Rules for being a Necromancer, as according to Naefernd Necromancy Counsil standard oaths:
Just to help explain things, this is how I operate. This will hopefully clear up some issues now and in the future.
RULES:
1. There are four years of obligatory apprenticeship before one can activley practice necromancy, then five years of
being a journeyman, then mastercy. The master may, at any time, announce that more years are needed before a
student can progress to the next level of proficency. I am currently in my third year of my Journeymanship.
2. In no circumstances are you allowed to attack a living individual first. They must initate attack, and must land the
first blow. I hate this rule.
3. Even when in battle, about to strike the final blow, the opposition must be given the final choice: die, by way of
injuries, or become an undead and serve the necromancer until they see fit to escort the spirit beyond the seventh gate. This
can be a pain. My poisons follow this rule- they must be willingly accepted, through trickery or truth.
4. The living dead must be taken down, unless they are under the servitude of a fellow necromancer. Some spirits are
surprisingly good at draging their bodies back to life, so multipule killings are sometimes needed. Eh, it's a living.
5. Any necromancer that abuses his/her abilities- signs an aggreement with any Greater Dead, etc.- will be treated
as an undead. There are no excuses.
6. A necromancer must help another necromancer if asked. There are fewer of us than would be expected, and the government
occasionally likes to pick us off. Not fun.
7. Misuse of magic- ie, sending Wild magic to an untrained person, or trying to take over the world using any type- results
in immediate discommunication from the Council, and the stripping of all powers. Any communication with any other necromancers
will result in the worst possible fate. We like to personalize hells. Makes 'em more fun!
8. Failure to comply with the above-stated rules results in an eternal stay in their own personal hell with no hopes
of redemption. We have ways of making you suffer eternaly without death.
WEAPONS:
-Bells, hung in a special silencing holder. They are, in order from smallest to largest: Ranna (sleeper), Mosrael(waker),
Kilbeth (walker), Dyrim (speaker), Belgaer (Thinker), Saraneth (binder), and Astarael (weeper). If one loses one's
bells, then whistling or singing could suffice, but not allways. Sometimes what you see in the gates can suck the breath right
out of you. Not very pleasant.
-Swords- used for cutting up stuff. I'm not very good at physical fighting, so I usually have some daggers.
-Magic- The most benifitual part of being a necromancer. Also the most dangerous. Very few make it past apprentice stage
because of a spell gone wrong. I've allways been rather good at it. It's a gift. There are three forms- Guided, Wild, and
Gifted. Guided is what you would learn in books- safe, proven methods. These are most frequently used in protection, holding,
or benifitual spells. Wild is uncharted, and extremly dangerous. To access it, one must temporarliy loose control of their
bodies as their spirits go to the sister land to Death. This leaves them completley open to attack. While it is more powerful
than Guided, it is less predictable, and must only be used under severe circumstances. Most apprentices die in their first
Wild trip. Gifted, the final magic, is the abilities that one is born with. Some don't have them, some are completley unpredictable,
and some don't even appear until dire situations. Mine is only revealed when I go into death. It's a secret, so shhhh.