Necromancy Spell in Arc Sagas | World Anvil

Necromancy

Necromancy is death magic, a school devoted to the understanding of the mysteries of Death and Undeath. House of Necro is represented by a vaguely skull- shaped constellation comprised of 8 stars. Necromancers favor garb that is Black, Green or Dark Purple. Spells from the House of Necro reanimate the dead, drain health and vitality, inflict terrible curses, and grants control over the forces of Undeath. There is much controversy about Necromancy as a school of magic, however, it is agreed that Necromancy was the first kind of magic practiced by a group of people, making it's practice the most ancient amongst sentient species. Specialists of Necromancy are keenly spiritually aware, able to communicate with the dead and other spirits. Much like Domimancy, Necromancy is able to summon scores of undead from domains such as the Underworld. Noble Necromancers use their abilities to help grieving families and understand life while evil Necromancers cause much fear and turmoil for those unfortunate to cross them. Necromancers are the most regulated House of Magic- it is too easy for Necromancers to become overwhelmed by the Source of Undeath.

Effect

Curses & Hexes:
Necromancers learn powerful vexations which torment the living and bolster the dead. Their spells can inflict damage over time or turn healing spells against their Targets. More powerful curses may require powerful magic to disenchant. Hexes tend to carry shorter durations than Curses.
Skeletal/ Muscular Systems:
Necromancers are able to affect the skeletal and muscular systems of their opponents, debilitating and weakening unprepared foes. These spells are painful, wracking the body in agonizing waves or crippling limbs. The Necromancer can use their own skeletal system in bizarre ways.
Drain Effects:
Necromancers learn spells that can drain the vitality from the living, through HP/ MP/ TP draining skills. The effects of these skills can be transferred to other recepients, allowing the Caster to spread any unused amount to heal allies.
Necrotic Energy:
Necrotic energy comes from the Sources of Undeath found in haunted locales and domains, such as the Underworld. This Source imbues the undead and harms the living. Enough Necrotic energy can destroy a living creature entirely and may become a catalyst for further Necromancy spells.
Summon/ Command Undead:
Necromancers carry effigies or fetishes that have the power to call or summon undead creatures. In addition, Necromancers can learn spells which give them influence over the undead. A Necromancer that can overpower the Will of an undead can gain momentary control over it with the right Spellcraft.
Unlife/ Undeath:
Assuming aspects of the Undead, the Necromancer can emulate their properties, gaining a modicum of their protection. Spells such as these may transform the Caster's body into skeletal or mummified portions. Casters must beware when assuming the form of the Undead- let alone the surge of imbuement from the Source of Undeath.

Spirits of the Dead:
Specters, phantoms and wraiths are all supernatural beings that haunt the living. Their phasic qualities make them incredibly difficult to deal with. Necromancers learn spells to protect themselves and others from the harmful effects of ghosts.
Gates of the Underworld
Just beyond the Necromancer's reach is the Underworld, the vast domain of death where Undeath's Source has been locked and hidden. This Source isn't channeled, in the way that other spells are channeled through Source. Rather, Necromancers are taught to tap the well of Undeath. Necromancy spells are usually cast with simple verbal components; unless they command Undead or convoke a spirit, these spells can often be surprisingly subtle.

Side/Secondary Effects

Curses & Hexes:
Curses are difficult to break; the Necromancer can set specific conditions under which the spell can be broken. These can be used to impart terrible conditions upon the Target. Removal of a Curse requires specific items or powerful spells from either the Restomancy school or another Necromancy spell. Furthermore, Curses left unheeded can go on to have deleterious effects; cases have been noted of a family member inheriting the curse of a loved one upon their demise.
Undead (Protection):
While many Necromancers learn dark arts from the House of Necro, other Necromancers learn how to protect themselves and their allies. A Necromancer is also taught powerful spells and charms that allow them to deal with the Undead and the supernatural conditions they often afflict. Necromancy carries powerful protection against death spells and effects.
Drain Effects:
In addition to draining Health, more powerful Drain spells can drain attributes, as well. Unlike normal Drain effects, the attributes drained are rarely passed on to another subject.
Sanguimancy:
A powerful form of Necromancy uses blood to perform grisly rites or powerful evocations. These include spells that involve sacrifice. This form of Necromancy has been forbidden without consent from a Coroner or other officials who may preside over such events. By using the blood of themselves or those around them, the Sanguimancer can move between bodies of blood or become like a disease.
Create Undead
The Necromancer can create their own Undead, in addition to summoning or calling undead. When a Necromancer creates specific Undead, they are bound to the Will of the Caster. Specific Undead can be stored when preparing other summoning magic.

Unlife/ Undeath
One of the most horrifying spells in a Necromancer's arsenal is the ability to transform dying creatures into the Undead. Necromancers are also capable of attacking parts of the body, atrophying specific limbs and appendages. Their terrifying magic is outlawed in many countries.
Horrors from Beyond:
Many of the Necromancers spells are also able to induce Fear conditions. Calling upon phantasmal horrors from beyond, these spells can possess individuals with a spirit of fear, panic or distress. These are much like Auramancy spells but the spirits called by the spell induce the conditions.
Unfatality: Beyond the Gates:
Oddly, of all Necromancy's strangeness and horror, it can be used to revive the living to a natural state of health or prolong life. Necromancers that are able to bring mortals back to Life are either treated respectfully or fearfully, but either way, Necromancers can return (or take) souls from the living and replenish their Life. This is the most powerful form of Necromancy and is why it is accepted as a teachable House of Magic to those who may be attuned to the Source by chance rather than choice.

Manifestation


Darkness gathers around a Necromancer when they cast their magic and the atmosphere becomes ominous. There may be spectral noises or haunts in the vicinity of the Caster as the spells are cast. Often, a symbol or ritual may be employed, either by complicated hand signs or sigils, but this isn't always the case with Necromancy. There are few verbal components within its casting, making it a rather simple House of Magic.

Source


Source (Life/ Death)/ Source (Undeath)

Material Components
Undead: Small beast or construct.
Fetishes: Small bones, skulls, hair.
Effigies/ Idols: Dolls, Charms, Tokens.
Rot & Decay: Decaying wood, grave earth.
Gestures & Ritual
Somatic: Complex. Hand Signs.
Verbal: Simple. Often None.
Related Discipline
Sanguimancy
Related School
Necromancy
Related Element
Death/ Undeath
Applied Restriction
Coroners must observe specific rites and spells involving sacrifices. In addition, creating Undead from living creatures or from fresh remains has variable laws in many other countries. Special licenses may be acquired, especially as part of training.

Comments

Please Login in order to comment!