Core Materials
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Obsidian: 8S, 6D, 2F, 4C
Obsidian war golems are the most physically fierce of all constructs. What they lack in flexibility, they make up for in tenacity and strength. It is near impossible to beat obsidian in a straightforward attack.
Flesh: 6S, 5D, 4F, 5C
Some of the earliest arts of necromancy involved the flesh of once living creatures. Although well rounded and suitable for almost any role, flesh has fallen in disfavor with mainstream necromancers, who see it as either vulgar and distasteful, or archaic and outdated.
Glass: 7S, 3D, 3F, 7C
Glass is brittle and difficult to animate. Most necromancy involving glass is merely for aesthetic purposes. However, there are stories of a mad mage who once used glass in all his soldiers for its sheer offensive properties.
Brass: 3S, 8D, 4F, 5C
Brass is the workhorse of the necromantic arts. They are tough and sufficiently maneuverable. They can even sometime be infused with specialized magical energies. They are rarely used for combat.
Tar: 2S, 6D, 8F, 4C
No construct is more frightening to a mortal being than the living tar. They can seep inside through the tiniest crack, hide in a darkened corner, and still take a beating if forced into confrontation. There are horror stories of tar assassins, constructs designed to look completely like a normal man, who walk about in disguise until sprung onto their victim.
Emerald: 3S, 6D, 3F, 8C
Nicknamed the green giants, emerald constructs are specialized beings who are animated for the sole purpose of absorbing and transmuting magical energies. The emerald construct have actually become a sort of icon for high-class mages in these days, and they even go so far as to hire the construction mammoth guardians to protect their towers of arcane knowledge.
Cloth Materials
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Leather: 4P, 7C, 7E, 2A
As any dashing rogue will tell you, leather is the best for the shady type who gets into trouble, and the concept behind sewing of leather into shinigami dolls is no different! Along with physical protection, leather also grants protection against water damage.
Silk: 2P, 6C, 4E, 8A
Elegant and stylish, silk may not be the most durable cloth to be sewn into a doll, but it does have quite a history. Silk has been used since the beginning in rituals to honor the death lords. Along with physical protection, silk also grants protection against arcane damage.
Latex: 2P, 4C, 6E, 6A
There little one cannot do within the slick confines of latex. It is with this fact in mind that necromancer concocted a rubbery fabric for their shinigami dolls. Although lacking protection, this fabric seems to grant a boundless amount of energy to doll. Along with physical protection, latex also grants protection against electric damage.
Reptile Skin: 7P, 4C, 5E, 4A
The scaly skin of reptiles has proven a formidable barrier against harm time and time again. Though sometimes clunky unwieldy, necromancers find that the extra protection for their dolls is well worth any momentary hiccups. Along with physical protection, reptile skin also grants protection against fire damage.
Wool: 4P, 6C, 5E, 5A
The most common fabric, wool combines both comfort and protection. Dolls sewn using wool find ease of movement, and their masters find ease of mind knowing their creation will be kept safe by cushy fibers. Along with physical protection, wool also grants protection against ice damage.
Aethera: 9P, 2C, 4E, 5A
A strange and mysterious fabric made out of magic. Though it grants amazing protection against the elements, dolls tear just as easily from physical distress as would any other. Also, the fabric seems to give shinigami dolls an eerie bluish glow, making them quite conspicuous to others. Aethera grants protection against all forms of damage except physical and arcane.
Enchantment
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Mechanical:
Mechanical constructs are born out of widgets, gizmos, and ingenuity. Like giant perpetual wind-up toys, they are given life by the animation of gears, and lean more towards physical ability more than magic and sorcery.
Electrical:
Awoken in a flash of light, electrical construct are born through nature’s most powerful magic of all, lightening. It is the initial spark and the incantations of the necromancer that animate the construct, so it should be noted that further electrical exposure can prove damaging, if not fatal. Electrical constructs are just as likely to punch you with an electrocuting fist as they are to magically manipulate the elements of fire and ice.
Chemical:
Years of research and experimentation one the necromancer’s part come together to form the chemical construct. Their internal batteries are a bubbling brew of chemistry. These unstable types always seem intent on disabling their opponents, either by relying on their silent running motors to sneak up and stab you, or by magically expelling water-type damage that eats through your defenses like acid.
Gravitational:
Fueled by the cosmic power of star dust, gravity constructs run on a level not entirely understood by the necromantic community. These constructs pick up on the vibes of the ethereal realm, learning spells seemingly out of nowhere. They are never truly ones for physical combat.
Magnetic:
Magnetic constructs contain a careful arrayed series of lodestones and ferrous metals. However, their ‘magnetic’ personalities not only seem to power themselves but the others around them as well. These types make the perfect guardians for protecting others, and have even been known to cast blessing on other constructs with their magical energies.
Corrupt:
The corrupt construct is brought into life by sacrificial death. These were the earliest methods of animation, and almost brought an end to the great art of necromancy before it even began. There are few who still practice this shunned path of the necromancer. Constructs born this way possess physical abilities that drain the life force of their victim, and magical abilities which haunt and torment. It is a slow starting process that can build into something painful and deadly.