
Necromancer

Manipulating the power of death, unlife and the force of life, Necromancy is a class of magic which hones on the darkened energy plane. In Elsgadir, this practice is forbidden, even to the consequence of death. In Notoria, Necromantic disciplines are commonly taught in respect to the great Kauhl's army of the undead.
In Elsgadir, no more than 2 Necromancers may be played.
1. Quendar Guillari
2. Pyara Botchery
These listed abilities are for all beginner Necromancers.
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Spare the Dying- Any creature at 0 health points touched will either perish or stabilize. (Roll 1d20, 1-10, Perish. 11+ stabilize. Mana Cost: 4)
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Toll the Dead - Point to a target and whisper. These words grant one round of damage higher than the base of the caster, causing the target to take this amount of necrotic damage. (Example: Base damage = D4 + 2. Damage upgrades to D6 + 2.)
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False Life - Bolstering yourself with a necromantic facsimile of life, the caster gains 1d4 + 4 temporary hit points for the duration. (Mana cost: 4.)
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Gentle Repose- Touch a corpse or other remains. The target is protected from decay and can't become undead. (In combat, Mana cost: 2)
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Divination - A ritual that can allow the caster to speak to spirits passed, or predict the death date and fate of another. (This performance requires consent. Mana Cost: 10)
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Life Finite - For one round of combat, the caster may gain health points back equivalent to the amount of necrotic damage done to the target. (Mana Cost: 4)
Once the Necromancer has leveled their base damage and hit a minimum of 30 Base HP, they will take their inherited knowledge and then progress into the following abilities. These are for all Adept Necromancers.
1. Narrow Affliction - The Caster can spiritually detach from their vessels to less the sensation of both physical and mental pain. (Mana Cost: 4 Take half damage given for one round of combat.)
2. Awaken Remains - In the presence of physical remains, the caster may animate these parts into the form of a zombie or skeleton. (Only works on humanoid remains. Mana Cost: 10 per target. Every zombie/skeleton will gain HP: 8, Armor: 4, Damage: D4. Remains will last until health points deplete, the casters mana has spent or after 24 hours.)
3. Speak with The Dead - You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. (Mana cost: 8. You can ask the remains up to five questions.)
4. Blight - Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The creature then takes double the amount of necrotic damage. (Mana Cost: 8)
5. Contagion - Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned with either blindness, fever, rot, confusion, seizures or paralysis. This poison will last until the creature has rolled a saving throw at the start of their turn which is greater than the armor class of the caster. (Mana Cost: 10. Blindness will set the targets dexterity to 0. Fever will deduct -3 damage on incoming attacks. Rot deals additional +3 damage over time. Seizure will deduct -3 points to armor. Paralysis will stun the target.)
6. Shadow of Moil - Flame-like shadows wreathe the Caster's body until the spell ends, causing them to become heavily obscured to others. The shadows turn dim light within 10 feet into darkness, and bright light in the same area to dim light. (Until the spell ends, the caster has + 2 armor resistance to radiant damage and deals base damage to any incoming attacks that round of combat. Mana cost: 12)
Now an expert to the craft, the Necromancer has leveled their base damage yet again and holds a minimum of 50 Base HP. The following abilities are for Expert Necromancers.
1. Revivify - Any creature or human that has passed but is still warm to the touch may be revived to 1 HP. (Mana Cost: 20.)
2. Danse Macabre - Threads of dark power leap from the casters fingers to pierce up to five Small or Medium corpses seen within range. Each corpse immediately stands up and becomes undead. (Every undead will gain HP: 12, Armor: 6, Damage: D6. Mana Cost: 20.)
3. Enervation - A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. (Target will take double damage + 5 additional modifier. Mana Cost: 15)
4. Eyebite - The caster's eyes become an inky void imbued with dread power. The target to meet this eye will be placed into slumber, fright or sickened. If unconscious, it wakes up if taking any damage or if another creature uses its action to shake the sleeper awake. If frightened, the target will flee sixty feet away. If sickened, the target is slowed, setting both dexterity and armor to 1 point for three rounds of combat. (Mana cost: 18)
5. Soul Cage - This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.
- Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.
- Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
-Borrow Experience. You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.
-Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.
(Mana cost: 30.)
6. Astral Projection - The Caster and up to eight willing creatures abandons their physical body to travel into the astral plane. The astral body resembles the mortal form in almost every way, replicating game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between their shoulder blades and trails behind, fading to invisibility after 1 foot. This cord is a tether to their material body. As long as the tether remains intact, they can find their way home. If the cord is cut--something that can happen only when an effect specifically states that it does--their soul and body are separated, killing them instantly.
The astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If entering a new plane or returning to the plane once on when casting this spell, their body and possessions are transported along the silver cord, allowing them to re-enter their physical body as they enter the new plane. Their astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on their physical body, nor do they persist when returned to it. (Casting time lasts for one hour. Mana Cost: 30.)