Instead of Steal Vitality, maybe we can work on creating Transfer Vitality or Give Vitality? See if we can transfer the vitality of a living leaf to a dead leaf directly. See if we can give our vitality to a dead leaf and see how well we can control that leaf compared to simply raising one.
If no one else can think of anything to do (literally anything), I suggest that, as a last resort to keep from utterly wasting time while waiting, we read Eko's copy of A Study of Aloclesno-- or, if that's not possible, study more of our copy of Prestidigitation for the Beginning Practitioner.
You awake just before dawn, judging by the wan light filtering through the trees. Eko seems to be sound asleep, but Omo is nowhere to be seen. Quietly leaving the tent, you step outside and find your friend sitting on a log by the campfire.
"Good morning, Nym." Omo greets you softly.
"Sleep well?" "Mm. Well enough." You lean back inside the tent long enough to grab your pack.
"I'm going to go get changed. Freshen up." "Maybe wake up a little, huh?" Omo's teasing grin is quickly replaced by a solicitous look.
"Do you want company? I considered looking for fresh water when I woke up, but I figured we shouldn't wander alone into the haunted forest." "That's very thoughtful of you, but I think I've got this. I don't need you hovering over my shoulder while I do... stuff." You stride off toward the treeline.
"Don't go too far!" Omo calls after you.
A short walk brings you back to the mossy log where you did a bit of experimentation yesterday; it's a good place, not too far from the clearing but with plenty of trees and low branches to give some privacy. You change into a clean set of clothes, using some of your water to cleanse your face and hands. Once your assorted personal hygiene tasks are completed you're ready to return to the clearing... except...
You take another look around, ensuring nobody is coming from camp to check on you. You haven't had as much privacy as you're accustomed to this past week, which apart from being a bit wearing in its own right has also minimized your opportunities to experiment with your Necromancy. Yesterday's "experiment" wasn't so much practice Necromancy as it was failed hobby crafting, and you've thought of something you can try real quick that could be quite educational.
The forest floor is virtually covered in dead leaves, many of them broken and dessicated from the abuses of winter. It's not too hard to find one in good condition, and you compare it to a nearby tree full of healthy leaves of the same kind. Your thought is that maybe you can drain the Vitality from one leaf and put it in the other without using Steal Vitality; something more efficient, something with less waste. When you try, however, you find you don't know another way to manipulate the Vitality short of pulling it out of the leaf and towards you- essentially beginning to cast Steal Vitality. It is rather like you had two buckets, one full of water and one empty; you can't work out a way to get water out of the full bucket without picking it up first.
You have another plan, however, one that you're pretty confident will work; it's basically what you did with the Animate Golem spell, after all. First, you begin to
Steal Vitality out of yourself the same way you did to heal Nelti when you left Aloclesno on that night; you need much less Vitality for this trick, however, so you only deal 1 damage to yourself and spend 1 Mana to get a pittance of Vitality which should be sufficient for this leaf-sized experiment. Ignoring the minor pain of the act, you force it into the dead leaf.
Unlike the Animate Golem incident, you do not feel any great resistance to this act, nor do you feel the spell change at all; no further Mana is drawn from you into the process. Instead, the Vitality seems to settle comfortably into the leaf. With your Necromantic Sight (improved since the last time you did this) you can see the Vitality flowing through the three major veins of the leaf, fanning out into smaller veins as it flows to the edge of the leaf. You don't feel any sort of kinship or ownership over the leaf due to the fact that your own Vitality is animating it, but perhaps that is because you don't know what to do with a leaf; it's pretty useless on its own.
You don't notice it right away, distracted by the more interesting patterns of Vitality in the veins of the leaf, but the tiny amount of Vitality you imbued the leaf with is dissipating- quickly. By looking closely, it seems that the Vitality flowing around inside the leaf ebbs around the base of the stem; before you can properly react (or think of a way you
could react) the Vitality is gone, and the leaf is once again lifeless.
You scratch your head, examining the leaf as you try to work out exactly what just happened. The leaf was dead, but you animated it without casting Raise Dead or Animate Golem; indeed, the only spell you cast was that pathetic Steal Vitality. Then, the Vitality in the leaf faded away rapidly; you don't know as it even lasted a full minute. It seems like there is some insight to be gained here to the relationship of those three spells, but you don't know what it is just yet.
Resolving to think about it more later, you return to camp. Eko has also arisen, and is staring into the fire blearily. Omo sits opposite him, tucking into his breakfast. You take a seat beside Omo, eating your own meal.
"Ahh." Omo sighs in satisfaction, wiping crumbs from his fingertips.
