Animate Dead Guide
The
animation of a corpse is not a simple procedure. Animation
requires intensive preparation by a skilled sorcerer, who
has proper knowledge of alchemy, and the appropriate ingredients
to make the animation work.
Before beginning the animation process, a corpse must be
preserved properly. To do this, the sorcerer must first collect
ocean water with a vial (COLLECT WATER WITH VIAL)
and then pour it into a mortar. Next, the sorcerer must acquire
the blood of a troll (COLLECT BLOOD FROM <troll-type-creature>
WITH VIAL), which holds much of the regenerative properties
for the animation process, and pour it into the mortar. Finally,
the sorcerer must put a moonflower into the mortar. This flower,
which is rumored to have magical properties, only blooms at
night and can be found in arctic climates with cultivated
environments. The sorcerer must grind this mixture up with
a pestle until he has a homogenous solution (PUSH MOONFLOWER
WITH PESTLE, then PUSH MASH WITH PESTLE).
The sorcerer must set the solution aflame by casting the
Dark Catalyst (719) spell at the solution, which creates crystals
used to preserve the corpse for the animation process. Sprinkle
the crystals over the body (SPREAD CRYSTALS ON <creature|character>).
After preservation, the corpse must be magically imbued with
the ability to be animated. To do so, the sorcerer must be
holding a gem while casting the Animate Dead spell at the
corpse.
Animate Dead works off a concept called Maximum Animatable
Level (MAL). This means that if a creature is above your Maximum
Animatable Level, it is not animatable. The MAL is based on
the sorcerer’s level, Sorcerous Lore, Necromancy ranks,
and the quality of crystals used. The quality of crystals
is based on the Sorcerous Lore, Necromancy ranks of the sorcerer
who created it (it is possible to use crystals created by
another sorcerer) and the level of the creature from which
the components for it were gathered. Training in Mana Control,
Elemental and Mana Control, Spiritual also contributes to
the success of animation.
When animating creatures, the duration is based on the number
of levels the sorcerer’s MAL is above the creature being
animated. For example, a level 90 sorcerer animating a level
10 creature will have a very long duration. Another important
factor in duration is the level of animation success. This
is based on d100 warding roll, Sorcerous Lore, Necromancy
ranks, and the Discipline stat. The final duration factor
lies in the value of the gem that was used in the alchemic
process. Gems with higher value will add to animation duration.
Any gem used with a value below 600 silvers will decrease
the duration.
The duration for animating a player character (PC) is 10
minutes + 4 seconds for every Sorcerous Lore, Necromancy rank
known. Gem value is also a factor in PC duration, but it is
less of a factor than when animating creatures.
A dead PC may use the GROUP CLOSE command in order
to prevent animation. The UNLINK ANIMATION command
will break an existing animation link that has been made between
a dead PC and a sorcerer.
Tip: It is not possible to animate non-corporeal creatures
(such as banshees) or elemental-type creatures (such as stone
sentinels). It is also not possible to animate golems. Additionally,
it is not possible to animate a creature or player character
(PC) that has been recently animated.
Animate Creature Commands
1) TELL ANIMATE TO ATTACK <creature|player>
Animate begins attacking the specified target and will do
so in the manner it normally does when not controlled by the
sorcerer.
2) TELL ANIMATE TO FOLLOW
Animate follows you on every turn. Using this command again
will stop the animate from following.
3) TELL ANIMATE TO MAGIC
Animate casts a random defensive spell at its master if in
the same room.
4) TELL ANIMATE TO GO <direction>
Animate moves in specified direction.
5) TELL ANIMATE TO GET <item>
Animate picks up directed item. Maximum item capacity is 2.
6) TELL ANIMATE TO DROP <item>
Animate drops directed item.
7) TELL ANIMATE TO GUARD
Animate goes into attack mode on any creatures that attack
its master. Non-BCS animates are not able to guard.
8) TELL ANIMATE TO STOP
Animate stops last command
9) TELL ANIMATE TO DIE
Dismisses the animate.
Animate PC Commands
1) TELL ANIMATE TO GO <direction>
Animate moves in specified direction.
2) TELL ANIMATE TO SIT
3) TELL ANIMATE TO LIE (down)
4) TELL ANIMATE TO STAND
5) TELL ANIMATE TO FOLLOW
Animate follows you on every turn. Using this command again
will stop the animate from following.
6) TELL ANIMATE TO DIE
Dismisses the animate.
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