The Necromancer Class

## The Necromancer

The
necromancer deals with the dead, and the undead. They are able to deal damage
as well as transfer their life force in order to heal others.

Major Stat:
CON
Minor Starts: INT and WIL

=== ·
Necrotechnician ===
o
The necrotechnician uses devices to deal chaos
and death.

=== ·
Necrostalker ===
o
The Necrostalker uses shadow magic to deal with
opponents and raise minions.

=== ·
Hemomancer ===
o
The Hemomancer is a healer…at the cost of
themselves and others.

Passive Ability

**Min:** 55 CON, 55 INT
**Counter:** Spell
**Cast Time:** Damage is instant, health
returned on **your** next turn.
**Distance:** 20’
**MP:** 5

**Counter:** None
**Cast Time:** Passive
**Distance:** None
**MP:** None

that can do very basic things. Answer questions, and attack. **Min:** 70 CON, 60 WILL
**Counter:** None
**Cast Time:** Instant
**Distance:** 30’
**MP:** 15

### Nano-Suffocation

More
Nano-Robots! Now you can use trillions of Nano-robots to lift someone into the
air and suffocate them. This will stun the target for one round and deal 1d6
damage per round for each rank in this ability.
**Min:** 75 CON, 70 INT, 60 WILL
**Counter:** Spell
**Cast Time:** Instant
**Distance:** 10’
**MP:** 20

### Ultimate Nano-Robots

You
remember your vampiric Nano-robots? Well now every attack you deal will return
¼th of the damage dealt as health to you!
This is a single point talent.
**Min:** 75 CON, 65 WILL
**Counter:** None
**Prerequisite Skill:** Weak Nano-Robots
**Cast Time:** Passive
**Distance:** None
**MP:** None

## Necrostalker

### Shadow Slash/ Shadow Bolt

The
Necromancer channels dark energy in either a melee attack or ranged attack.
This deals 1d10 damage. Each point of this ability adds a +1 to the damage.
**Min:** 50 CON, 55 INT
**Counter:** Spell
**Prerequisite Skill:** None
**Cast Time:** Instant
**Distance:** 30’
**MP:** 5

### Breath of Undeath

You are
now able to raise the corpse of a weaker NPC to be your follower until it dies.
Each point of this ability adds a +1 damage modifier to your follower.
**Min:** 55 CON, 55 INT
**Counter:** Target must be dead.

**Prerequisite Skill:** None
**Cast**
Time: **Instant**
**Distance:** 10’
**MP:** 5

### Dark Vision

You can
now see in the dark as if it was day time! Your day vision is unaffected. All
that grave digging did you some good!
This is a single point ability.
**Min:** 55 CON, 60 INT
**Counter:** None
**Prerequisite Skill:** None
**Cast Time:** Passive
**Distance:** View Distance. [25’]
**MP:** None

### Summon Leeches

The
Necrostalker summons a random amount of leeches that latch onto a specified
target and do 1d4 damage per turn for 5 turns and return 100% of the damage
done as health your next turn. Rank 1 adds an extra turn, rank 2 adds a +1
modifier to the damage, rank 3 adds another turn and 4 adds another +1.
**Min:** 55 CON, 60 INT
**Counter:** Spell
**Prerequisite Skill:** None
**Cast Time:** Instant
**Distance:** 10’
**MP:** 10

### Sense Danger

You now
have a sort of 6th sense. Sometimes your 6th sense will
trigger and sometimes you can stop to think about what’s going on to get a
read-out of the situation. This is where your GM will come into play; hinting
you onto information that you may want to share!
This is a single point ability.
**Min:** 55 CON, 55 WILL
**Counter:** None
**Prerequisite Skill:** None
**Cast Time:** Passive
**Distance:** None
**MP:** None

### Rise: Heed Your Master’s Call!

Corpses
or not you’re about to summon some temporary undead! Ancient corpses? Fresh
ones? Doesn’t matter! Your magic is strong enough to raise two zeds that each
do 1d3 damage to random unfriendly targets for 2 turns before turning into a
pile of death once more. Each point adds a zed.
**Min:** 60 CON, 55 WILL
**Counter:** Spell
**Prerequisite Skill:** None
**Cast Time:** 1 turn

**Distance:** 20’
**MP:** 10

### Ritual of Death

The
Necrostalker performs a ritual in honor of death; after 1 turn the target will
take 1d10+1/2/3/4 of damage.
**Min:** 65 CON, 55 WILL
**Counter:** Spell
**Prerequisite Skill:** None
**Cast Time:** 1 Turn
**Distance:** 30’
**MP:** 10

### Ghost Form

Entering
a ghost-like state you become immune to all physical damage for 1 turn but you
cannot attack. Rank 2 and 3 add an optional extra turn of Ghost Form while rank
4 allows you to cast magical abilities while a ghost.
**Min:** 65 CON, 60 WILL
**Counter:** Spell
**Prerequisite Skill:** None
**Cast Time:** Instant
**Distance:** 30’
**MP:** 5

