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Posted: Mon Jul 23, 2007 7:04 pm
Necromancy. Though the word often brings to mind images of a evil figure in a black robe bent on destroying the living, not all practitioners of the art are evil. Though almost all of them do wear black robes...
This particular school of necromancy, far from being a secluded cabal of conspirators hidden deep within the jungle, is an open university on the main street of Miyr, regional capital and home of the Adventurer's Guild.
Hello, and welcome to the Miyr School of Necromancy and Black Magic. In light of recent misapplications of our ancient craft, we are currently seeking out mages and adventurers interested in the black arts.
Though we are perhaps best known for our ability to raise the dead, we also have many spells that would be of assistance in a pitched battle. The primary means of procuring these would be payment in the form of mana crystals, valuable for the creation of any spell, though they may also be used as rewards for competitions or quests.
The campus is likewise open to the public as always, though please do take care to avoid disrupting any classes in progress. Those capable of seeing ethereal spirits are also asked not to disturb them too much; our ancestor spirits return themselves to this plane for research, not idle chatter.
The west wing of the building holds the entry hall, administrative offices, and the Hall of Relics.
The north and south wings are junior and senior level classes, respectively. These classrooms range from lecture halls to dissection rooms to practice chambers with the aural essence replaced with pure ether.
The east wing is where learned practitioners study. Here are private reading rooms, magical laboratories, and meditation chambers.
In the tradition of all great mage constructions, the center of the school houses the grand library, the heart of any building for wizards, be it a school, fortress, or place of contemplation. Stairs to the roof of the library take you to a walkway around our building's central dome, giving you a beautiful view of the city.
Also in the tradition of all great mage constructions, the basement houses all of the skeletons in our closet (though a few of these skeletons are more literal than normal). The public is advised away from the basement for safety concerns.
The entire school is three stories tall, not counting the basement which has several levels of its own.
So please do come in and get to know us, will you?
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Posted: Mon Jul 23, 2007 7:06 pm
These are the spells the school currently offers. They may be bought at any time at the price of two mana crystals per MP the spell costs to cast, or can also be given out as prizes for competitions or quests.
Pain (1 MP) For every action taken by the target (Attack, Action, Spell, Special Attack, Healing, Potion use, etc...) this turn, they take damage equal to a third of your Magic score (round down, but only after adding multiple thirds together if there are more than one).
Attribute Leech (2 MP) Reduce your target's Attack or Defense by 2, and raise the same attribute on yourself by 2.
Isolate Body (2 MP) Target may not regain any life this round, by Healing, Regeneration, or any other means.
Poison (2 MP) Every turn for three turns (starting with this turn), your target will take damage equal to your Magic score at the time of casting.
Confusion (3 MP) Redirect one enemy's attack to any target you wish. May not be used on lieutenants or bosses.
Life Leech (3 MP) Once per turn (including the turn you cast this spell), you may spend 1 MP to deal damage to your enemy equal to your half of your Magic (round down), and heal an equal amount on yourself.
Poison Cloud (3 MP) As Poison, except the caster gets to distribute six turns of damage taken among enemies as he sees fit.
Scapegoat (3 MP) Must be cast on a willing target, and lasts for the entire combat. Up to half of the damage you take (round down) can be transferred to the target. Target's defense, resistances, etc... do not apply to this damage. Casting this spell additional times in the same combat simply changes the target.
Weaken Attribute (3 MP) Reduce target's Attack or Defense by half of your Magic score (round down).
Greater Weaken Attribute (6 MP) Reduce target's Attack or Defense by your Magic score. Once per turn (after the casting), you may spend 1 MP to reduce the attribute by two more points.
Stall Death (6 MP) Cast on a target who would otherwise be reduced to 0 Life or below. Instead set their Life to 1. They may not be healed until the next round of combat has begun.
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Posted: Mon Jul 23, 2007 7:07 pm
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Posted: Mon Jul 23, 2007 7:08 pm
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Posted: Wed Jul 25, 2007 3:42 pm
"HELLO!"
Gerbo screamed, his echoed voice ringing through the hall.
"Oh, I like this place already!"
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Posted: Wed Jul 25, 2007 3:49 pm
*Enters the campus, pausing to admire the decor* Oooo gothic.
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Posted: Wed Jul 25, 2007 4:26 pm
Reading the billboard that says, "Ye are Here"...
"Ah yes! The hall of Relics!!!"
The halls then echoed with the sound of small padded gnome feet.
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Posted: Wed Jul 25, 2007 5:24 pm
When he enters the Hall of Relics, Gerbo finds it to be every bit as magnificent as he expected it to be. The walls are stacked high with ancient artifacts, each telling the story of a discovery made, a battle won or lost, or of some great person's achievement.
Three necromancers, likely junior students from their size, are clustered around a statue discussing something.
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Posted: Wed Jul 25, 2007 5:27 pm
"Hello students! I am Gerbo Tosscobble! THE Gerbo Tosscobble! Sorcerer extrodinaire! What is it that you are disscussing?"
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Posted: Wed Jul 25, 2007 5:38 pm
*Looking around for a directory, administrations building or some type of front desk*
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Posted: Wed Jul 25, 2007 5:42 pm
"Oh, um... Well..." one of the students, a girl, stammers.
The other girl of the group picked up for her. "We were just discussing Ever, one of the famous necromancers. And then you came along. I didn't know we had such distinguished guests."
---
Wandering around the empty entry hall, Firu eventually runs face-first into the door leading to the administrative offices.
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Posted: Wed Jul 25, 2007 5:45 pm
"Who's this Ever Person? I've never heard of him, though i can't say that i've ever studied necromancy in depth before."
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Posted: Wed Jul 25, 2007 5:55 pm
"Eh? Well, she supposedly mastered the cycle of life and death, with the power to prevent anything from dying. She's even supposed to have found a way to turn herself into a living lich, though the current theories still consider it a paradox."
One of the boys speaks. "She is basically the Drizzt of necromancy." You see in his hands a Forgotten Realms book, so you figure he's qualified to make such a judgment. neutral
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Posted: Wed Jul 25, 2007 6:02 pm
"She seems like someone i would like to meet! though, you shouldn't belive everything you read! Unless, as us spellcasters say, 'it glows with magical runes'. Anyway, you kids know the best way to obtain these 'crystal' things i need to buy spells from this place?"
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Posted: Wed Jul 25, 2007 6:09 pm
"We were actually discussing how much of the stories about Ever were true. Anyway, if you're not going to harvest the raw mana crystals from a magical nexus, I suppose just about anyone currently involved in magical research would have some on hand."
The boy chimes in again. "Heck, you could probably buy them off of any mage who frequents any place of magical research or knowledge exchange; they're practically cash in places like that."
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