Necromancy

From Wikipedia of the Dark Brotherhood, an online Star Wars Club
Revision as of 18:05, 21 September 2007 by Sith Bloodfyre (talk | contribs)

Necromancy is the dark and mysterious art practiced exclusively by Clan Tarentum.

Minor Tier

As the initiate Necromancers of Tarentum begin to study the dark arts of the Keepers, concepts of life and death begin to have new meaning. All things are connected through the Force, as every Light or Dark Sider knows. But within the mysteries of Necromancy, ties that bind can have a great affect, indeed.

Level One

  • Buffer of Life

    With this power, a Necromancer is able to use the Force to buffer his own life energies, and defend himself from the life-negating powers of other Necromancers. In addition, tapping into the powers of the Force with regards to Necromancy, and further powers that part the Shroud and delve into Oblivion, may cause "negative backlash" that may attack the very life force of the Necromancer. The Buffer of Life acts to defend from these backlashes of power and death. All Necromancers of Tarentum are taught this power first, before any other secrets of life and death are delved into.

  • Eyes of the Keeper

    This power might be more appropriate called "Senses of the Keeper." However, with this power, the Necromancer is able to detect body signs that can be interpreted for greater information by the educated. A Necromancer can literally hear a person's heartbeat from several meters away; they can detect the smell of perspiration from some distance, or even the smell of infection from someone. They can sense a rise in a person's body heat, or other physical symptoms. This information can be used in a variety of ways by educated and insightful Necromancers; a Necromancer may be able to detect if someone is lying by their physical response to a situation or question, among other things.

  • Touch of Tel'Ratha

    With this power, the touch of a Necromancer takes on the cold of the grave, instilling localized hypothermia into the victim wherever they were touched. This is not a normal absence of heat, however, that can be warmed through normal means. It takes several hours for the cold to finally leave the victim. This effect may also be negated within minutes through healing powers of the Light Side of the Force. Dark Side healing powers will not negate the cold sensation, but will allow the affected area to be completely useful once again.

Level Two

  • Festering Wounds

    With this power, a Necromancer can cause any current wounds on a victim to become infected and fester. The exact results may depend on the wound itself, but only those wounds touched by the Necromancer while using this power will be so infected. The festering wounds will remain until it is negated by Force healing, or aggressive antibiotics administered for several weeks (if treated early enough). As with any infection, it can cause severe injury and death if not treated quickly, or adequately.

  • Last Rites

    The youngest Necromancers of Tarentum may often be charged with taking care of failed experiments for their masters. They may also become morbidly obsessed with death, as does much of their Clan. To avoid the risks associated with rotting and festering corpses, this power allows a Necromancer to speed up the process of decay. Flesh and tissues rapidly break down and become dust that is easily swept away. Only the bones of a corpse are left after this power, which also helps in the future, when a Necromancer may be looking to speed up the decaying process on a chosen corpse servant.

  • Paralyzing Touch

    This touch of a Necromancer instills localized paralysis into a victim. The affect will vary by region, but the touched area (and only the touched area) are paralyzed for a specific period of time and are rendered useless. Only Force healing may negate this effect quickly, though the effect itself will likely wear off within a few hours.

  • Throbbing Bones

    This power allows the touch of a Necromancer to instill pain in a localized region of bone, located wherever the Necromancer touches or grasps the victim. The pain itself is not debilitating directly, but may be sufficient to distract the victim from concentrating on specific tasks, or even distracting them from adequately defending themselves in a fight. The effect will wear off eventually, after the space of about an hour, unless Force healing is used to speed the process through within about five minutes.

Level Three

  • Awaken the Fallen

    The first of the Necromancer's powers capable of raising up the dead, this power animates a corpse, no matter how long the corpse has been deceased. This power provides for basic animation only, infusing the corpse with enough latent energy through the Force that it has basic mobility, is capable of carrying out very simple commands, and the like. Whether the corpse was that of a warrior or a farmer makes little difference; these servants can only carry out the most basic of tasks, such as sweeping and carrying things; and in cases of defending their masters, they are only capable of holding a foe, possibly pinning their arms to their sides. Large numbers of these Fallen in groups may be much more useful and deadly than one or two. The major drawback to the Fallen, even beyond their lack of skill, is their lack of speed.