"Alright then, what's our plan for this forest?" You're only halfway through your own breakfast, and answer around a mouthful of hard cheese.
"Eko, you brought that book about that guy who went to Aloclesno before, right?" Eko yawns as he breaks into his own provisions.
"Yes. A Study of Aloclesno has the account of Kiros Muleclenched, the last priest to enter Aloclesno and the only one to travel within scrying distance of the heart of the forest." "Right." You swallow your mouthful, washing it down with lukewarm water from Omo's waterskin.
"Let's read that. Maybe we can see what prevented him from finding the source of the Curse." Eko shrugs, digging around in his pack until he withdraws the book. Opening to a page marked with a ribbon, Eko begins skimming the text.
"Let's see... he cast a Sanctuary to use as his base camp, then quaffed a Mana potion to cast a Minor Ward on himself and followed up with Detect Undead. Five mile radius, not enough to cover the whole forest but enough to comfortably cover areas of the forest not reached by castings on the border. He spent the rest of that day exploring his local surroundings on foot, found some plants, found some antique weapons..." Eko thumbs forward a couple pages.
"The next day he sent with more conventional divinations; Clairaudience, Clairvoyance, See Invisible, Detect Magic, Scrying..." Eko glances up at you.
"Scry is quite a powerful divination, and beyond my own abilities. It essentially let him use Detect Magic and Detect Undead at ranges beyond himself, covering much of the forest. Anyway, after that night the Sanctuary ran out, so he cast another Minor Ward on himself, one last Detect Undead for good measure, and left." "So he was covered the whole time, and never drew the creature to himself?" You ask.
Eko shrugs, returning to his breakfast.
"He didn't know there was such a creature, but even so his Divinations should have found it." "The same way your Divinations should have warned you about the zombies that attacked the other night." Omo asks pointedly.
Eko's face darkens.
"That's different. Perhaps the rest of the zombies were just outside the range of my spell; I am not as gifted as Kiros was supposed to be. My spell worked fine on the zombie I had." You gaze idly into the fire, finishing your breakfast. Kiros never encountered any Necromantic creature in the forest, even though you know there is one roaming about now. Could it have been smart enough to know to hide from Kiros, or was there a flaw in the priest's method? What can you do to succeed where Kiros failed?
We have an unusually large mana pool because we're an elf. I don't know if we have large mana pools even for elves, though-- it was mentioned that we were once identified as having a lot of magical potential, until we demonstrated having absolutely no ability to learn even the most basic of Life magic. Also, source materials? What source materials? I don't recall any of that being mentioned in the thread itself.
I'll take a moment to address this one, since Nym would know this setting detail. Yes, you have an unusually large mana pool compared to most races by virtue of being an elf; this is why your MP is higher than Eko's despite his extra training and practical experience. However, it is also unusually large for elves as well; Omo's MP would be average for the Elven race, and you beat the pants off of that right from the start.
That said, your MP is not unusually large for elves with magical talent; you would be considered average for most novice Life Mages. We have not seen the stat sheet for Elana Foundwasps, but her MP is significantly higher than yours both because she is rather well endowed as far as Mages go but also because she has spent her entire life in training, improving both her raw strength (i.e MP) and her understanding of the power and limitations of her magic.
As far as the Elders are concerned, what is unusual is the fact that you have the MP of a spellcaster but never developed Life magic. It's not unheard of, but still pretty strange. Of course, the really strange bit is that not only did you develop talent in a school of magic never before seen in an elf (Pevo Zephyrtempest mentioned in passing that Air magic used to be another talent of the Elves that was wiped out in the Golgothan war) but that the talent you acquired is the diametric opposite of the principal talent of all other elf mages. They don't know that part though.
Also, the source material RAM alludes to were mentioned in the OP; part of what inspired me to pull the trigger on YaaN was the then-current development on Dwarf Fortress related to Necromancers, the then-current story arc of the webcomic Erfworld related to a Croakamancer main character, and my own revisiting of an old PC game called Lords of Magic (which had a scenario featuring a Necromancer, 3 skeletons, and no other resources trying to overrun a developed Life area.)
That said, "source material" is probably a strong term; "inspiration" is probably more accurate for the relationship between those materials and YaaN. In other words, while there are cosmetic similarities (most names are taken from DF world gen, for instance, while the 8 Magics and Balkoth and Urak are taken from Lords of Magic) they have more to do with my own laziness and lack of any kind of plot-related intentions prior to starting the game than any insight into the mechanics of magic or the plot I have since devised. Notably, my conceptualization and most of the mechanics of Necromancy predate the rest of the setting and plot.
