Necromancy Physical / Metaphysical Law in Melyria | World Anvil

Necromancy

Schools of magic: Cheating Death

The School of Necromancy is the most divisive and feared one of all the eight, mostly banned on most reaches of the world. While having some more agreeable usages, Necromancer is always walking in the fine line between breaking the rules of the natural world. Necromancy is a devious weapon, that can truly wreak havoc to bodies, minds, and even souls.

Talented Necromancer knows the complexity of their art and knows how to make risk assessments. Because of the terrifying nature of the art, empathy can hinder one's ability to learn and master the school: but also save their mortal souls.

Manifestation

The color of the necromancy is a deep purple. It has an unnerving, chilling quality in it, and can leave the caster weary after the act. Powerful necromantic spells can drain the life out of the spot of casting, causing plants to wither and creature around to feel weak and hollow.

Necromancy spells can be roughly divided into five groups by their usages:

Life drain

Life drains are used by the caster to manipulate the life energy of a target, was to enhance them, drain it from them, or even transfer the energy from one target to another.

Some drain spells include: Blight, Life Transfer, False Life, and Vampiric Touch

Raising dead

Necromancy can be used to contact the dead, and even bring them back to life. But it can also be used to create vile undead minions Necromancers are most infamous from.

Some raising spells include: Revivify, Spare the Dying, Create Undead, and Speak with Death

Curses

Curses are mental or physical ailments that lower the target's ability to function. From vile sicknesses to nasty hexes, curses can cripple even mightiest of foes.

Some curse spells include: Bestow Curse, Cause Fear, Blindness/Deafness, and Contagion

Damage

Necromancy manipulates the negative energy to eat away a target, damaging them terribly in the process. Spells of necromancy often cause severe pain and might cause their target some additional conditions.

Some damage spells include: Chill Touch, Finger of Death, Inflict Wounds, and Toll the Dead

Soul transfer

Maybe most vile of the necromantic practices is the ability to transfer souls. While it can be used innocently enough to travel between planes or make a person appear dead for a moment, it can also be used to cage souls to use as fuel or extend the life of a caster in macabre ways.

Some soul capture spells include: Clone, Soul Cage, Astra Projection, and Feign Death

Type
Metaphysical, Arcane
Color
Purple
Specialist title(s)
Necromancer

Side-effects

Dealing with necrotic energies takes a toll on a living creature and can cause the caster age before their time or appear sickly if they are already having bodily weaknesses. Casters that use necromancy extensively for decades start to create a foul, uninviting, and unsettling aura.

As the caster keeps working with necromancy, it starts to alter their perception. Een most kind-hearted of the practicer often feel cynical, cold, calculative, hard to connect with, and sometimes even hostile. Some spells start to damage the Necromancers soul, making it little harder to feel empathy, even if they can rationalize empathetic actions and have care to the people around them. This, however, can add to sociopathic tendencies or madness.



Credit where credit is due!

This article uses DnD rules and descriptions for Necromancy as their base, with the twist fit for the Melyria setting.


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