Necromancy

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Summary: The practice of reanimating dead flesh. Through an understanding of the magics surrounding life, death, and what tethers the soul to flesh necromancers have learned the art of raising the dead once more into a state of unlife. By projecting one’s will unto another vessel, the necromancer can gain control of the animated flesh. To do so requires the cadaver have the necessary musculature and bone to move and perform the actions by which it is commanded. Skeletons and corpses too decayed and missing their musculature are largely useless unless flesh or mundane contraptions to simulate muscle are grafted correctly to the skeletal structure and animated suing the same magics.

Necromancy is largely useless against wraiths, apparitions, and souls living or dead as the art is focused upon mortal remains. Control of the dead is reliant upon the necromancer reaching forth with their own soul, and commanding a corpse through willpower. Contesting another soul already in possession of a corpse is near impossible, and the reason necromancy cannot be used upon the living or for one necromancer to steal another’s risen servant. Revenants, the undead corpses risen by residual magic of its parted soul, are more difficult to control as a result of the “ghost” within the flesh.

The number of undead one can control is limited to the creature in question and the skill of the necromancer. Beasts and mundane creatures of simple mind and low intelligence are more easily swayed by a necromancer’s will. The average necromancer may control a few corpses of average intelligence at once and a handful of beasts while the most powerful may command dozens of humanoids and even more bestial creatures.

Gods with Access: Mirmulnir
Societies, Organizations, and Races with Access: Plaguepriests of Lepros, Goblins of Quark, White Dragonflight

Necromancy

Lords of Creation: Ancients of the Void Darklady2831 Eldamar11