Vitality- 10/11
Mana- 11/12
XP- 28/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations,
Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Curious
8th Felsite,
Twenty three days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
See Vitality- 1MP- Allows you to see the machinations of Vitality in living things as well as you see the workings of zombies with your Necromantic Sight.
Vitality- 13/13
Mana- 3/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Leather Backpack(50' Rope,
Camping Supplies (pitched in Aloclesno,) Waterskin(mostly empty), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Cautious
Vitality- 12/12
Mana- 9/9
XP- 36/50
Inventory-
Priestly Robe,
Wool Cloak, Belt Knife, Flask(Sewer Brew), Leather Backpack(
Line in the Sand: Discrete Forces and Interactions by Joddo Meadtrust,
A Study of Aloclesno by Shezpa Yarnpoets, Waterskin(full), Torches x5,
Colored chalks,
Trail Rations),
Tasseled ShortspearAbilities-
Clarity,
Union with OrderSkills-
Novice Spearman,
Competent ResearcherStatus- 2 hours of Minor Ward left
General
Detect Magic- 1 MP - Detects spells and magical items near you
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Order Wards
Ward against Disease- 1 MP - Casting time: 10 minutes. Protects an afflicted area from disease; it cannot cure, but it does prevent new infections.
Alarm- 1 MP - Casting time: 10 minutes. Creates a field that waits on a specific trigger, often the presence of a particular magical energy or the movement or destruction of a physical item. When activated, the field can either create a noise of some kind, or trigger another spell entirely. Has a duration of about one week, though each additional point of mana spent increases the duration of the ward by three or four weeks each.
Minor Ward- 1 MP - Casting time: 15 minutes, possibly longer if covering a larger or unusually shaped area (easily covers ~500 square feet.) Create a field against a specific Magical Faith in a specific place. Lasts for about a week, though each additional point of mana spent increases the duration of the ward by three or four weeks each. Can be centered on a person or object instead for 3 MP total; duration increases are scaled to hours in this case, and the area is reduced to ~60 square feet.
Major Ward- 3 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Minor Ward, but the field is strong enough to disrupt concentrations of the Magic in question, potentially causing spell failure. Durations are measured in days. Can be centered on a person or object for 9 MP instead, with a duration measured in half-hours.
Sanctuary- 9 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Major Ward, but the field is strong enough to physically halt or oppose creatures and objects strongly imbued with the Magic in question. This field cannot be tied to a person or object, and the field is not physically tied to the area it is cast.
Order Divinations
Diagnosis- 2 MP - Casting time: 5 minutes. Range: Touch. Provides overall impressions of a being's Vitality network, providing important clues to the maladies they may be suffering from.
Detect Thoughts- 2 MP - Range: 5ft. Detects the mindset of a creature or person, providing clues about their intentions and emotional state. Works less well on those who are strong of will.
Probe Thoughts- 4 MP - Range: 5ft. Detects the surface thoughts of a person, though it works less well on those who are strong of will.
Detect Undead- X MP - Detects the presence of zombies animated by a Necromancer, including a vague sense of direction (but not distance.) Each point of mana spent on the spell increases the radius by about half a mile.
Clairaudience- 3 MP - Range: 500ft. Allows you to hear at a distance by creating an invisible magical sensor at the location. Does not require line of sight, but the location of the sensor must be well known to the caster. Reduce the MP cost by one if the location of the sensor has been prepared beforehand (10 minutes of preparation time at physical location)
Order Equations
Minor Counterspell- 2 MP - Disrupts the casting of a specific spell; easily resisted, target can overcome Counterspell by spending extra mana.
Minor Mana Diffusion- 2 MP - Range: 30ft. Reduces the mana reserves of a target creature by 4 MP; easily resisted
Minor Abjuration- 3 MP - Range: 30ft. Corrects unequal distributions of magical energy; in practice, causes spells to dissipate and repulses magical creatures.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Bale Matchedstones- The Knight tasked with investigating the crises in Bedscaled.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
* Remove someone's soul. Try to store it for a time in a living thing like a tree, or confine it in a mana crystal, then put it back later. See if they're functional.
* Attempt to swap souls between two different bodies.
* Carefully attempt to displace our own soul from our own body. See if we can move around apart from our bodies, like astral projection. See if we can cast while in this state, enter other occupied bodies like a possession, then return to our body later.
-Our abilities seem centered around manipulation of vitality, correct? We should try to directly manipulate the vitality of a living thing. If we're unable to do that, then perhaps we could create a "tainted" orb of vitality, like a virus that once absorbed by the body of a living thing will disrupt its vitality network. A curse, essentially.
World Map
Northwest Thrimesdur