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The Magus Compendium
Chapter 2: The Reanimated Dead

Chapter 2: The Reanimated Dead

Disclaimer

The following document is bound by The Secrecy Act in all its entirety.

It is for your eyes only and no other.

Breach of contract will be prosecuted by the court of law. Should your actions be deemed an urgent threat. You will be executed at the hands of the Supreme Judge or any of their approved associates.

The Reanimated Dead

Despite what many myths say about The Reanimated Dead, they're not technically ‘dead’ or ‘undead’.

By strict definition, Zombies, Skeletons and Liches are more accurately described as artificial lifeforms. Unlike natural monsters whose origins trace back to primordial nature, they are converted from the physical remains of the deceased.

The Reanimation Spell does the following to a corpse:

1. Strip away all soft tissue to prevent decay-related complications.

2. Repair any extensive damage on the bones.

3. Draw out and consolidate the lingering essence of the deceased.

4. Prime and stabilize the magic required to animate the body.

5. Create an artificial Psychia (SOUL). This role is typically fulfilled by the casters themselves, though modern mechanical engineering can also be used -- provided there’s a blueprint.

6. Merge the essence with the artificial Phychia and implant the combination into the remaining bones.

Completion of all steps results in the creation of a ‘Skeleton’.

By divergence of the above steps, it also becomes possible to create others types of The Reanimated Dead, such as the ‘Zombie’ and the ‘Lich’.

Each will now be described in their respective sections.

Skeletons

The Skeleton, with its physical bone body, can be considered your average Reanimated Dead. A stable existence, lacking special powers.

The newborn Skeleton will match the prime age of the previously deceased. This entity instinctively knows how to perform basic functions such as walking, communication and self-identification. They may also retain more exclusive skills, but generally they do not remember anything about their former lives.

Each corpse can only be reanimated once. If a converted Skeleton dies from critical injury or the destruction of their SOUL, the bones can never be given life again.

The bones of normal Skeletons are eventually replaced by a magic-based body as the skeletal matter decays over time. This process takes several years, and is a sign of maturation.

Like all monsters, Skeletons may freely express themselves with magic (via conjuration). The more bone replaced by magic, the greater their magical potential.

Zombies

Unstable and shortlived, these are the result of corpse reanimation without first removing the organic tissue (step 1).

Zombies do not retain any skills from their past lives. In fact, basic communication and self-identification are extremely hampered by the process of decay.

Since the Zombie still has remaining tissue, it's believed that these monsters are attempting to use the damaged portions of their former human brain, rather than relying on their SOUL. Alas, the decay cannot be stopped, and will only speed up through exposure to the elements.

Unable to produce a magic-based body as replacement within the timespan of their life, the Zombie will cease to exist within mere days.

If it’s any consolation: their mental limitations should numb the pain. The fall of a Zombie will be short and free of suffering.

Lich

Liches, the strongest of the reanimated dead.

The combination of physical and magical might make these some of the most feared monsters in history, earning them the nickname of ‘Pseudo-Boss Monsters’.

Liches are best identified by their glowing, coloured eyes. The effect is purely cosmetic, however, and has no special properties beyond intimidation.

For a corpse to be converted to a Lich, step 5 must be altered, and the following criteria fulfilled:

* The subject’s original human Psychia must still exist: either lingering within the corpse or as a live human.

* The Psychia must belong to its original owner. Using another person’s Psychia on a non-matching corpse will cause the ritual to fail entirely.

* The subject’s Psychia must have the potential to be Magi. Converting a weak Psychia will result in a non-Lich skeleton as the Psychia will not survive the process.

The power of the human Psychia will spread throughout their newly formed magic-based body. This merges it with the preexisting bone, stabilizing and augmenting their existence. As such, Liches not only exhibit great physical strength, they also have full access to the magical traits of their primary colour.

As with normal Skeletons, Liches do not remember their past selves. An exception is, however, applied to those of the Red Aspect.

The properties of the Red Aspect will not be detailed in this document.

