The Necromancer Guild
 


Time has led the Necromancer Guild since Apr 6, 2024 0:10
Loktai has championed the Necromancer Guild since Apr 15, 2024 9:32
No one has mentored the Necromancer Guild since Apr 12, 2024 23:50

The original Necromancer guild was abolished by the Biomantic Council many years ago. After the disappearance of their guild leader, A-shug, they continued to practice in secret while many were forced to study openly the strict path of a biomancer. That soon changed, however, when a new guild leader arose. Zhav's'ash, a mighty myconoid, seized upon an opportunity for riches and power beyond the most wild of dreams. His rise to power is not well documented due to the secrecy needed at that time, but his current grip on the new Necromancer guild is unshakable. Through his own research into the Plane of the Dead, Zhav's'ash was able to animate entire workforces of undead creations that soon became the lifeblood of Crypt's economy. He saved the most powerful masterpieces for himself, of course, and has raised himself to near-god status with his army of undead protectors. Necromancers now flourish on Crypt, and have found friendly sanctuaries on some of the other planets where they are able to advance their studies. The new freedom to practice the art of necromancy has brought about many advances in the dark art, though many mysteries remain in the Plane of the Dead. It is certain that more breakthroughs will occur now that the necromancers may train and study under the mentorship, and protection, of Zhav's'ash. The power of necromancy is rooted in the Phantom Shard. This shard, a fragment of the broken Phantom Crystal, is believed to grant them unlimited control over the forces of life and death. However, none have yet succeeded in unlocking its full potential. Still, necromancers wield a great power over lifeforces which grants them the ability to reanimate the dead. The only reliable means of doing so requires them to craft a soul vessel capable of receiving and sustaining new life - an unlife. They have also learned to recover and reuse lifeforces as they are released by those still living.

This guild uses Hermetic magic.
Hermetic Bulk: Minimal
Spiritual Bulk: Minimal

Guild choices for: Necromancer
Primary                 Secondary               Tertiary
-------                 ---------               --------
Alchemist>-----\                                
                \       +-Cryomancer            
Assassin>------\ \      +-Dakini                
                \ \     +-Deathmaster           
Cultist>-------\ \ \    +-Discordian            
                \ \ \   +-Hekau                 
           <Necromancer-|                       
                / / /   +-Puppet master         
Fallen>--------/ / /    +-Telemancer            
                / /     +-Toximancer            
Mage>----------/ /      +-Vodounist             
                /                               
Merchant>------/                                

Prevented from joining: Biomancer, Paladin and Templar

Guild Abilities
Level
Skills
Spells
Bonuses/Restrictions
1 attack
diagnostics
study anatomy
study corpse
darkness
 
2 first aid
dagger
light
 
3 amputate
extract
cure light wounds
 
4 bone crafting
preserve corpse
cauterize
 
5 ancient
minor animation
 
6 essence eye
mana save
steal life
 
7   talking skull
summon scythe
soul travel
 
8 detect necromancy
anatomy
heal undead
 
9 death trance
implant
rend flesh
necro-armor
imprisonment
 
10   command creation
mystic coffin
major animation
 
11   siphon life
bone graveyard
remove poison
 
12   advance creation
lesser party drain
 
13   soul rip
funeral dirge
 
14 fuse armor
bond weapon
train creation
restore creation
 
15 quick chant
vestige recovery
major asphyxiation resistance
 
16   bone armor
shadowgate
prefrontal lobotomy
 
17 unbind weapon
extricate armor
   
18 experimental surgery
planar travel
 
19   lifeforce link
sacrifice corpse
major harm resistance
 
20   greater heal undead
phantom destruction
mass siphon life
death armor
 

Stat Potentiallittle dexterity, little perception, little constitution, small intelligence and tiny wisdom
Point Max Potentiallittle endurance points, little hit points and average spell points
Regen Potentialaverage spell point regeneration, little hit point regeneration and little endurance point regeneration
Category Potentialsmall bonus to the necromantic skill category, tiny bonus to the healing skill category, tiny bonus to the healing hermetic spell category and small bonus to the necromantic hermetic spell category

Necromancer Race Suggestions

Criteria: .

Good: Arcanus, Boelir, Dragon, Gremlin, Human, Jinn, Kreen, Myconoid, Satyr, Titan, Vampire and Vulpin.

Average: Argus, Centaur, Changeling, Elf, Gnome, Goblin and Hephestian.

Necromancer Guild Help