  • Rigor Mortis

    Through their study of life, death, and all things surrounding existence, the Necromancers are intimiately familiar with various side effects of living and death. Rigor Mortis is one of these effects of death that they are able to pass onto living victims. A much more advanced use of a "paralyzing touch, this power overcomes a victim with the effects of rigor mortis. The victim's body slowly grows stiff, and they are eventually unable to move or speak at all. Once the Necromancer's touch has passed on the effects of rigor mortis, the victim will be under the effects of this power only so long as the Necromancer maintains a conscious effort over them. As soon as a Necromancer breaks concentration over holding the victim, they will be released within a few short minutes, as their body finally begins to loosen the muscles holding them, allowing them to come to action once more.

  • Stolen Breath

    With nothing more than a kiss to the mouth, a Necromancer is able to steal the "breath" and stamina of a victim. As the Necromancer kisses their victim, the Force is drawn out of the vitim. They soon begin to cough and wheeze as though under the effects of an asthma attack. They are incapable of anything remotely strenuous as they attempt to regain their breath and vigor once more. The Necromancer, however, receives renewed stamina through this power. No matter their physical condition beforehand, the Necromancer is now completely healthy for the duration of this power, and acts as though he is fully rested. For the victim, the effects of "losing their breath" wears off in about ten minutes. The slowly regain their strength throughout this time, and though weakened a bit from the power, they are quickly back to full strength within half an hour. The effects for the Necromancer last the entire half hour, after which time the Necromancer then succumbs to a fatigued state for several minutes, without the asthma attack.

  • Touch of the Recluse

    Comparisons are often made between this power of a Necromancer's touch and the bite of a recluse spider. Hence, the name. Touching a victim while drawing on this knowledge allows a Necromancer to infect the victim with a toxin that slowly begins to break down the skin and tissues beneath with necrosis. This process can often be extremely painful for the victim, both physically and mentally. Only Force healing or aggressive medical treatment started immediately can halt the necrosis. The effects of the necrosis vary with body region affected, but only the area actually touched will suffer the effects, at least immediately. It is possible that the infection will spread with time.

Major Tier

The well-practiced Necromancer understands the ties that bind, but also understands that everything connected through the Force, is drawn into Oblivion. What was taken to Oblivion can be brought back, for those who hold the keys to the Shroud. Nothing, not even the dead, is beyond the powers of the experienced Keeper.

Level Four

  • Blackhand

    This power is somewhat different from some of the other powers available to the Necromancers of Tarentum. Where other powers are passed through the Necromancer touching an intended victim, this power is activated through a more passive touch. The Necromancer's hand gains a slight, dark hue to it, as if covered in a light coat of dirt or grime. While the Necromancer can touch anyone he wishes without activating this power, anyone who willingly takes the Necromancer's hand receives the ill effects of the Blackhand. The victim of this power is infected with the plague, which slowly begins to spread throughout their body; it generally takes up to three days before symptoms begin to emerge.

  • Creeping Death

    Some of the powers available to the Necromancers of Tarentum have a morbid taint to them. This power, while activated through touch, actually requires the Necromancer's blood or bodily fluids to contact the victim's skin to take effect. Most Necromancers make it a practice to cut themselves beforehand, although some do instigate this power through spitting on an intended victim, or otherwise. When the Necromancer's fluids contact the victim's skin, a flesh-eating mold begins to grow and devour their skin. The mold devours skin at the rate of several square centimeters a day. Though the mold is quite aggressive, it can actually be taken care of easily, through washing it from the victim's skin thoroughly, and applying appropriate medications (if done within the first hour of infection). Once past the first hour, though, it can only be healed through the Force.

  • Passing of Shade

    This power is named after a mysterious, and often unseen master of Tarentum, Shade. His passing leaves areas of vegetation sucked dry of life and all traces of health. Using this power allows a Necromancer to suck the life from surrounding areas of vegetation and draw it into himself, to increase his overall health and stamina. Strength is drawn from sources of vegetation within a twenty foot radius. If no vegetation is present, no benefits are gained from this power.

  • Ray of Sickness

    Activating this power causes a sickly, bone-colored ray of light to shine forth from the Necromancer's fingertips, striking a specific victim. While concentrating, this beam of light causes bouts of sickness and nausea to overcome the victim, forcing them to their knees or stomachs. The victim typically succumbs to the nausea and begins vomitting. This power is only effective so long as the Necromancer is able to maintain concentration over his victim. Removing the victim from his sight, or any other lapse of concentration will end the effect immediately, though it still may take several minutes for the victim to regain their composure.

  • Siphon of Life

    With this power, the Necromancer thins the Shroud a bit, and causes a wraithly "siphon" to appear and connect the Necromancer's heart to that of a victim within twenty feet. This siphon draws the life from the victim and returns it it to the Necromancer, helping to increase stamina and strength, but also to heal very minor wounds. The drawback for the victim, however, is that the fatigue and wounds healed on the Keeper are transferred back through the siphon and infect the victim instead. This power cannot heal large wounds, but it can heal small lacerations, burns and otherwise.

