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- Necromancers.
- These are magi, who have the "suffering of death". It is determined as suffering due to fear of death, pain caused from it, a state of being about to die, or general aversion to the process. Necromancers, become a target to otherworldly forces. They are often haunted, or even actually hunted by these grim reapers, patrons of the afterlife.
- In exchange, they gain the ability to perform several spells, which enable them to use necromantic abilities. The first rite, involves summoning a soul, of someone nearly deceased, and that has not yet been sent to the afterlife. The soul is, upon summoning required to be bound with an ethereal chain, which then, channels it to the very body of the necromancer.
- This, as a result, causes damage to the lifeforce and soul of the necromancer. But, if they can find a suitable host, they can channel the spirit. A spirit, can be split in many, many pieces, one, for example, can be used, in its fragmented state, to empower hundreds, if not thousands of undead.
- Necromancers, should however, see that their undead are not dest The soul, uses the necromancers own body as a host. Should the undead body be destroyed, the fragment of the spirit is returned to the necromancer. They cannot hold a soul for too long, or they risk dying. Permanently.
- A necromancer who does however, manage to transcend the limit of their body and begin devouring souls, can turn into a lich. Immortal, and nigh un-killable, yet he must make sure he has a host body at ready, at all times, and the central willpower holding these souls together is safe. The ethereal being however, is at this point, very difficult to harm.
- Abyssal Communicators.
- These people are those who bear the "suffering of fear". Paranoia, inexplicable anxiousness, fears and phobias influence this curse to become dominant, and allow people to fall into this curse's power.
- Abyssal communicators have very developed "hearing". Their sense to current mana levels, patterns, as well as their perception of human souls, their brain activity, as well as the perception of the changes in these attributes is heavily increased. They become very aware of their surroundings. Their gaze is also said to be terrifying snd paralysing.
- Otherwise, Communicators can slowly "whisper" to their targets. They perceive the changes to the patterns of souls, minds or magic in the shape of waves, and their whispers alter this, their direction, shape, curves, their amplitude in a way. They become capable of altering the very essence of a foe's abilities.
- They will wear you down. They will eat your soul. They will dress their words in your blood, to hear victory every time they speak. Wariness of Communicators is always advised, as they, themselves are extremely wary beings.
- A communicator, is created when a being that has at first, been inflicted with the suffering of fear, contacts, or is contacted by an abyssal being. A spirit, that is considered a taboo, or too old, unapproachable and alien, and as a result, bind themselves to it. A reminder that, most of these spirits, since the rise of Abyssal Communicators, have added up in fame and renown, yet are still eligible for more bindings.
- Anthromagi.
- "Manaflesh, and its mysterious attributes" is perhaps the only possible window on the world of Anthromagi. An old treatise, written by a now forgotten wizard on manaflesh, that is, when flesh itself, the organic matter composing a living being (flesh, in this case has a far more general use) is molded with mana.
- An Anthromagus, is formed when someone bearing the rather rare "suffering of pain" a total aversion to pain of any sort, attracts the curse. Anthromagi are rare, as said, mostly due to how pain is a very daily phenomenon, and people easily get it past themselves, not worrying over every single instance.
- An Anthromagus has several abilities and traits. The creation of one, goes through a process that is initiated voluntarily, but most of them do it either way, due to how the curse, unless one does wind up as an Anthromagus, amplifies their pain sensitivity. This process is called the "Unraveling" and it may well kill the person..but if they live through it... their whole being becomes manaflesh.
- Manaflesh is then immediately molded to the Anthromagus own former image. Growing to control it, to expand this matter or even achieve a new form, is all part lf their deal. With it however, they can channel spells through their own body parts, making them very versatile, both in physical and magical combat, being renown for using a blend of both through this special trait.
