Necromancers wield the power of dark magic and command the dead to fight for them while they drain the life from their enemies. They rely on life force to buff and heal themselves and allies, and they gain life force when nearby enemies or allies die. Life force can be used to take on the Death Shroud form, which will drain life force, but the necromancer won't take damage during this time, and death shroud will end when all life force is drained or it is deactivated by the caster. While death shroud is active, necromancers have a completely separate set of abilities that can be used to heal or buff allies. Death Shroud can be activated at any time as long as the caster has life force to draw on, but it will also activate automatically when the necromancer hits 1 health, which prolongs their life and gives a decent opportunity to still make it out alive. Necromancers have a knack for supporting allies with buffs and heals while absorbing incoming damage. These abilities along with their high health and the ability to heal themselves makes for a profession that is very hard to kill.
Fear: Causes an enemy to flee from the necromancer for a short period of time, allowing the necromancer to gain more distance on the enemy.
Marks: Ground-targeted spells with a variety of effects that will trigger after a set period of time, but can also be activated on command by the caster.
Chilblains - Inscribe a mark that inflicts Chill on foes and leaves a persistent Poison area when triggered by a foe.
Mark of Blood - Inscribe a mark that inflicts Bleeding on foes and grants Regeneration to allies when triggered by a foe.
Mark of Horror - Inscribe a mark on the ground that summons five jagged horrors when triggered by a foe.
Marked for Death - Inscribe a mark that gives massive vulnerability when triggered by a foe.
Putrid Mark - Inscribe a mark that transfers conditions from allies to foes when triggered by a foe.
Reaper's Mark - Inscribe a mark that causes Fear on foes when triggered by a foe.
Minions: Summoned undead minions to aid in battle. Every minion has a secondary spell that destroys the minion when activated, granting a powerful effect for the necromancer as the minion is destroyed.
Blood Fiend - Summon a blood fiend that transfers health to you on each attack.
Taste of Death - Sacrifice your blood fiend to heal yourself.
Bone Fiend - Summon a bone fiend that attacks foes at range.
Rigor Mortis - Immobilize your bone fiend and it will immobilize foes.
Bone Minions - Summon two bone minions.
Putrid Explosion - Explode a bone minion.
Flesh Golem - Summon a flesh golem to attack foes with crippling claws.
Charge - Command your flesh golem to charge a foe.
Flesh Wurm - Summon an immobile flesh wurm to attack foes.
Necrotic Traversal - Sacrifice your flesh wurm, teleport to it, and Poison foes.
Shadow Fiend - Summon a shadow fiend to attack foes.
Haunt - Command your shadow fiend to teleport to and blind a foe.
Wells: Persistent spells that the necromancer uses to control his surroundings, granting buffs for nearby allies or debuffs for nearby enemies.
Well of Blood - Conjure a well of blood to heal nearby allies.
Well of Corruption - Transform boons of foes into conditions every two seconds.
Well of Darkness - Target area pulses, Blinding foes with each pulse every two seconds.
Well of Power - Transform conditions on allies into boons every two seconds.
Well of Suffering - Damage foes and inflict Weakness every two seconds.
Traits Lines:
Blood Magic
Curses
Death Magic
Spite
Soul Reaping
Weapons:
Main Hand: Axe, Dagger, Scepter
Off Hand: Dagger, Focus, Warhorn
Two-Handed: Staff
Aquatic: Spear, Trident
Armor Type: Light
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