Post by Casey Romano on Sept 10, 2009 16:18:20 GMT -5
Credit goes to darkeyes
Necromancers
Animators and Necromancers are completely different. The world is teaming with sources of magic of various forms. Necromancy is the magic of death. If animators can tap into the well of that death magic… one could think of a Necromancer is being the “well”… the source. Animators are far more common than Necromancers. Necromancers are not made; they are born. The power is inherent within them. They must learn how to harness it. If they do not, they will be plagued by “incidents” for the rest of their lives.
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In general, all powers become stronger with experience until the gifted human reaches whatever level is his or her maximum potential. This is true of all of the following unless otherwise noted. The levels below mark the point at which a human may begin to develop or display such a power.
Weak (You get all of these.)
Draw of Death I - The necromancer feels a pull or link when dead things are near.
Sense Death I – The necromancer can sense an unmarked grave or unseen dead body, when within a few paces of it.
Soul Sense – The necromancer is able to ascertain if a body is three days dead and if the soul has gone.
Raise the Dead I – Once trained, the necromancer is able to successfully perform the ritual necessary to animate a dead body that has been dead no more than 20 years. Blood must be used.
Control Zombie I - The necromancer is able to control zombies. They can be asked questions. The animator can control one at a time.
Shields I – By imagining a barrier of some sort and focusing on it, the necromancer can shield his powers to contain them.
Moderate (Choose up to 4)
Once fed blood, the necromancer’s zombies are able to gain hints of their living personality. By this level, if the necromancer were to go for more than a few months without raising a corpse, the power would build up to the point that it would begin working without him.. i.e. embarrassing dead animals or bodies would begin to show up.
Control Zombie II – The necromancer is able to control zombies. They can be asked questions, used as menial labor or sent to complete simple tasks (yes, “kill Anita Blake” is a simple task.. to attempt, if not to succeed at.) The necromancer can control one at a time.
Draw of Death II- The necromancer feels as if the dead are reaching out towards him rather than him reaching for them.
Raise the Dead II – The necromancer is able to animate two dead bodies that have been dead no more than 20 years in the same night. Blood must be used. There would be a drain magically, mentally and physically on the necromancer.
Shields II – By imagining a barrier of some sort, the necromancer can shield his powers to contain them. He can also block out the powers of equal or lesser beings.
Sense Undead I – The necromancer can recognize a being as a vampire if they are of equal or lesser power level when he encounters one.
Resist Gaze – The necromancer can resist the gaze of a vampire of equal or lesser power.
Age the Dead I – The necromancer can determine how long a corpse within its first century has been dead.
Strong Moderate (Choose up to 3)
By this level, if the necromancer were to go for more than a months without raising a corpse, the power would build up to the point that it would begin working without him.. i.e. embarrassing dead animals or bodies would begin to show up.
Raise the Dead III – (must have Raise the Dead II) The necromancer is able to animate four dead bodies that have been dead no more than 50 years in the same night. Blood must be used. There would be a drain magically, mentally and physically on the necromancer.
Sense Death II – The necromancer can sense an unmarked grave or unseen dead body, when in the general area of it.
Age the Dead II – (must have Age the Dead I) The necromancer can determine how long a corpse within its first two centuries that it has been dead. The estimation is accurate within a decade.
Raise the Undead – The necromancer can raise a weak vampire during daylight hours, while the soul is absent from the body. The vampire must be put back to rest before sunset, however. Note that vampires don’t like this and may retaliate ocne they are back in control.
Control Dead I – (must have Control Zombie II) The necromancer is able to control all types of undead of lesser power. The animator can control stray zombies, ghouls and in some instances be able to have minor commanding power over young new vampires.
Age the Undead I – The necromancer can feel the weight of an unshielded vampire’s age and guess it correctly within a century.
Sense Like Kind – The necromancer is able to sense if a corpse was another necromancer.
Master (Choose up to 4)
By this level, if the necromancer were to go for more than a few days without raising a corpse, the power would build up to the point that it would begin working without him.. i.e. embarrassing dead animals or bodies would begin to show up. Your zombies are so good they look lifelike. Blood will tease and entice your powers.
Raise the Dead IV – (must have Raise the Dead III) The necromancer is easily able to animate five dead bodies that have been dead no more than 50 years in the same night. Neither a circle nor blood are necessary to raise the body anymore, however the zombie must be fed blood to bring its personality forth. The necromancer could raise one of those bodies up to a century dead, but would need a human sacrifice to accomplish it.
