Thanatology skill: Difference between revisions
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'''Thanatology''' (from the Greek ''thanatos'', meaning death) is the proposed central skill for [[Necromancer|Necromancers]]. It replaced the originally proposed [[Scarification]] skill. It is a guild-specific Lore skill, which they will learn at a secondary rate. It will be mechanically similar to the [[Empath]] [[Empath Healing|healing]] ability, and the circling requirement is meant to parody their [[Empathy]] requirement. In order to form a link with an unwilling living subject, the Necromancer must make a successful slicing melee attack and a Thanatology skill check that's modified by the weapon used. |
'''Thanatology''' (from the Greek ''thanatos'', meaning death) is the proposed central skill for [[Necromancer|Necromancers]]. It replaced the originally proposed [[Scarification]] skill. It is a guild-specific Lore skill, which they will learn at a secondary rate. It will be mechanically similar to the [[Empath]] [[Empath Healing|healing]] ability, and the circling requirement is meant to parody their [[Empathy]] requirement. In order to form a link with an unwilling living subject, the Necromancer must make a successful slicing melee attack and a Thanatology skill check that's modified by the weapon used. |
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Revision as of 11:14, 13 December 2009
Thanatology (from the Greek thanatos, meaning death) is the proposed central skill for Necromancers. It replaced the originally proposed Scarification skill. It is a guild-specific Lore skill, which they will learn at a secondary rate. It will be mechanically similar to the Empath healing ability, and the circling requirement is meant to parody their Empathy requirement. In order to form a link with an unwilling living subject, the Necromancer must make a successful slicing melee attack and a Thanatology skill check that's modified by the weapon used.
PRESERVE
The preservation ritual does basically what its name implies, preserves a corpse so that it will not decay at the accelerated rate species of Elanthia (that are not adventurers) seem to enjoy. A prepatory ritual for other things, the preservation ritual will make a dead body last much longer, or until skinned and searched. Utilization of this ritual requires some knowledge of first aid, and prevents the Consume Flesh and Harvest rituals.
CONSUME FLESH
Requires a corpse to be present. The corpse can be PC or NPC. To heal a part on yourself, the corpse must have its corresponding part not already destroyed. The ritual will destroy the corresponding part on the corpse while healing it on the necromancer. It doesn't require the necromancer to literally eat the body part. It's a magical consumption.
HARVEST
The harvesting ritual allows a Necromancer to carve a piece of a corpse out for personal use to some diabolical end at a later point. Doing this ruins any possibility that the corpse could be skinned, but perhaps the Necromancer achieves some higher benefit from it later. Utilization of this ritual requires some knowledge of skinning, and cannot be done if the corpse has been SKINned.
ARISE
The most time-consuming ritual in the Necromancer's arsenal, the ritual to Arise is performed just before the sorcerous magic needed to imbue a corpse with false life is enacted. The corpse in question must have already been PRESERVEd.
FETISH
The only ritual that is not performed on a corpse, this blasphemous ritual imbues a necrotic item that the Necromancer is holding with the power of death. It is presently unknown what uses these fetishes hold, or how many variants there are. Initial observation suggests that the item must be properly set up beforehand, and this ritual is just the final touch.