at all. Blessings or curses are considered a successful artefact either way.

Once a necromancer has drawn their pictography using the memory needles to their desired extent, the artefact is awoken by adding a drop of the necromancer’s blood to it after the carving of the final symbol. Success is verified in a variety of ways, the wizard can utilize aura glass or Semblance to see the active powers of the artefact or there may even be visual cues to show that the process was successful. Again, the only failed artefact for a necromancer is something that does nothing at all.

Flesh-shaping Specific Methods

By and large the vast majority of necromancers only become them in order to begin practicing the way of flesh-shaping or fleshcrafting as it is more commonly referred to. Necromancers are peerless in their ability to shape flesh and mold it into desired shapes as a result of their tools ability to stimulate and revitalize tissue both living and dead.

Carving Hook

The carving hook is unique in the fleshcrafter’s tools in that it must be fashioned in such a way that a soul totem can be affixed to the end of the handle. It is a knife, the blade of which is typically in the shape of a sickle, with a handle inscribed with pictography centered around concepts of rejuvenation, revitalization, and other healing properties as required. More advanced carving hooks have a detachable end wherein the necromancer can unscrew the soul totem and affix it to another hook suited for the needs of the task at hand. The carving hook is, as the name implies, a cutting tool primarily. Tissue cut by the hook is primed to be receptive to necromancy based techniques and practices, stimulating the aether in the body toward the desired end goal.

Embalmer’s Tongs

Typically fashioned from metal that has been saturated in the necromancer’s ichor, the surface of the embalmer’s tongs is intricately carved with pictography. These patterns are designed to both stimulate the manipulation of organic materials while simultaneously dampening sensory perception such as pain. The most elaborate tongs are affixed with a soul totem, eliminating the need for them to be saturated in a necromancer’s ichor prior to use. The purpose of the tongs is to enable the necromancer to realign and manipulate that which they come into contact with without disrupting the viability of what they’re manipulating. Which is to say, a necromancer who grasps a broken bone has a higher chance of stimulating successful regrowth and proper alignment than a mundane surgeon who does the same.

Osteotome

Osteotomes are used to intentionally break bones in much the same way that a regular chisel would. Prior to use they are positioned at the angle desired and then, using a hammer, the osteotome is used to cut through the bone. As with all necromancy tools, it is heavily inscribed with pictography centered around the stimulation of regrowth, revitalization and the dampening of sensory effects to nullify pain. Osteotomes are saturated in the necromancer’s ichor prior to use in order to stimulate the working of its effects. A bone broken by a necromancer’s osteotome will mend perfectly once realigned and given time to heal properly.

Sinew Thread

Sinew threads are created from the muscle fibers of living things that have been saturated in a necromancer’s ichor inside of a container specially crafted to hold them. The container is typically covered in pictography geared toward the idea of preservation and restoration. So long as the threads are completely submerged within the necromancer’s ichor, they will not decay. Using a bone needle, the necromancer can apply the sinew threads to tissue and organs in order to restore them to a functioning state. The more damaged the area the necromancer is working on, the more threads required to repair it. The thread will be absorbed over time and do not produce scarring where they are used.

Marrow Gum

Similar in the vein of sinew threads, marrow gum is bone marrow taken from other living things and is housed in a specially crafted container. It is left to soak within the ichor of the necromancer until it is needed, which prevents it from decaying. Marrow gum is what is used to repair broken bones to a viable state. When applied to a break, it will adhere to the bone and seal it in place allowing perfect healing to take place.

Blood Liqueur

As the name implies, the blood liqueur is used to replace blood that has been lost by the individual. It is created by draining the blood from a source, whether whole or in part, and storing it in carefully prepared containers similar to those of sinew threads and marrow gum. In order to prevent the blood from congealing and to ensure it will be accepted by the recipient and not cause a volatile reaction, the blood must be cleansed. This is achieved by the necromancer adding a dollop of their ichor to the blood and submerging a soul totem into the blood. The blood is considered cleansed and viable for use on any recipient after a period of roughly an hour. The soul totem is to be removed prior to introducing the blood to the recipient but should remain within the blood until it is to be utilized.

Burnished Organ

Necromancers are capable of preserving vital organs independent of the body. The container in which these organs are placed must be made of bone. Each bone must be inscribed with pictography centered around concepts of preservation and revitalization. Upon being removed from the body of the donor, the organ must be placed within the appropriate container and submerged in the necromancer’s ichor. It must be accompanied by a soul totem which must remain in the container until the organ is ready to be used. The organ is considered cleansed and viable for use roughly an hour after being held in the container.

Addendum

An addendum is the technique of the master necromancer and the master alone. It is achieved through the careful application of a combination of necromancy practices. It begins with the selection of what will start as a Remembered Artefact. The necromancer goes through the normal steps of awakening into the object that which they desire, to the best of their ability. The next step is to preserve this object in much the same way that one would preserve a Burnished Organ. Through the utilization of the Way of Flesh, the necromancer then introduces the Remembered Artefact into a living host’s body to exist in a permanent basis, rendering the awakened ability something that becomes a natural trait of the recipient.

The recipient of the Addendum must have consumed a sufficient quantity of the necromancer’s ichor in order to adequately receive the prospective addendum. They must then undergo a surgical procedure wherein the Remembered Artefact bearing the desired properties is infused into their body in such a way as to be part of their anatomy. Success sees the process occur without harm to the recipient. Failure can result in serious illness, seizures, rot, and even death.