Sense Undead II – (must have Sense Undead I) The necromancer can recognize a being as a vampire if they are of equal or lesser power level when he encounters one. They will also recognize one of higher power if the vampire is unshielded.
Control Dead II – (must have Control Dead I) The necromancer is able to control zombies raised by another by offering them blood.
Control the Undead I – The necromancer can control a vampire of equal or lesser power by placing blood on his lips. If the vampire is of equal or higher power, the necromancer can impose strong suggestion.
Age the Dead III – (must have Age the Dead II) The necromancer can determine how long any corpse has been dead. The estimation is accurate within a decade.
Age the Undead II – (must have Age the Undead I) The necromancer can feel the weight of an unshielded vampire’s age and guess it correctly within fifty years. The necromancer can gauge a weaker shielded vampire as well.
Power Focus – The necromancer can use another necromancer or an animator as a focus for his or her power.
Power from Death – The necromancer is able to draw metaphysical strength and power from the nearby dead and undead to temporarily increase personal power.
Strong Master (Choose up to 3)
Control the Undead II – (must have Control the Undead I) The necromancer can control a vampire of equal or lesser power without placing blood on his lips. If the vampire is of equal or higher power, the necromancer can impose strong suggestion.
Raise the Dead V – (must have Raise the Dead IV) The necromancer is able to raise up to 10 bodies a century old or less in the same night. Neither a circle nor blood are necessary to raise the body anymore, however the zombie must be fed blood to bring its personality forth. With a high enough death, the necromancer can raise a couple of bodies up to two centuries dead.
Age the Undead III – (must have Age the Undead II) The necromancer can gauge the age of any vampire short of Marmee Noir and Earthshaker to within a century of accuracy.
Damage the Dead – The necromancer can turn energy back towards the dead or undead being so that it lashes back at them, causing damage from a distance.
Mold the Dead – The necromancer is able to graft together pieces of the dead to create unique and horrid zombies. The necromancer would have control of this being once created.
Shields III – (must have Shields II) By imagining a barrier of some sort, the Necromancer can shield his powers to contain them. He can also block out the powers of just about anyone other than a lycan leader or the MotC.
Necromancers
Animators and Necromancers are completely different. The world is teaming with sources of magic of various forms. Necromancy is the magic of death. If animators can tap into the well of that death magic… one could think of a Necromancer is being the “well”… the source. Animators are far more common than Necromancers. Necromancers are not made; they are born. The power is inherent within them. They must learn how to harness it. If they do not, they will be plagued by “incidents” for the rest of their lives.
--------------------------------------------------------------------------------
In general, all powers become stronger with experience until the gifted human reaches whatever level is his or her maximum potential. This is true of all of the following unless otherwise noted. The levels below mark the point at which a human may begin to develop or display such a power.
Weak (You get all of these.)
Draw of Death I - The necromancer feels a pull or link when dead things are near.
Sense Death I – The necromancer can sense an unmarked grave or unseen dead body, when within a few paces of it.
Soul Sense – The necromancer is able to ascertain if a body is three days dead and if the soul has gone.
Raise the Dead I – Once trained, the necromancer is able to successfully perform the ritual necessary to animate a dead body that has been dead no more than 20 years. Blood must be used.
Control Zombie I - The necromancer is able to control zombies. They can be asked questions. The animator can control one at a time.
Shields I – By imagining a barrier of some sort and focusing on it, the necromancer can shield his powers to contain them.
Moderate (Choose up to 4)
Once fed blood, the necromancer’s zombies are able to gain hints of their living personality. By this level, if the necromancer were to go for more than a few months without raising a corpse, the power would build up to the point that it would begin working without him.. i.e. embarrassing dead animals or bodies would begin to show up.
Control Zombie II – The necromancer is able to control zombies. They can be asked questions, used as menial labor or sent to complete simple tasks (yes, “kill Anita Blake” is a simple task.. to attempt, if not to succeed at.) The necromancer can control one at a time.
Draw of Death II- The necromancer feels as if the dead are reaching out towards him rather than him reaching for them.
Raise the Dead II – The necromancer is able to animate two dead bodies that have been dead no more than 20 years in the same night. Blood must be used. There would be a drain magically, mentally and physically on the necromancer.
