Changes

Necromancer

614 bytes added, 31 March
| creature_wp=N/A
| creature_bones=[[File:Has bones.png|25px]]
| creature_gear=[[File:No Yes box.png|25px]]
| creature_wear=[[File:Human clothing.png|25px]]
}}
* A regular success will result in the normal effects of the withering cloud occurring.
* A failure still results in a withering cloud occurring, but for only 1 turn instead of the normal amount.
* A critical failure results in the withering bball ball disintegrating before it can create a withering cloud, thus failing entirely.
=== Frostblast ===
* Headgear: '''Medieval helm'''
* Body armor: '''Medieval cuirass'''
** Combined effects: [[Agility]] -2 (total Agility is -1 with armor)
=== [[Load-bearing equipment]] ===
=== Equipment and inventory ===
Skeletons Necromancers may have one of '''four''' different sets of items (roll '''1d4''' per skeleton necromancer to determine):
==== Set 1 ====
Equipped [[weapons]]:
* Primary 1: [[Heavy crossbow]] (1 /1, 1x [[Large bolt]], Standard BRD)- IS 22** Combined effects: 1.56x Pain, 1.95x Limb Damage, hits causing injuries open 2 [[wounds]]
Inventory:
Equipped [[weapons]]:
* Primary 1: [[Battle axe]]- IS 18
Inventory:
Equipped [[weapons]]:
* Holster 1: [[IMI Desert Eagle Mark XIX 44]] (8+1 /8, 9x [[.44 Magnum]], Standard FMJSAP)- IS 5** Combined effects: 0.8x damage against unarmored ACs, 1.3x damage against armored ACs, FT +1
Inventory:
* Dump belt, General carrying: 3x [[Deagle .44 magazines|Deagle .44 8-round magazine]] (Each: 8 /8, 8x [[.44 Magnum]], Standard FMJSAP)
==== Set 4 ====
Equipped [[weapons]]:
* Auxiliary: [[Heckler & Koch UMP45]] (25+1 /25, 26x [[.45 ACP]], Standard FMJSAP)- IS 9** Combined effects: 0.88x damage against unarmored ACs, 1.43x damage against armored ACs
Inventory:
* Dump belt, General carrying: 3x [[UMP45 magazines|UMP45 25-round magazine]] (Each: 25 /25, 25x [[.45 ACP]], Standard FMJSAP)
Creature traits:
* '''All bone''': This creature is entirely made out of bones. If this creature sustains a [[fracture]], the affected limb instantly loses 10 HP.
*'''Drops items on death''': Upon being defeated, this creature will drop the following items:
** If the head had at least 1 HP remaining on death: 1 [[Crafting items#Ingredient items|Preserved skull]]
** Otherwise: Nothing
* '''Fire immunity''': This creature cannot receive the [[Effects#Elemental|'''On fire''' effect]].
* '''Gas immunity''': This creature has a [[Effects#Clothing and armor|permanent '''immunity to gases''' effect]].
The necromancer is the most powerful of all undead creatures, and the creature after which the magical domain of ''necromancy'' is named after. They can be formed in one of two ways. The first way is when a [[lich]] serving a necromancer grows old and powerful, it becomes more and more difficult for its master necromancer to keep trying to control it, so in thanks for its service, it is given more power and set free, allowed to venture the world and raise the dead by itself. The second way is when a necromancer is destroyed; if it has any remaining lich servitors, the oldest of them is "promoted" to necromancer.
In essence, a necromancer is simply an old and powerful lich, however they are different in two, very important ways. One is sapience; necromancers gain the ability to speak intelligible [[languages]], in hissed tones of unrecognizable gender, and can talk and even reason with other sapientssapient species. The other is their signature ability to ''summon undead''. They can raise the dead on command, causing [[zombie|dead]] [[ghoul|bodies]] and [[skeleton|skeletons]] to rise and follow the necromancer's every order, as long as there are no other active undead creatures in the vicinity.
Necromancers generally consider one another to be rivals, and dislike to be in one another's presence, as they cancel each other's ability to raise undead creatures. A sort of unwritten code, the ''Gentlebone's Agreement'', dictates that necromancers should avoid each other as much as possible, never meet unless under extreme circumstances (and then, only for as long as necessary), and to never do battle directly. If disagreements must be solved through conflict, necromancers must send their armies of undead against each other, until one side has been completely eliminated. It is considered to be the height of dishonor for a necromancer to continue being defiant even after defeat; such behavior constitutes a breach of the ''Agreement'' that warrants direct combat, or even contracting sapients to destroy the rogue necromancer for them.
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