NOTE: It should be noted that in order to utilize these things to their highest potential, practically all necromancers versed in the Way of the Flesh are also accomplished physicians and surgeons. Necromancy can facilitate the accomplishing of incredible feats of healing but one’s mastery of the necromantic arts does not negate the necessity for the prerequisite medical knowledge on how to apply these methods effectively.

Tier Progression

Novice (1-24)

The novice necromancer is just wading their way into the field of manipulating the forces of life and death. Most novice necromancers operate under the close supervision of a teacher or mentor who is more versed in the art than they are. They are just grasping the steps necessary to create a soul totem and can typically only create a single totem every season or risk serious harm to themselves. Their ichor is not particularly powerful and allows only for minimal interaction with ghosts and spiritual entities. It decays rapidly, lasting only a day or so at most on its own. Necromancers at this level who are versed in the Way of Souls are capable of producing Ghostwine with effects lasting only up to 30 minutes at most. They are incapable of Soul Binding. Soul Gems created by a novice necromancer can only be drawn from non-sentient living animals (i.e. livestock, common animals), they do not yet possess the skill or ability to reliably fashion gems from more powerful souls. Necromancers at this level who practice the Way of Remembering produce artefacts of only very minor ability at most. These artefacts only retain their power for a handful of days at most. Fleshcrafters can reliably use all tools except Burnished Organs, provided they have the prerequisite medical knowledge on how to apply those tools correctly. Sinew Threads, Marrow Gum, Blood Liqueur must be used within 10 minutes upon being removed from their containers. The novice necromancer is only capable of preserving materials for a period of 10 days before the Sinew Threads, Gum and Blood must be discarded and made anew.

Apprentice (25-49)

Growing in their understanding of how to manipulate the flow of forces based in the living and the dead, the apprentice necromancer is versed enough in their art to practice reliably on their own without supervision. Apprentice necromancers can reliably fashion up to two soul totems in a single season without risking harm to themselves. Their ichor has become more potent, providing more long-lasting effects when utilized and where it is applied. It decays less rapidly than before but will typically last no longer than three or four days by itself. Ghostwine created by necromancers of this level are capable of rendering its effects for up to 1 hour. At this stage the necromancer can begin to explore Elegant Possession and its uses. They are not yet capable of Soul Binding and their Soul Gems are still relatively minor at best. Remembered Artefacts at this stage can reliably produce minor beneficial effects and will occasionally produce a beneficial effect of moderate scope. These artefacts retain their power for a week or so before going inert. Fleshcrafters versed in the Way of the Flesh can reliably create Sinew Threads, Marrow Gum and Blood Liqueur that can last up to 1 hour outside their containers. These materials can be safely preserved for up to a period of 30 days before needing to be discarded and made anew. Apprentice necromancers can comfortably use a necromancer’s osteotome.

Journeyman (50-74)

Truly coming into their own as a necromancer, this is the stage where truly interesting combinations of techniques become a viable option. Necromancers at this stage can begin to explore the possibility of Soul Binding. Their Soul Gems can now house the souls of the average person, though attempting to subdue the soul of a more strong willed and powerful individual is ill-advised. The ichor of a journeyman necromancer is more long-lasting and will retain its potency for a period of up to 10 days before it begins to decay if left on its own. Remembered Artefacts will reliably produce a single beneficial property of moderate strength and perhaps a minor benefit or two. They will retain their power for up to 30 days before going inert. Fleshcrafters can reliably use Sinew Threads, Marrow Gum, Blood Liqueur, and Osteotomes provided the have the prerequisite medical knowledge in their application. At this stage, the necromancer can begin to experiment with creating burnished organs to be used in more advanced procedures. These materials can be safely preserved for up to 90 days before needing to be discarded and made anew.


Expert (75-99)

A necromancer who is considered a pioneer in their field. There is little in the way of what an expert necromancer cannot do with the tools and techniques at their disposal. Necromancers at this stage can perform Soul Binding on up to 5 average people or of a mage no higher than Apprentice in skill level. Their Soul Gems can be used to store even mages, provided they are capable of weakening the individual to the point where it becomes possible. The expert necromancer can compel their soul bound servants to create thralls at least once a day. They are capable of creating Ghostwine that can render effects lasting up to 24 hours. Elegant Possession becomes easier and more seamless. Necromancers of this pedigree, having worked with ichor and the forces of life and death so long, now permanently retain the ability to inherently interact with ghostly entities on their own. This means they no longer have to coat themselves in ichor prior to interacting with them. At this stage they can create Remembered Artefacts that will bestow at least a single major beneficial property and will reliably produce artefacts of moderate or minor properties. These artefacts will retain their powers for up to 1 year before going inert. Except for Addendum, the expert in the way of fleshcrafting can reliably use all the tools and techniques of fleshcrafting provided they have the required medical knowledge of how to apply them.

Master (100)

The master necromancer is peerless in their ability to manipulate the living and the dead. They can reliably use all aspects of necromancy provided they are versed in how to use those tools and techniques. Their ichor retains its potency permanently, independent of any container. They are capable of binding the souls of even master mages, provided the individual is sufficiently susceptible to the necromancer’s will. Ghostwine crafted by a master necromancer can render its effects for a period of several days, if not longer. The master necromancer can never be forcibly possessed and is quite easily capable of Elegant Possession at will. Remembered Artefacts fashioned by a master are limitless in their potential for bestowing powerful blessings or debilitating curses. The effects of these objects are permanent and they never go inert once made. The master is capable of utilizing the Addendum to edit the very fabric of a being’s soul, rendering them capable of potentially creating new wondrous forms of life...or horrors previously unimaginable.

 Note: Players must document all Soul Bound servants on their Character Sheet. All soul bound servants must be approved by the Support Forum and entered into the Character Secrets thread.