|d=The true dealer of death, Necromancers are most at home in the cemetery digging up future minions. Shunned by most of society, these dark mages are not necessarily evil, they simply see death as full of potential energy while others see it as the end of life. Necromancers fear nothing, as they are always facing death. If you are playing a Necromancer be unafraid, kill without remorse and be interested in dead bodies, close to death yourself, almost in another world.
|r1=Death Ray,Terror Ball,Summon the Dead,Spirit Guide
|r1=Death Ray,Terror Ball,Summon the Dead,Spirit Guide
|r2=Necromancy Rotators,Necromancy Elder Sorcery
|r2=Necromancy Rotators,Necromancy Elder Sorcery
Latest revision as of 21:51, 25 January 2025
Metadata.The true dealer of death, Necromancers are most at home in the cemetery digging up future minions. Shunned by most of society, these dark mages are not necessarily evil, they simply see death as full of potential energy while others see it as the end of life. Necromancers fear nothing, as they are always facing death. If you are playing a Necromancer be unafraid, kill without remorse and be interested in dead bodies, close to death yourself, almost in another world.
Restrictions
Armor Restrictions
Necromancers lose all abilities they gain from this class if they wear armor.
On critical hit:Double the number of dice rolled.On hit:Roll 2d8 if this is greater than or equal the number of HP the target has, they die. This does not deal damage.Heightened:For each additional MP spent, roll an additional 2d8.
If you have the body of the target in your possession, you can put the spirit back into its body such that it is no longer wisping. The body maintains all damage it had when it died.If proficient:If the body is thoroughly damaged (such as if it's ruined) or missing entirely, you can expend some of your own life force to recreate the body from the spirit for additional MP and HP. The creature is still dead, but the body is now intact.
You may create 1 custom "rotator" spells using Elder Sorcery words that you know using whatever Elder Sorcery creation rules are dictated to you by your GM. As with other rotators, this spell is not always available to you. You have to "rotate" into having it prepared. This spell may have a maximum number of words equal to your level. Your GM may allow you to "improvise" spells as well, using whatever rules they wish.If proficient:You may now create 2 × (MR - 1) custom "rotator" spells where MR is the number of ranks you have in mage classes.If fluent:In addition to the spells that you crate, you can learn P additional spells from other Elder Sorcery users. See Elder Sorcery for more information.
Having mastered the basic techniques in this field of magic, you are able to cast more advanced spells. If you create any Elder Sorceryspells of your own, they get added to this list. However, just because you "know" how to cast these spells, doesn't mean you are always prepared to. Although all mage classes grant their own elder sorcery and rotator spells, you may only have a maximum of 2 × (MR - 1) of these spells rotated into your spell list at any given time across all classes. MR refers to the number of ranks you have in mage classes. During a long rest, you can "rotate" which spells you have prepared.
The rotator spells automatically available to you are Crown of Fear, Death Rattle, Ethereal Shift, Spirit Bury, and Undead Reanimation.
When you attack with Death Ray or Terror Ball, you may target an additional creature or the same creature twice. Any costs you pay must be paid twice and be the same for both attacks These incur attack penalties as though they were two separate attacks.
In addition to the custom rotator spells you create, you can learn spells created by others. When you come across a fully created spell using only words you are fluent in, can make a DC 12 + OP INTfeat save to attempt to learn it. If you succeed, you can add it to your rotator spell list. If you fail, you are incapable of attempting to learn that spell again. The GM may modify the DC based on the spell's complexity, your knowledge of the spell, any special training you receive, if the spell's creator is there to assist you, or for any other factors they see fit. You may also attempt to learn words that you come across as long as they are of elements you are fluent in. The GM may adjust the DC for these as they see fit as well, but the default is DC 15 + OP INTfeat save.On fail:You are incapable of attempting to learn that spell or word again.On success:You learn the spell or word.If proficient:You are fluent in Elder Sorcery Creation, Celestial Elder Sorcery Words, and Necromancy Elder Sorcery Words.
Target takes the "on hit" effect of a conjuredmissile spell that you are proficient in. If the triggering hit was a critical hit, then the target takes the "on critical hit" effect instead.