Post by gatalis on Jan 25, 2012 0:47:51 GMT -5
Necromancy and its Autonomous Beings...
A guide written by Anonymous...
Necromancy has many applications in the Undead Apocalypse of today. While the art of necromancy is frowned upon, it can easily be used against the very enemies that defy the concept of death, or it can be used on the few, far in between survivors.
As a spell group, Necromancy is typically split into four sub-categories.
The author suggests that those looking into the first three sub-categories search elsewhere for such information, as the spells involved in Necromancy are typically complex and should not be within reach of the untrained.
The most important question to ask is what sort of body one plans to use. While any body can potentially be used for an undead incarnate, it is typically suggested that one use a race that is common throughout the world to prevent complications from arising. While an orc body might prove to be very strong, capable of withstanding multiple attacks, its size tends to leave it clumsy, slow, and easier to hit. Juxtaposed to the orc is the Gnome or Hin, who tend to be faster due to slower muscle-breakdown, making them harder to hit (partially due to their light weight), but much easier to kill. The author recommends a human body as they are typically versatile, easy to swap out pieces for with other races (such as a missing arm) and easy to come by (so that the budding necromancer never has to worry about running out of bodies).
The next question to ask is whether to use a corpse or skeleton.
A corpse is typically more resistant to weathering down, and piercing weapons have little effect on them. On the downside, magical weapons tend to be much more effective against a corpse-based Automaton as it directly effects the being’s “power source,” no matter where it hits, and the added weight of decaying organs, muscle masses, and the like slow down a corpse extensively. A budding necromancer will likely find it easier to fill their lair or lab with a series of corpses though because the muscle mass allows the necromancer to skip the process of animating the limbs with extra magic, and instead allows them to focus strictly on animating the whole “corpse.” Generally, a corpse is a rather streamlined automaton, producing efficient guards, but not worth the effort of repairing. They also tend to stink up the place.
Meanwhile, the other typically easy to find being is the Skeleton. A skeleton is usually more resistant to standard attacks, harder to hit, and easier to reassemble, but suffers a weakness to maces, and similar blunt weapons meant for crushing bones. Skeletons take a lot of work to make them efficient, and the author advises that only a more skilled necromancer attempt to automate a Skeleton. A Skeleton is more versatile, and is only limited by the creativity of its creator. Likewise, a skeleton is more easily enchanted since its mass consists entirely of bones and any tools given to it. Skeletal beings require components to hold together the bones. While many materials may be used, the two most common are leather straps or metallic spikes. Leather straps will hold the skeleton together, but leave them more prone to injury, requiring constant maintenance. Meanwhile, while metal spikes are more sturdy and require little maintenance, they typically lock the joints in place, slowing down the skeleton tremendously. Generally, a skeleton is more effective in a long-running base of operations as guards or servants, and only require basic maintenance unlike a decomposing corpse. Skeletal guards are very effective, but only in the proper hands.
The author claims no responsibility for damages done to oneself or their properties from following these basic principals in the automating of undead creatures.
A guide written by Anonymous...
Necromancy has many applications in the Undead Apocalypse of today. While the art of necromancy is frowned upon, it can easily be used against the very enemies that defy the concept of death, or it can be used on the few, far in between survivors.
As a spell group, Necromancy is typically split into four sub-categories.
- Spells that sap the life from the living
- Spells that dominate the minds of the living dead
- Spells that conjure the undead from nothingness
- Spells that turn the dead into Autonomous Beings.
The author suggests that those looking into the first three sub-categories search elsewhere for such information, as the spells involved in Necromancy are typically complex and should not be within reach of the untrained.
The most important question to ask is what sort of body one plans to use. While any body can potentially be used for an undead incarnate, it is typically suggested that one use a race that is common throughout the world to prevent complications from arising. While an orc body might prove to be very strong, capable of withstanding multiple attacks, its size tends to leave it clumsy, slow, and easier to hit. Juxtaposed to the orc is the Gnome or Hin, who tend to be faster due to slower muscle-breakdown, making them harder to hit (partially due to their light weight), but much easier to kill. The author recommends a human body as they are typically versatile, easy to swap out pieces for with other races (such as a missing arm) and easy to come by (so that the budding necromancer never has to worry about running out of bodies).
The next question to ask is whether to use a corpse or skeleton.
A corpse is typically more resistant to weathering down, and piercing weapons have little effect on them. On the downside, magical weapons tend to be much more effective against a corpse-based Automaton as it directly effects the being’s “power source,” no matter where it hits, and the added weight of decaying organs, muscle masses, and the like slow down a corpse extensively. A budding necromancer will likely find it easier to fill their lair or lab with a series of corpses though because the muscle mass allows the necromancer to skip the process of animating the limbs with extra magic, and instead allows them to focus strictly on animating the whole “corpse.” Generally, a corpse is a rather streamlined automaton, producing efficient guards, but not worth the effort of repairing. They also tend to stink up the place.
Meanwhile, the other typically easy to find being is the Skeleton. A skeleton is usually more resistant to standard attacks, harder to hit, and easier to reassemble, but suffers a weakness to maces, and similar blunt weapons meant for crushing bones. Skeletons take a lot of work to make them efficient, and the author advises that only a more skilled necromancer attempt to automate a Skeleton. A Skeleton is more versatile, and is only limited by the creativity of its creator. Likewise, a skeleton is more easily enchanted since its mass consists entirely of bones and any tools given to it. Skeletal beings require components to hold together the bones. While many materials may be used, the two most common are leather straps or metallic spikes. Leather straps will hold the skeleton together, but leave them more prone to injury, requiring constant maintenance. Meanwhile, while metal spikes are more sturdy and require little maintenance, they typically lock the joints in place, slowing down the skeleton tremendously. Generally, a skeleton is more effective in a long-running base of operations as guards or servants, and only require basic maintenance unlike a decomposing corpse. Skeletal guards are very effective, but only in the proper hands.
The author claims no responsibility for damages done to oneself or their properties from following these basic principals in the automating of undead creatures.