Post by PookaWitch on May 7, 2009 10:13:52 GMT -5
I had always pictured necromancers 'basically' getting along well with the priests (if they kept some questionable activities more clandestine. ^^; ) Animating warriors for the tombs, proper mummification rituals and preservation methods, contacting the souls of the dead for questioning/aid, etc.
Oooh, if you know White Wolf, and saw the old WoD's newest mummy book, then you have an idea of magic from Egypt. They did a great job on using what would be hedge magic paths there. Necromancy, divination, creating magical amulets, alchemy, infusing items with life (like ushabti) and name magic. Name magic can be very potent, so I have only lesser versions of it (ie. lower levels) being available to normal magicians.
But we're wide open to ideas, and directions that you want characters to go. We're here to guide, not to limit. If there were a few necromancers with different versions of the magic it's perfectly fine. Such as one who does mummifications and works magic to sperate his ka and ba from his khebit (two souls from the body), and another may just animate armies of undead and play with things that they shouldn't and be shunned, yet another could use versions of magic from deeper Africa and summon orisha and ancestor spirits to posess them and give them magic and powers. It's as diverse as your imagination, and feel free to follow any type of magic from different settings that you feel is appropriate for the character in Egypt (even if they learned something from either a foreigner or by travelling to distant countries).
I guess that is a good explanation for a druid as well. Either the sphinx met foreign druids who adapted to the desert/nile and oasises. (What is the plural for oasis?) Or even travelled to distant lands, much father north and learned the magic of the trees and cycles of the seasons.
Oooh, if you know White Wolf, and saw the old WoD's newest mummy book, then you have an idea of magic from Egypt. They did a great job on using what would be hedge magic paths there. Necromancy, divination, creating magical amulets, alchemy, infusing items with life (like ushabti) and name magic. Name magic can be very potent, so I have only lesser versions of it (ie. lower levels) being available to normal magicians.
But we're wide open to ideas, and directions that you want characters to go. We're here to guide, not to limit. If there were a few necromancers with different versions of the magic it's perfectly fine. Such as one who does mummifications and works magic to sperate his ka and ba from his khebit (two souls from the body), and another may just animate armies of undead and play with things that they shouldn't and be shunned, yet another could use versions of magic from deeper Africa and summon orisha and ancestor spirits to posess them and give them magic and powers. It's as diverse as your imagination, and feel free to follow any type of magic from different settings that you feel is appropriate for the character in Egypt (even if they learned something from either a foreigner or by travelling to distant countries).
I guess that is a good explanation for a druid as well. Either the sphinx met foreign druids who adapted to the desert/nile and oasises. (What is the plural for oasis?) Or even travelled to distant lands, much father north and learned the magic of the trees and cycles of the seasons.