MafiaNoble
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What do you think are proper skills for a necromancer class in a LITRPG? I made a rough draft of random ideas that aren't properly balanced or worked out, I'll drop it below.
Feel free to suggest improvements of overall new skills, the idea is that the classes remain somewhat balanced, so a necromancer shouldn't be able to summon things indefinitely.
Attribute/class ideas.
People inherit one class from one of their parents or their families when they turn 10.
1 in 100 people inherited a class from both parents.
It's possible to unlock other classes by following a lifestyle. Someone that inherited an blacksmith class can unlock a farmer class by living the life of a farmer.
Same goes for skills: people that have the swordsmen class gain the sword skill far easier and level it easier. People without the class such as farmers or blacksmiths can still get the skill by regularly practicing but it takes longer to get and level without the class.
Some skills such as shadowrunning or [raise undead] are impossible to get without having the corresponding class or skillbook.
People can gain attribute points by leveling up their original class. Attributes points are only gained when leveling the classes they inherited, they aren't gained by leveling later unlocked classes.
Each race has a average potential for stats, the max is around that potential. Going above your potential requires attribute points, example, a human with a max potential of 10 strength could have 15. Strength: 10 (+5) the +5 is from attribute points. Attribute point distribution can't be changed and is permanent.
Exp is gained by using the class and killing monsters, a blacksmith gets XP for forging weaponry or other such things but also for killing monsters.
Classes can only be changed by someone owning the priest class who are hard to find outside of the church, rich families and nobles. Organizations and families owning a priest often charge high prices for class changes for people not associated to them as a means to keep power and control.
This is the reason why people don't often change classes to farm skill levels. A example would be a adventure born with the cook class, changing from cook to swordsmen during combat for the increased skill gain while changing to cook outside of combat to level cool and gain attributes.
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Necromancer skills
Drain touch; drains and absorbs vitality, stamina and mana from touched beings at a 2:1 ratio.
Absorb life force: a high level necromancer skill that only appears on species with a high affinity towards the undead and dark magic, such as Vampires. The skill allows people to sap away someone's life force at a 2:1 rate, turning the victim older while the caster can absorb the years of life he takes away.
Transfer life force: a high level necromancer skill that only appears on species with a high affinity towards the undead and dark magic, such as Vampires. The skills allows the caster to transfer his own life force or that off a third party to someone else upon touch. Unlike absorb life, the caster can't absorb the life force himself, he can only bring it to others.
Grant life: a high lvl necromancer skill that only appears on species with a high affinity to death, such as Vampires. The skill allows something death to be granted life once more even if it's soul has already left this plane at the cost of 25 years of life force. The ressurected being will keep his intelligence, independence and classes/skills (assuming te classes skills are usable with his new race) but will be reborn as a living death. Basically his own species but with a body that is cold and whose eyes are pure white. This isn't the same as a zombie, living death can feel and experience the same sensation and feelings as their species normally can but are infertile.
Raise undead: raises a corpse mana cost and upkeep are dependent on corpse.
Raise greater undead: Raises a corpse while allowing it to retain some of his skills, racial abilities (if they have any) and intelligence. Mana cost and upkeep are dependent on corpse.
Soul talk: allows the communication with souls that still linger around.
Summon zombie; Summons a zombie, they're slower and weaker then a skelaton but their bites are infective: Cost 5 mana.
Summon zombie horde
Summon skeleton: allows the magical summoning of a skeleton, armed with a weapon of choice. this is more taxing on the mana then a normal summon spell but doesn't require upkeep, unlike other summon spells. Maximum summoned skeletons increases with skill lvl. (1 per lvl) Cost (25 mana) : summoned weapons are mana constructs and dissapate upon the skeletons death.
Summon skeleton swarm: summons a lightly armed group of 5 skeletons armed with a sword and shield at the cost of 20 mana per skeleton.
Summon skeleton guard
Summon skeleton legion
Summon lich.
Land of darkness; a high lvl skill that shrows a area in darkness, buffing undead and making light magic less effective. (the opposite of this skill is holy land, if this is activated against the land if darkness it becomes a question of who pumps the most mana in the skil.)
