Using your passive DEATHEYE, you sense Ratticus being killed behind you. The sensation is like a sharp, sugary spike through your spine, though a little grimy, as if you ate a peppermint candy off the ground. You cease your running and spin around in order to find out what's coming for you. It's a horse! Upon that horse is a rather small-looking rider, clad in green and carrying a bow, yet, strangely, no visible arrows.
"Howdy, friend! Are you an adventurer like me?" The strange ranger comes to a stop in front of you with a pet of his steed, grinning.
"You've a neat-o mask, and you don't usually see peasants running around the Wasteland, but you were driven off by that puny rat!" he chortles.
(You remember something, an ability that was stirred up from the depths of your memory by this new arrival.)
PASSIVES:
DEATHEYE: Being attuned to death as a Lich, you are naturally able to sense the location of it, and all its associates - rot, corpses, skeletons, etc. Bloody wars you can compare to grand, exuberant feasts. Death by old age or a heart attack you can compare to a meal of week-old crackers.
MAGIC:
MAGICEYE: With a little bit of oomph, you can attune your eyes to the magic of your surroundings for a minute, sensing enchantments, spells, a wizard's power, etcetera.
1 Ma, Auto Success
RAISE DEAD: The bread and butter of every necromancer, this spell allows you to reanimate recently deceased corpses. For now that's all it can do, but you suspect re-researching this skill would prove fruitful.
10 Ma
CALLIGRAPHY: Magic is merely meaning with power, and the written word is always brimming with meaning. With a spell in mind, you can, instead of casting it, jot down a set of magic words that when read aloud by a comprehending mind will automatically cast said spell. Without some sort of channel in order to direct energy into the words, though, casting a spell this way is woefully power-consuming.
(Chosen Spell's Cost)x10
CONJURE: While this spell is a little complex, it's always useful. Calling upon your knowledge of an object, you can create a (nominally) self-sustaining, magic copy. The realer and more vivid you can envision something, the higher-quality and less-prone-to-random-dispelling it is.
Variable Cost, 5 Ma Minimum
SUFFUSE: Not a spell, per say, but you can release your supernatural energy into the world in the form of a haphazard stream of gas. It's an inefficient move, though, so it would take a lot of magic to have any real effect.
1 Ma Minimum
SOUL GRAB: A malevolent ability - if you come across a non-dead, heavily-weakened sapient being, you make wreathe your hand in a constant blaze of magical energy and grab ahold of their Soul. This instantlly kills their body, even if you put the thing back in. Without some sort of way to store this soul, you'll have to constantly expend magic to keep it within your bony grasp. (You're sure souls are useful things, you simply don't remember why at the moment.)
15 Ma (1 Ma per turn for every turn you hold the Soul)
TECHNIQUES:
RUN: It's not exactly an elegant solution to all of your problems. But it's always worthy of strategic consideration.
Variable Cost