### Detonate Corpse

You can
now cause dead bodies to explode on command. Enemies within 10ft take 1d8, and
outside of 10ft take 1d6. This renders the corpse unusable for resurrecting as
a pet.
**Min:** 65 CON, 65 WILL
**Counter:** Spell
**Prerequisite Skill:** None
**Cast Time:** Instant
**Distance:** 30’
**MP:** 10

### Dominant Mind

With a
WILL roll you have the chance to mind control any living targets. They will
become your follower if you do not already have one. If you do have a zed
summoned, it will die instantly from the heartbreak. Cannot be used on powerful
creatures. Lasts 5 rounds.
This is a single point ability.
**Min:** 70 CON, 65 WILL
**Counter:** Spell
**Prerequisite Skill:** None
**Cast Time:** Instant
**Distance:** 30’
**MP:** 20

### Summon Death

Once per game session you can call upon Death itself to kill
one non-powerful (Boss) creature instantly. You gain no experience nor money
from this target.
Min:
70 CON, 60 INT, 65 WILL
Counter:
None
Prerequisite Skill: **None**

**Cast Time:** Instant
**Distance:** 30’
**MP:** 20

## Hemomancer

### Mass Consume Life force

Deal
1d3+1 Damage and take back ½ of the damage you deal as health from all enemies
within 10’/15’/20’/25’ around you. You will take in the HP on your next turn
after attacking.

**Min:** 55 CON, 50 INT
**Counter:** Spell
**Prerequisite Skill:** None
**Cast Time:** Instant
**Distance:** 10’
**MP:** 10

### Blood-Field

The
Hemomancer creates a force field made of their own blood in some direction
around them. They take 10% total HP as damage and create a shield that can
absorb up to 60/65/70/75 points of damage
**Min:** CON 60, 50 INT
**Counter:** None
**Prerequisite Skill:** None
**Cast Time:** Instant
**Distance:** 10’
**HP:** 10% Total HP

### Nullify Effect

After
casting Nullify effect on up to 1/2/3/4 enemy targets they will be unable to
cast abilities/use passives for 2/3/4/5 turns.
**Min:** CON 60, 50 INT
**Counter:** None
**Prerequisite Skill:** None
**Cast Time:** Instant
**Distance:** 10’
**MP:** 5

### Divination

This
ability is similar to 6th sense. At the GM’s digression you may stop
to have a moment of clarity. The GM can give you hints as to what is going on.
This is a single point ability.
**Min:** 60 CON, 55 INT
**Counter:** None
**Prerequisite Skill:** None
**Cast Time:** Instant
**Distance:** None
**MP:** 5

### Book of the Dead

Read a
passage in an ancient tongue from your planet’s Book of the Dead. This will
heal a target ally for 1d6+1/2/3/4 instantly.
**Min:** 65 CON, 55 INT
**Counter:** Spell
**Prerequisite Skill:** None
**Cast Time:** Instant
**Distance:** 20’
**MP:** 10

### Ritual of Blood

The
Hemomancer sacrifices 25% of their maximum HP and gives either themselves or an
ally a shield for 50% of the Hemomancer’s total HP.
This is a single point ability.
**Min:** 70 CON, 55INT
**Counter:** None
**Prerequisite Skill:** None
**Cast Time:** Instant
**Distance:** 20’
**MP:** 25% Maximum HP

### Call of David

David,
second King of Israel, blesses your ally with +5/7/9/11 HP. This ability takes
a 2 round cooldown.
**Min:** 70 CON, 55 INT
**Counter:** None
**Prerequisite Skill:** None
**Cast Time:** Instant
**Distance:** 20’
**MP:** 10

### Aneurism

Give
your foe a brain aneurism! Instantly deal 1d10 damage and give them a headache
they won’t forget, dealing 5 damage per turn for 3 turns.
This is a single point ability.
**Min:** 70 CON, 60 INT
**Counter:** None
**Prerequisite Skill:** None
**Cast Time:** Instant
**Distance:** 20’
**MP:** 20

### Revival

Spend
two turns to revive an ally player from the dead, with no zed-like affects! How
wonderful! Allies will return with 25%/50%/75%/85% of their Max HP upon
revival.
**Min:** 75 CON, 60 INT
**Counter:** None
**Prerequisite Skill:** None
**Cast Time:** Two Turns
**Distance:** 10’
**MP:** 20

### Lich Form

The
Hemomancer drains all of their blood from their body as to empower themselves
as they enter a lich form. All damage/healing effects are increased by 50%.
Everything that would take more than instant to cast, become instant. After
this ends the Hemomancer is left with 25% of their maximum HP.
This is a single point ability.
**Min:** 75 CON, 65 INT
**Counter:** None
**Prerequisite Skill:** None
**Cast Time:** Instant
**Distance:** None
**MP:** 20