- Anthromagi can absorb flesh and mana from other beings, yet they must be careful. Every spell they use, consumes their manaflesh, and as a result, their life. They become vulnerable to a more permanent death, if their body is truly damaged to a lethal extent. They must also be careful to maintain a balance between the amount of mana, and flesh present in their bodies. Too much flesh and they revert to a human form, too much mana and they revert to an ethereal one.
- Soulfire Fiends.
- Those bearing the suffering of pride, become Soulfire fiends. These particular individuals are seen by the curse as ones unwilling to accept change, or any way outside their own manner of thinking and acting, thus, too prideful for their own good.
- Soulfire itself, is manifested often in its primary shape. The essence of the soul, manifested as fiery aura. Fiends, however have the particular ability to twist it, and fill it with their own feelings of self righteousness. Thus, their soulfire will have the particular trait of becoming too lethal for the ones the fiend deems as his proper enemies.
- Soulfire fiends, have no affinity for weapons. Simply enough, trying to channel their soulfire through it, unlike with Dragon Knights, simply results in the weapon suffering a horrible fate of shattering to pieces, or melting apart.
- Soulfire fiends have a rather powerful body enchanting ability however. Theor muscles, their senses, their everything can be enchanted by soulfire, to become stronger, and most importantly, more resilient. Their firsts burn with the power of their new resource, yet it is a corrupt power. A soulfire fiend can end up with their body scorched, and destroyed, consumed and becoming an elemental of their own soul fire. Great questioning of their pride, is their one salvation.
- Arachnid Stalkers.
- It oft happens, that a woman finds herself in love. And as wonderful as this emotion is...it can unfortunately turn into pain and suffering just as often, if not more. Who knows how many poor souls, have suffered from love's un fulfillment, or perhaps even its disappointment.
- When it happens however, that such a person is inflicted with a curse... Or they also happen to have mystical abilities to boot, a certain entity is born. The suffering of love, desire or lust, as they call it, can give rise to these entities. This suffering can however, have many meanings.
- It can be born out of the bearers need to express themselves, but finding it impossible. They usually have a dark blue theme. There can be the ones who were rejected and these have a blood red theme. Of course, additionally, those who lusted after someone only physically and insufficient in emotions, purple. And those who were cheated, dark green.
- The suffering ones find themselves waking up cocooned, unable to speak, nor scream for help, as their body slowly changed to the strange shape of a spider-humanoid. The degree of mutation is relevant to the degree of emotion involved, going from the form of a full fledged giant spider, to a mere change of eyes, addition of fangs, and change of skin color. They can move between their full transformation and any intermediary stage however.
- The thing with Arachnid Stalkers, is that beyond their ability to emit strong poisons, which can be altered to actually kill, or produce...certain feelings, as well as their powerful thread, which can, beyond cutting objects, also control people's movements, it is that they can appear as a highly attractive figure to whoever sees them.
- An Arachnid Stalker, can, by exchange of bodily fluids of any sort, manage to transmit their poisonous influence, and cause a very potent, long lasting and sometimes even lethal disease, that disables the use of mana in the worst cases, and accompanies it with extreme pain in milder ones.
- Should a Stalker however, be seen by someone that truly loves them, and they discover that they love this person back, they will appear as a different sort The aa of hybrid, a mixture of spider, scorpion or other arachnid (mostly spiders, 99% of the time) with a human, yet in a rather attractive manner to the one they find. Should their love persist, the stalker takes on the form they are seen by their lover, and need to no longer spread the disease. If otherwise...the spidery form remains permanent...with other, unpleasant effects remaining yet unknown.
- Cavern Shamans
- A fearsome set of entities, dwelling the depths of the Meranian mountains and some shadier areas, of the Underfallen Valley. Unlike the Arachnid Stalkers who dwell much closer to the ground and meddle with the folk of the Valley, these people don't come out, and prefer the recluse darkness of the underground. It is when their powers are at their peak. Cavern Shamans suffer after all, from the suffering of abandonment.