Due to their hybridized nature, Liches retain their physical bones as they mature. A part of this power is then passed down to their children. The gaps left behind in their Psychia eventually lead to symptoms associated with old-age in humans. If Liches do not create progeny, they are effectively immortal.

Like all first-generation Skeletons, if a Lich dies they cannot be reanimated again.

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Lichborn

Skeletons can reproduce via standard monster union once their potential for magical expression has matured sufficiently. This process will impart a portion of the parent’s Psychia, and thereby allow inheritance of Aspects.

For a child to be a Lichborn, they must have at least one Lich in their ancestry.

As with all reproduction processes, the child is only made in the likeness of their parents. Therefore, despite appearances, they do not possess true physical bone matter. The death of a Lichborn will result in dust, like with any other monster. They’re also subjected to the same weaknesses.

This fragility is made up for by their unique power. Lichborn alone have an intrinsic connection to the realms of spacetime due to their human heritage. This manifests itself in the form of the Seer’s Eye, either Pure or Mixed.

In theory, they can generate human levels of Determination, though their magic-based body cannot maintain structural integrity in such circumstances. All excess would be instinctively channeled to their Eye to be burned as fuel for self-regulation. This gives them their distinctive glow and flame.

Seers

Seers are Lichborn who have mastered their inborn Aspects. Their personal colour determines the type of spacetime magic they govern. This is summarized with a ‘Keyword’.

Cyan - the Aspect of Patience.

Grants a Seer the ability to focus on a specific detail.

Keyword: Ascertain.

Orange - the Aspect of Bravery.

Grants a Seer the ability to take leaps into possibilities.

Keyword: Reach.

Blue - the Aspect of Integrity.

Grants a Seer the ability to gather and collect relevant data.

Keyword: Reinforce.

Purple - the Aspect of Perseverance.

Grants a Seer the ability to recall personal memories of past timelines.

Keyword: Archive.

Green - the Aspect of Kindness.

Grants a Seer the ability to reconstruct corrupted data.

Keyword: Restore.

Yellow - the Aspect of Justice.

Grants a Seer the ability to access true information of their subject.

Keyword: Appraise.

Seers do not have Major or Minor colours, per se. Each Aspect hold equal power over time. However, they do have a ‘primary’ colour of sorts. This is expressed through their default glow. This colour is said to define a Seer’s personality, and is thus considered an identifying trait.

Example: A Cyan-Orange (Mixed Eye) Seer, whose Eye primarily glows Cyan, is considered a Cyan Seer, despite their secondary Orange Aspect. Patience best describes them.

Most Seers master their primary Aspect first. Although exceptions have been noted.

Last but not least, all Seers will have a full skillset associated with the regular human Psychia in addition to their spacetime abilities. Untrained, their mastery of Aspect Magic will be less than that of Liches, but as proficient as any Magi Judge.

Pure and Mixed Eyes

The Seer’s Eye comes in two types: Pure and Mixed.

Pure Eyes govern only a single Aspect. These are specialists with the most stable mastery of their specific colour. Training a Pure is much easier compared to a Mixed.

Mixed Eyes are a combination of multiple Aspects. This combination often creates new types of magic, and as such they’re difficult to predict. Education must be tailored specially to their specific balance of power.

As Aspects are passed down from parent to child, the final results within the offspring depends on the collective lineage. Those who’re born earlier in their generational tree have the highest chances of inheriting a Pure Eye, rather than a Mixed.

As a general rule of thumb for first-generation Lichborn, the estimated results are as follows:

Glossary:

S = Skeletons

L = Lich

LB = LichBorn

P = Pure

M = Mixed

Blank S + Blank S = Blank S (100%)

Purple L+ Blank S = Purple LBP (100%)

Purple LBP + Blank S = Purple LBP (50%), Blank LB (50%)

Purple LBP + Yellow L = Yellow LBP (50%), Purple-Yellow LBM (50%)

Cyan LBP + Orange LBP = Cyan LBP (25%), Orange LBP (25%), Cyan-Orange LBM (25%), Blank LB (25%)

Purple-Yellow LBM + Blank S = Purple-Yellow LBM (25%), Yellow LBP (25%), Purple LBP (25%), Blank LB (25%)

The offspring of two LBM will acquire a maximum of three dominant traits, based on permutation. All other traits the parents originally possessed will be passed down as recessive. Recessive traits may become dominant in successive generations. A powerless Blank Lichborn may thereby still give birth to Seers of any Aspect, pure or mixed.

