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Necromancer

7 bytes removed, 09:11, 10 July 2020
==== Withering cloud ====
Withering clouds are clouds of noxious black smoke, inducing a magic syndrome that causes the blood Blood of all living creatures breathing it to degenerate and wither away, effectively inflicting them with an effect similar to bleeding but without open wounds.
* Engulfs an entire Side of the battlespace, affecting every creature inside.
* Inflicts no [[Pain]] or [[Limb Damage]].
* This technique can only be used when there are no other undead creatures (other than the necromancer itself) in the room.
* Upon activating this technique, '''1d3 random Undead creatures''' (threat levels 1-3) will be summoned, instantly appearing on the necromancer's sideSide. The creatures summoned this way will be allied to the necromancer and respond to its orders.
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 sapient speciessapients. 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.