Feel free to suggest improvements of overall new skills, the idea is that the classes remain somewhat balanced, so a necromancer shouldn't be able to summon things indefinitely.
Attribute/class ideas.
People inherit one class from one of their parents or their families when they turn 10.
1 in 100 people inherited a class from both parents.
It's possible to unlock other classes by following a lifestyle. Someone that inherited an blacksmith class can unlock a farmer class by living the life of a farmer.
Same goes for skills: people that have the swordsmen class gain the sword skill far easier and level it easier. People without the class such as farmers or blacksmiths can still get the skill by regularly practicing but it takes longer to get and level without the class.
Some skills such as shadowrunning or [raise undead] are impossible to get without having the corresponding class or skillbook.
People can gain attribute points by leveling up their original class. Attributes points are only gained when leveling the classes they inherited, they aren't gained by leveling later unlocked classes.
Each race has a average potential for stats, the max is around that potential. Going above your potential requires attribute points, example, a human with a max potential of 10 strength could have 15. Strength: 10 (+5) the +5 is from attribute points. Attribute point distribution can't be changed and is permanent.
Exp is gained by using the class and killing monsters, a blacksmith gets XP for forging weaponry or other such things but also for killing monsters.
Classes can only be changed by someone owning the priest class who are hard to find outside of the church, rich families and nobles. Organizations and families owning a priest often charge high prices for class changes for people not associated to them as a means to keep power and control.
This is the reason why people don't often change classes to farm skill levels. A example would be a adventure born with the cook class, changing from cook to swordsmen during combat for the increased skill gain while changing to cook outside of combat to level cool and gain attributes.
----
Necromancer skills
Drain touch; drains and absorbs vitality, stamina and mana from touched beings at a 2:1 ratio.
Absorb life force: a high level necromancer skill that only appears on species with a high affinity towards the undead and dark magic, such as Vampires. The skill allows people to sap away someone's life force at a 2:1 rate, turning the victim older while the caster can absorb the years of life he takes away.
Transfer life force: a high level necromancer skill that only appears on species with a high affinity towards the undead and dark magic, such as Vampires. The skills allows the caster to transfer his own life force or that off a third party to someone else upon touch. Unlike absorb life, the caster can't absorb the life force himself, he can only bring it to others.
Grant life: a high lvl necromancer skill that only appears on species with a high affinity to death, such as Vampires. The skill allows something death to be granted life once more even if it's soul has already left this plane at the cost of 25 years of life force. The ressurected being will keep his intelligence, independence and classes/skills (assuming te classes skills are usable with his new race) but will be reborn as a living death. Basically his own species but with a body that is cold and whose eyes are pure white. This isn't the same as a zombie, living death can feel and experience the same sensation and feelings as their species normally can but are infertile.
Raise undead: raises a corpse mana cost and upkeep are dependent on corpse.
Raise greater undead: Raises a corpse while allowing it to retain some of his skills, racial abilities (if they have any) and intelligence. Mana cost and upkeep are dependent on corpse.
Soul talk: allows the communication with souls that still linger around.
Summon zombie; Summons a zombie, they're slower and weaker then a skelaton but their bites are infective: Cost 5 mana.
Summon zombie horde
Summon skeleton: allows the magical summoning of a skeleton, armed with a weapon of choice. this is more taxing on the mana then a normal summon spell but doesn't require upkeep, unlike other summon spells. Maximum summoned skeletons increases with skill lvl. (1 per lvl) Cost (25 mana) : summoned weapons are mana constructs and dissapate upon the skeletons death.
Summon skeleton swarm: summons a lightly armed group of 5 skeletons armed with a sword and shield at the cost of 20 mana per skeleton.
Summon skeleton guard
Summon skeleton legion
Summon lich.
Land of darkness; a high lvl skill that shrows a area in darkness, buffing undead and making light magic less effective. (the opposite of this skill is holy land, if this is activated against the land if darkness it becomes a question of who pumps the most mana in the skil.)