Shields II – By imagining a barrier of some sort, the necromancer can shield his powers to contain them. He can also block out the powers of equal or lesser beings.
Sense Undead I – The necromancer can recognize a being as a vampire if they are of equal or lesser power level when he encounters one.
Resist Gaze – The necromancer can resist the gaze of a vampire of equal or lesser power.
Age the Dead I – The necromancer can determine how long a corpse within its first century has been dead.
Strong Moderate (Choose up to 3)
By this level, if the necromancer were to go for more than a months without raising a corpse, the power would build up to the point that it would begin working without him.. i.e. embarrassing dead animals or bodies would begin to show up.
Raise the Dead III – (must have Raise the Dead II) The necromancer is able to animate four dead bodies that have been dead no more than 50 years in the same night. Blood must be used. There would be a drain magically, mentally and physically on the necromancer.
Sense Death II – The necromancer can sense an unmarked grave or unseen dead body, when in the general area of it.
Age the Dead II – (must have Age the Dead I) The necromancer can determine how long a corpse within its first two centuries that it has been dead. The estimation is accurate within a decade.
Raise the Undead – The necromancer can raise a weak vampire during daylight hours, while the soul is absent from the body. The vampire must be put back to rest before sunset, however. Note that vampires don’t like this and may retaliate ocne they are back in control.
Control Dead I – (must have Control Zombie II) The necromancer is able to control all types of undead of lesser power. The animator can control stray zombies, ghouls and in some instances be able to have minor commanding power over young new vampires.
Age the Undead I – The necromancer can feel the weight of an unshielded vampire’s age and guess it correctly within a century.
Sense Like Kind – The necromancer is able to sense if a corpse was another necromancer.
Master (Choose up to 4)
By this level, if the necromancer were to go for more than a few days without raising a corpse, the power would build up to the point that it would begin working without him.. i.e. embarrassing dead animals or bodies would begin to show up. Your zombies are so good they look lifelike. Blood will tease and entice your powers.
Raise the Dead IV – (must have Raise the Dead III) The necromancer is easily able to animate five dead bodies that have been dead no more than 50 years in the same night. Neither a circle nor blood are necessary to raise the body anymore, however the zombie must be fed blood to bring its personality forth. The necromancer could raise one of those bodies up to a century dead, but would need a human sacrifice to accomplish it.
Sense Undead II – (must have Sense Undead I) The necromancer can recognize a being as a vampire if they are of equal or lesser power level when he encounters one. They will also recognize one of higher power if the vampire is unshielded.
Control Dead II – (must have Control Dead I) The necromancer is able to control zombies raised by another by offering them blood.
Control the Undead I – The necromancer can control a vampire of equal or lesser power by placing blood on his lips. If the vampire is of equal or higher power, the necromancer can impose strong suggestion.
Age the Dead III – (must have Age the Dead II) The necromancer can determine how long any corpse has been dead. The estimation is accurate within a decade.
Age the Undead II – (must have Age the Undead I) The necromancer can feel the weight of an unshielded vampire’s age and guess it correctly within fifty years. The necromancer can gauge a weaker shielded vampire as well.
Power Focus – The necromancer can use another necromancer or an animator as a focus for his or her power.
Power from Death – The necromancer is able to draw metaphysical strength and power from the nearby dead and undead to temporarily increase personal power.
Strong Master (Choose up to 3)
Control the Undead II – (must have Control the Undead I) The necromancer can control a vampire of equal or lesser power without placing blood on his lips. If the vampire is of equal or higher power, the necromancer can impose strong suggestion.
Raise the Dead V – (must have Raise the Dead IV) The necromancer is able to raise up to 10 bodies a century old or less in the same night. Neither a circle nor blood are necessary to raise the body anymore, however the zombie must be fed blood to bring its personality forth. With a high enough death, the necromancer can raise a couple of bodies up to two centuries dead.
Age the Undead III – (must have Age the Undead II) The necromancer can gauge the age of any vampire short of Marmee Noir and Earthshaker to within a century of accuracy.
Damage the Dead – The necromancer can turn energy back towards the dead or undead being so that it lashes back at them, causing damage from a distance.
Mold the Dead – The necromancer is able to graft together pieces of the dead to create unique and horrid zombies. The necromancer would have control of this being once created.
Shields III – (must have Shields II) By imagining a barrier of some sort, the Necromancer can shield his powers to contain them. He can also block out the powers of just about anyone other than a lycan leader or the MotC.