Necromancy

Necromancy is a channelling art, specifically the
energies of death. It can be used to create false life, throw death effects at
enemies and explore the mysteries of death.

*The*
amount of energy depends on the skill of the necromancer.

*A*
Necromancer cannot grant one of his undead more temporary hitpoints than he can
consume.

*Necromancers*
can even use this skill on living creatures destroying their life force and
draining the death energy created

**Mortivore as a**
Touch Attack

***Major Action***

**Range: Touch**

**Area of effect: One Creature**

**Duration: Instant**

**Save/Defence: None**

**Resistance: None**

Mortivore deals an amount of damage equal to your skill in
mortivore, Your roll to hit is equal to D20 + your mortivore skill

You gain a number of temporary hitpoints equal to your skill
in mortivore, when you take damage you deduct from your temporary hitpoint pool
first.

You may also use this skill to transfer energy directly to
the undead you control healing them for an amount equal to the temporary
hitpoints you transfer to them.

Any augments the necromancer makes to the undead
can make them harder to control and maintain.

Although a necromancer can control any number of
undead through the command system of the dead he may only control a small
number effectively in combat, this number is dictated by the necromancers
Tyrannus Necros skill, He may also not control more than seven individual
entities in combat the same way.

A necromancer can also use this skill to command
undead that they encounter, If the creature is controlled by another
necromancer then they must make an opposed Tyrannus Necrus check, If it is a self-controlled
undead the necromancer must overcome its Ego score (An undeads version of soul)
if you do so you gain control of that creature for as long as you are
conscious.

==== **Commanding Undead with**
Tyrannus Necrus **====**
***Major Action***

**Range: Line of sight**

**Area of effect: One Creature**

**Duration: Instant**

**Save/Defence: Opposed Tyrannus Necrus or Ego score**

**Resistance: None**

### Necrogenesis

*This is*
the art of sculpting and creating new undead creatures, it is also used to
perform rituals and to augment yourself with undead features and abilities.

The most basic use is to augment the abilities of
the undead under your command, You may increase the AC, DR, To hit or Damage of
your Undead by a total equal to your skill in necrogenesis, No single skill can
be raised by more than half your total skill.

I also increases the maximum HP for undead under
your command which is equal 5 times your necrogenesis skill, An undead cannot
have more than 20 hp per order of undead (Risen have a max of 20, Geists have a
max of 60 etc)

### The order of seven

Any necromancer can create 7 Risen easily, but even
the mightiest necromancer cannot create 8 without first creating a greater
undead known as a "Ghoul". The ghouls are similar to the risen but
have a slight red tinge to their eyes and a tough grey skin.

Each Ghoul commands 7 Risen but is mindless and
only responds to the commands of its creator.

Similarly a necromancer cannot control more than 7
ghouls without first raising the next order of undead known as a
"Ghast". A ghast has a mouth full of canines, claws and is also the
first undead capable of raising others, in this case as Risen.

To command 8 ghasts a necromancer must raise a Geist.
The Geist is similar to the Ghast but is even more corpulent, It is emaciated
to the bone with sunken eyes and has an aura of cold and death. The Geist is
also the first order of undead capable of basic problem solving and can take
independent action.

To command 8 Geists a necromancer must raise a
Revenant, A revenant will wear arms and armour, is capable of using equipment
and can form basic sentences. It can also distinguish between people and raise
other undead as ghouls.

To command 8 Revenants a necromancer must raise a
Reaver. A reaver has more muscle than a revenant and has almost lifelike qualities.
It is capable of bloodthirst and rage, can speak clearly and is capable of
advanced tactics and long term planning. A revenant also begins to look more
alive although it still radiates an aura of emptiness, wrongness and death.

To command 8 Reavers a necromancer must raise a
Death Baron. A death baron has the memories of the creature it was created from
but with none of its emotions or motivations. It is also the most lifelike
undead ever seen but with all the strengths of the undead. Death Barons spread
the powers of undeath across the land and if left to their own devices will
raise armies of the undead and attack populated settlements.

To command 8 Death Barons a necromancer must raise
a Night Lord. Little is known about nightlords besides the fact that they are possessed
with an unholy vigour seemingly more alive and aware in death than other
creatures are in life. Night Lords are capable of powerful magic and are the
most powerful agents of unlife known.

### Corpse Explosion

***Major Action***

**Range: 6 + 1 per skill**

**Area of effect: One corpse**

**Duration: Instant**

**Save/Defence: Body Save DC10+skill for half**

**Resistance: None**

**Damage: 1D10+1 per skill negative energy**

This spell causes a recently killed corpse to swell with
necromantic energy and explode, The explosion deals 1D8+1 negative energy
damage per rank you have in Corpse Explosion.

Body save DC 10+skill for half

The radius of the explosion is 1 + 1 per 4 ranks you have in
corpse explosion.

### Speak with the Dead

***Full Action***

**Range: Touch**

**Area of effect: One Corpse**

**Duration: up to 1 round per rank**

**Save/Defence: none**

**Resistance: None**

**Damage: None**

This spell allows you to crudely re-animate the body of a
dead creature, You may animate any body that has been dead less than 1 day per
skill you have in speak with the dead, You may ask the dead 1 question + 1 per
4 ranks you have in speak with the Dead.

The skull must not be destroyed for this spell to function
but does not require the flesh.

### Life Tap

***Major Action***

**Range: 6 + 1 per rank**

**Area of effect: One Creature**

**Duration: 1 round per skill**

**Save/Defence: Soul Save DC10+skill**

**Resistance: None**

**Damage: Special**

This spell causes the target to begin absorbing death energy
causing their life to drain out into anyone attacking them.

Anyone attacking a Life Tapped enemy drains 1/4 of their
damage as additional damage healing the attacker.

### Bone Spear

***Major Action***

**Range: 6 + 1 per skill**

**Area of effect: One Creature + 1 in a straight line per 4 ranks**

**Duration: Instant**

**Save/Defence: Body save DC 10+skill for half**

**Resistance: None**

**Damage: 1D8+1 negative energy per skill in bone spear**

This spell fuses all the bones from a body into a razor
sharp spear and propels it through the air towards your target.

The Bone Spear deals 1D8+1 negative energy damage per rank
in Bone Spear.

This spear can pierce your target and deal an hit additional
enemies for every 5 ranks you have in Bone Spear.

Body save DC 10+skill for Half.