Level Five

  • Call of the Guardian

    The second power that gives a Necromancer the ability to raise the dead as servants, this ability allows for the corpse servants to be infused with the Force and knowledge enough to become skilled defenders. The risen servants continued to have the abilities of skilled laborers as do the Fallen, but they also "think," in a sense, and focus their efforts on defending whatever person or place they are charged with. They "understand" how to block doors and other portals. They can act for their own defense, as well as the defense of others; they know that if they form a "wall" around their charge, that person is less likely to be harmed. They will use any tools available to themselves to aid in their defense, or that of others. The only drawback with the Guardians, as with lesser risen servants, is that they tend to be limited by speed.

  • Compel the Shade

    This power actually helps a Necromancer bypass the Shroud for a very specific purpose. Force spirits can bypass the Shroud to be seen and heard by the living. However, they still exist within Oblivion, and cannot affect or be affected by the living, unless they choose to do so. This power allows a Necromancer to bypass the Shroud to affect the Force spirit, and actually "strike" the Force spirit. Combined with the power of his will, this will allow the Necromancer to force the spirit to do his bidding. The benefit of this power is that the Force spirit cannot assault the Necromancer in return, and must either bow to the will of the Necromancer, or succumb to the wraithly injuries. Most of the more mundane Force spirits will succumb to this power easily. Those Force spirits who were powerful Force-users in life, however, may not be so easy to dominate, and may actually fight back.

  • Summon the Soul

    This power offers the Necromancer the ability to instill in one of the Restless (Force spirits), those beyond the Shroud, an irresistible desire to come forth to the Necromancer's location. Necromancers must understand, this power does not provide the ability to command the Restless, only the ability to make them want to come before him. The Force spirit will generally appear before the Necromancer within minutes, depending on how deep within the Oblivion the spirit was. This power calls forth a random spirit, unless the Necromancer holds an item that had previously belonged to the spirit in life.

  • The Underlings

    Worlds are littered with the dead of the present, and especially of the past. With this power, the Necromancer is able to call forth the dead to do their bidding, but only partially. The dead crawl forth from their hidden graves partially, their hands and forearms emerging from the earth to catch victims of the Necromancer's wrath in their grip, and drag them under. These temporarily risen corpses are indiscriminate, and will clutch at anyone passing within the area where they rise, with the exception of the Necromancer who called them. The arms are generally skeletal, though in graveyards with fresh corpses, there may be a few that still have flesh about them. They are, though, purely physical, and can be fought off and destroyed if they latch onto someone. The disadvantage, though, is that they come up by the hundreds or thousands, and may drag down a helpless victim before they are able to fight free. Persons dragged under begin to suffer hypoxia, and will be killed within several minutes. Those freed, though, still suffer hypothermia where the corpses grasped them; the cold hands of death draw life from the living with negative effects on the victims.

Level Six

  • Armor of Death
  • Cannabalism
  • Contagion
  • Drown

Level Seven

  • Curse of Tel'Ratha
  • Dehydrate
  • Rise of the Favored
  • The Bridge of Life
  • The Doom Within (Avasculate)
  • The Harrowing
  • The Keeper's Hunger
  • The Presence of Anubis

Inner Order

The eldest and darkest of Keepers understand secrets few others can comprehend, even the Grand Masters. Oblivion has unlocked its secrets, and the currents of life and death are drawn and pushed away at the whim of the eldest. The darkest armies of the Restless heed the commands of these Masters.

Level Eight

  • Avascular Mass
  • Blackflames
  • Call of the Hungry Dead
  • Finger of Death
  • Fleshcraft
  • Wail of Doom
  • Wall of the Dead

Level Nine

  • Bonecraft
  • Call the Hordes of Anubis
  • Destruction
  • Final Retribution
  • Kingdom of the Dead
  • Shattering
  • The Tide of Life
  • The Waters of Styx

Level Ten

  • Call the Euthanatos
  • Circle of Death
  • Eyes of Doom
  • Gift of the Mad One
  • Immortal Curse
  • The Quickening

Level Eleven

  • Ray of Entropy
  • The Touch of Phalanthus
  • Wail of the Banshee
  • Waves of Death
  • Waves of Destruction

Level Twelve

  • Soul Typhoon
  • Summon the Army of Phalanthus
  • Tides of Death
  • Tides of Destruction