
Necromancer (1.3) Adventurer Class
Although greatly feared, the Necromancer is found in many cultures.
Playing the Necromancer
The Necromancer is the only class that can Raise Undead (aka zombies). They do have one offensive spell that is very powerful but cannot wear armor and have a limited selection of weapons. If you want to play a magic casting class that requires forethought and planning then this is the class for you.
Abilities
Armor Allowed: none
Weapons Allowed: dagger, knife, stick, club, staff
Abilities
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Drain Energy: if the target is struck they lose 1 hp and the caster gains 1 hp. Six spells per day (6/day). Using this ability, the Necromancer can go above their starting HP. Ignore armor but NOT SHIELDS. This is a black spell pack. Must be called out.
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Raise Undead: if a nearby player, monster, or NPC falls to 0 HP the necromancer may raise them as undead minions and gain control of them until sunset, or sunrise, whichever occurs first. Three spells per day (3/day). Requires a touch by hand, staff, or dagger. They are now considered zombies (see zombie monster listing for stats). This ability can be renewed by the Entertainer but the necromancer can never have more than 3 undead under their control at one time. Unlike the Hedge Witch’s ability to Control Monster the newly raised undead do not retain their original level or abilities. They only have the APR (armor protection rating) given to them by actual armor, otherwise their APR is considered 0. The weapon damage stays the same but any damage bonuses from abilities or blessings are lost. Once a target creature has been raised as an undead zombie and then destroyed they CANNOT be raised again. Each creature can only be raised as a zombie once before being destroyed and resurrected.
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Detect Undead: Once per day the Necromancer may ask the local Guard or Loremaster if there are any undead in the area. Will then be told the type and number.
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Undead Link: any damage that the necromancer receives can be transferred to any undead under their control.
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Can use Arcane & Spirit Scrolls.
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Ghost Talker: Can interact and communicate with Ghosts.
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Level 2: Bone Armor - The Necromancer constructs a crude magical armor made from the bone and flesh of dead and/or undead. Provides an APR of 1. Can only be used on yourself. One time per day. Can be renewed by the Entertainer. Last until the end of encounter, battle, or duel.
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Level 3: Cultural Ability
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Level 4: Control Undead: Take control of target undead. This ability can be used 3 times a day and DOES NOT count against the number of undead that you can have under your control at that moment. There is no spell packet for this but it must be called out. If the target undead is already under the control of another NPCs, PC, or monster then you will play a round of “paper, rock, scissors” with that person to determine a winner. If you lose then nothing happens, if you win then you gain control of that undead. Once the undead is under new control it cannot change control again until sunrise or sunset, whichever occurs first, or is destroyed and then raised again.
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Level 5: Improved Bone Armor - The Necromancer constructs a crude magical armor made from the bone and flesh of dead and/or undead. Provides an APR of 2. Can only be used on yourself. One time per day. Can be renewed by the Entertainer. Replaced Bone Armor.
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Level 6: Cultural Ability
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Level 7: Lord of the Dead - gain the title and rank of Lord of the Dead. Gain 5 GP at the beginning of each event from the terrified (or thankful) peasantry (or nobility) from your area.
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Improved Necromantic Power: Raise Dead increases to 5 times per day and raised undead have 3 HP.
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Knowledge: Can now read languages and translate writings.
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Level 8: Decay - target armor or shield decays and is reduced to 0 APR or damage at the end of the encounter, quest, or battle. It is useless until repaired by a Smith. Must be called out. There is no spell pack for this. One time a day. This ability CANNOT be renewed by the Entertainer.
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Level 9: Cultural Ability
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Level 10: Master of the Dead - gain the title and rank of Master of the Dead. Revive 15 GP at the beginning of every event.
Advanced Necromantic Power: Raise Dead increases to 7 times per day and raised undead have 4 HP. You can now raise targets multiple times, even after they have previously been “killed”.