- Feeling betrayed, abandoned or otherwise left behind by others is enough to turn one into a Shaman of this sort, granted, they have received bits of the material curse before just like any others. Cavern Shamans become much stronger when in contact with ground. Regeneration, physical strength enhancement and otherwise improved physical faculties.
- They can summon a totem, one that they make first, out of clay, or rock, or any sort of mineral, or even a fusion of them, and have given to the spirits. The spirits of the deep underground then, can give the totem back, after having given into it their powers. It is said certain spirits react in certain ways with certain totems, giving them...interesting traits. Once a totem is brought forth, supernatural abilities, related to quakes, tremors, heat, mud, pressured air, poisons, underground monsters and animals can be summoned and cast within an area.
- Cavern Shamans can be cured, by being shown people still love them, and being related to people outside of their monstrous totems. Their spirit soothes, and the curse leaves way to other, more...positive states.
- Winter Wizards.
- The suffering of those who feel they...are incapable of feeling any longer. Winter Wizards do not lack remorse, they just...become cold over time. They slowly lose out their sense, and with it, their ability grows. Winter Wizards, have a few key traits for one, once they contract their curse. They do inherit basic winter themed sorcery, cold, snow, ice, cold winds... As well as basic arcane spells, or other, normal magics. If they are wizards already, they inherit all magic from before.
- Winter Wizards are capable of freezing the mana reserves of their enemy. They can reduce the amount someone has to cast spells, until there is little left. They do however, lack durability. Winter Wizards are, unless they specifically train, or purchase armor. Their bodies become incredibly fragile, frigid..and icy.
- Their touch is debilitating, freezing even... They can shatter things they freeze for too long, as well as regenerate by melding ice into their bodies. Winter aWizards have another very fearsome ability however, the power to talk to, and eventually control the monstrosities of the north, organizing a few into a powerful defensive unit. Their range, is fearsome as well.
- Tortoise Attendants.
- Silly name? Won't find it so silly, as these giants face you down. The ones suffering from sloth. They are slow, and refuse to think on their own, letting themselves be carried by the thoughts and ideals of others. They are oft deemed to have no place of their own in life. Something to note, is they are not always lazy, and not always unproductive.
- Tortoise Attendants come when, a slothful tortoise spirit and a cursed person bound together. The person enters the shell, and the tortoise gains a humanoid, massive shape of some sort. Damaging it is nigh impossible, as all magic and force is absorbed and reflected within the shell. Impalement is futile, as the surface is incredibly hard. These people only bounce back as much as you bounce into them however, so non lethal force means you won't be killed by the rebounding magic of your own.
- These folks can emerge from the shell and nobody will recognize them. Movement is restricted, but they are also perpetually ignored by their enemies and surroundings, not even damaged or targeted, unless by the use of area of effect abilities that accidentally hit them. Should the person have escaped, and the tortoise spirit finds themselves hurt, slain or with its shell taken, it can reform around the person, as if nothing happened. This however, takes time to recharge, as a process.
- Dark Hoarders.
- True vultures, cruel thieves, these greedy cursed folks have little thought of consequence. They give in to their desires, and seek to make as much as they can part of their personal hoard. They bear the suffering of greed, and is created in the basic way you'd expect one to be. However, they also need to transform while airborne.
- Dark Hoarders represent beings that have both draconic and vulture like traits. They often phase out of view, and appear at any moment they find most opportune. Their essence is outright corrupting, and their wings are known to be able of producing a corrupting black mist. This can cause objects to disappear in it, or even other, more spiritual things, such as traces of mana or soulfire. Dark Hoarders are very difficult to hit as well.
- The problem is this curse does not need affect just humans, but it can also be spread to other, non human species. There is rumor of a dragon being at their head, in the current age. Dark Hoarders can summon the dark mists they bring forth from their wings as a means of attacking or defending. Standing in the presence of it for too long, can prove toxic, and furthermore, lethal. They are best confronted at a group. The way to be cured from this suffering is to combat it, in the core of their being..somehow, it is an ability possesses by some Spirit Sabers.
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