It is possible for a descendant to inherit two separate Eyes. This is a rare occurrence that may happen when their parents had their Seer’s Eye in opposing sockets. These children are called ‘Dichromatic’. Two Pure Eyes, or one Mixed and one Pure, are potential combinations. The rule of three traits total still applies.

Ex:

Right Yellow Eye + Left Orange Eye = Dichromatic Yellow-Orange Eyes.

Naturally, each color remains in their respective sockets.

Dichromatic Lichborn can control their Eyes separately. They have the choice of either using them as independent Pure Eyes or together as a single Mixed.

The main advantage of a Dichromatic lies in their ability to multitask. This allows them to performs tasks belonging to two Seers on their own. This is especially valued in Vanquisher and Observer circles. One notable historical Dichromatic is Garamond Blanc, a Yellow-Cyan Seer. His ability to see the truth combined with his calm composure made him one of the best field Observers of the 19th century.

Awakening

The Awakening is the child’s first activation of the Seer’s Eye. This can happen either naturally or facilitated in a controlled setting.

The average age of Awakening is between 7 to 10 years old. However, there are recorded cases from as young as a baby to as late as an adult.

The first 168 hours (or 7 days) post-Awakening are both the most dangerous and most crucial time to act. The Seer’s magic will be wild, uncontrolled, and unpredictable.

The patient must be placed in a safe enclosure with constant surveillance. Caretaking in shifts is highly recommended, particularly when dealing with Aspects that have destructive properties.

Keeping both caretaker and patient calm is of prime importance. Panic from either party can lead to severe injuries. Moderate to extreme pain is the expected. Painkillers and sedatives should be on standby at all times.

When in doubt, please request assistance from an experienced Seer, or a trained medical professional.

It’s important to note that Dichromatic Lichborn will be blinded by their own power for the entire duration of Awakening, as they do not have a normal eye for standard vision.

If for any reason the patient or their primary guardians do not wish the undergo the Awakening process, they can request for a Seer’s Seal. The Seal must be planted beforehand for the best effect. Otherwise, it will not last.

The Seal can be removed later in life. Although by then the magic may have atrophied to the point where the Eye can no longer activate on its own. Any forced attempts of facilitation must be done by a professional to minimize the chances of fatality.

Special caution must be taken for children under 7 years of age. Improper control may cause the force of magic to backfire and damage their still-developing mental faculties.

Non-Aspect Powers

Seers have some extra abilities that are not specifically tied to any Aspects. They’re called ‘General Powers’ that include the following:

* Limited Time-freeze. Duration varies according to the Seer’s expertise. Cyans and Purples tend to last the longest, totalling about a few minutes.

* Advanced Arcanagram Construction. Humans can prepare most Arcanagram magic on their own, but only Seers can master this art to its fullest.

* The Skull. Typically fashioned into artillery arms such as ‘Cannons’ or ‘Blasters’ although creative non-combat versions are recorded. They’re floating skull-shaped armaments of great magical power. The shape of the skull can be anything from humanoid to animal.

* The Code. The Seer’s special language serves primarily as a programming language for Arcanagrams and other spacetime arts, though it can also be used for standard communication. The Eye is required to first learn it, although the language will eventually be imparted into standard memory.

* Perception and utilization of localized stable wormhole portals. Dubbed as ‘shortcuts’ in modern day. These are static portals that function much like a tunnel. There’s only one stable entrance and exit per portal. Only those who can see these tunnels can use them. A Seer can only escort one non-Seer person at a time through these channels.

In closing, The Reanimated Dead are a varied subspecies of monsters born from human roots. They hold vast amounts of power, and should always be treated with the respect and dignity they deserve.

Ignorance or bigotry to members of the Reanimated Dead shall not be tolerated by the Magus Association under any circumstances by decree of Supreme Judge Mezil Thyme.