CLASSnecromancer

# The Necromancer

"Someone so beautiful should never be so sad," a dark figure appeared before her. The dark figure sat with her and told her of a power that could be used to save her loved ones. She told the man she would do whatever she needed to save them. The mysterious figure taught her what he could in a short time and granted her the power she desired. The dark figure warned her that the more she used this power, the more her soul would become as dark and as cold as his. As he had used this power so much that not even his body remained. She said that she did not care what happened to herself as long as it means that she could save the ones she holds dear. With an outstretched hand the figure pointed in the direction she would find her loved ones and the creatures that took them.

She made her way through the forests until she found a cave and inside she could hear the screams of her friends and family. She could not control what happened next. Something took hold of her and the promised power came forth. She could not be satisfied with simply ending these miserable creatures lives and saving her kin. She wanted these monsters to suffer as she and her loved ones had suffered. And when it all ended, she found herself surrounded by all those she had saved and she was once again in the arms of the man she loved. She looked him in the eyes and she knew that something inside of her had changed. She had gotten what she wanted but also lost everything in the process. She said she could not return with them and the man she loved was beside himself with anger but he also knew that this woman was not the one he loved. And that is where she left him and her friends and family - she wandered into the forests never to be seen again. Her love went onto marry another woman and have a family of his own. That was how his story ended. I don't think my siblings noticed, but I saw Grandpa wipe a tear from under his eye before he spoke. He never told us that story again.

 **Willpower:** | 20

 - The Necromancer cannot cast Elemental or Arcane Magic.
They have their own version of elemental spells.

#### Skill Info:

An enemy of a equal or lower level will take 1/2 Base Arcane DMG per Round. An enemy of higher level will take 1/4 Base Arcane DMG, rounded down, per round.
The Necromancer can us this energy to either have their spells cost 1/2 MP until the enemy dies or they can use it to create a barrier to reduce damage by half.
 **Dark Soul** | **Starting O Skill** | The Necromancer can drain an enemy soul and have +10 HP x Level to heal themselves or an ally with each round. If they drain a fellow party member's soul, they'll have +20 HP x Level each round.  Each round the enemy will also have that reduced from their HP regardless if the Necromancer uses it or not.
 **AntiMana** | **Level 3 Skill** | There are three elements to the lifeforce of Magic. Mages use the nourishing blood flow of the planet known as Mana to cast their elemental spells, while Arcmages alter the spirit or soul of Mana to alter the world itself and Necromancers use the decay created by dying Mana to use their dark magic. It is for that reason that some spells have less of an affect on Necromancers and they have learned to use this to their advantage. Once Per Quest, a Necromancer is able to create a Anti-Magic barrier that eats and decays either all Mana in the area to increase their own power.
 **Hellspawn** | **Level 6 Skill** | It's like having a kitten, that you've killed and brought back from the dead to do your bidding. The first thing you notice when you've crossed over into the realm of Dark Magics is that you're allowed company on your way to Hell. It comes in the form of any creature you decide to sacrifice. Once Per Quest, a Necromancer can kill something or someone and turn it into their own little henchman. It becomes only as half as strong as the Necromancer, but still, you can make it take damage for you and that's almost worth putting up with the smell. The Necromancer must roll Level+Arcane+Fate to create their little pony.. err.. demon. The Demon will only obey its master's orders and will only protect them. It does half the damage of the caster and has half of it's overall HP/AP. This creature or person will grow demonic features upon being brought back to life.
**- Once Per Quest. Roll to summon an undead henchmen/pet. Roll Level+Arcane+Fate .**
 **One Foot In**
**The Grave**
* - The First Sacrifice is simple enough, find some low level creature or rodent and kill it with a dagger, say your thanks to the darkness and move on.
* -- The Second Sacrifice, destroy some piece of Arcane Paraphernalia: elemental or arcane scrolls, books, elemental pools, a temple or structure to an elemental God etc..
* --- The Final Sacrifice, kill or be part of the final round of attacks that kill a person or high level creature at GM Discretion.
1. - **Hand of Death** - The arms and hands of a dead necromancer come to your assistance and allow you to cast more spells. 1 Extra attack each round for an entire battle.
2. - **Soul Armor** - You reserve 25 Base HP, then remaining HP creates a shield over your current armor, which can be healed by killing enemies. Restores Soul AP when Necro lands killing blow. -- Necromancer's Soul Armor AP can be healed. Once it's depleted, DMG goes to regular AP and then Base HP is 25 but it can also be healed now.
3. - **Invoke Fear** - All creatures of lower or equal level will run away in fear, human enemies must roll level+fate+willpower to remain after a few rounds. Roll is -1 each roll if necromancer kills one of their friends.-- Can Roll a Level+Fate+Arcane to Invoke Fear on up to two other NPCs during the Quest, causing them to have negative rolls... save it for the Boss.
4. - **Soul Tether** - A barrier of death is created around the Necromancer at the expense of his party members. All damage directed at Necromancer instead is spread out amongst the party.
5. - **Corruption** - If party member dies, you harness their dead soul in your attacks. Giving you +1 to all rolls and +5 x Level = DMG to total damage. ie.. if you're level 9 = +45 DMG per round.. even if you miss all 4
 **Deal With The Devil** | **Level 12 Skill** | Before the Quest begins, a deal is struct between The Darkness, The Necromancer and all willing party members. The Necromancer makes a seal on the ground and whomever offers their blood as a sacrifice will be given a gift for the duration of the Quest. This gift will protect the Necromancer of course, but in return those that make the deal will also benefit. The Necromancer gains a Soul Link Shield which will grant him +50 SLAP (Soul Link Armor Points) for each party member who agrees to the deal.
This is armor that goes ahead of their HP and AP and it can also be healed after a battle. So if four players offer their blood, The Necromancer will have a +200 extra shield.
In return, each party member that made the deal, will earn a +1 to Attack Rolls, +5 x Level / 2 = DMG to every successful attack made. So a minimum of at least +30 DMG Per Attack. +120 DMG if all four land.
...but there's a catch. If the Necromancer dies, he not only takes one random person with him, all those who made the deal and survive won't earn any EXP. The Necromancer will take it all for your failure.
**- Once Per Quest.**