Tarn Razar

"'What if the Multiverse hadn't royally fucked up as it did? Where would we all be if all the timelines kept to themselves and kept their hands off eachother? Would I still be a simple researcher? Would a certain god of never been dethroned?'"Tarn Razar is a Kourendian Necromancer who spent most of his days behind a desk and infront of a pile of tomes and spellbooks, teaching the followers of the God of Chaos Zamorak the art of Necromancy. Despite the Fates doing everything in their power to stop this timeline from happening... Tarn found a way.

Instead of being an all-powerful undead researcher and manipulator of ancient machinery and time itself named Nieran, a certain someone found a way to undo the Fates' little fuckup. Instead of obtaining unwilling Lichdom and being forced to flee his homeworld, Tarn had become the paragon of unholy sorcery that not even the God of Chaos has the courage to oppose... why fight a man simply wanting to retire, after all?

Simple Research, Not-So-Simple Teaching
Before things went to absolute shit, Tarn had a simple life as a mere peasant of Kourend, living in House Arceuus as a scholar studying the Necromancy gifted unto the House's citizens by the Dark Altar located north-east of the city. Always the quick-learner, Tarn was able to get enough of a grasp of the Dark Altar's magic that he was authorized by the nobles of House Arceuus to teach it to those willing to listen and take the necessary precautions. As any wise man should expect, this teaching job did not stay within the island-continent that Kourend for long, for the Zamorak Magical Institute, a Zamorakian order tasked with teaching acolytes how to cast spells as well as arm them with the runestones necessary to caste those spells, wanted this research to give their people an edge in their war against the God of Order, Saradomin.

After an initial struggle that involved a couple ruined undead abominations and atleast twelve Zamorakian magi found dead and used as catalysts for even more horrid necromancy experiments, an agreement would be made that benefitted both sides: Tarn would teach the ZMI how to properly use Necromancy without spontaneous corruptive immolation, while Tarn would learn more about the spells used in the mainland continent of Gielinor. Inevitably, Tarn worked to fuse these different spellbooks together, inventing spells not even the elders of House Arceuus could've come up with on their own, and solidifying Tarn's status as a master of unholy sorcery on this side of the planet.

Then the God Wars happened, and while the war itself was documented for all to see, ranging from how close Zamorak's legions were to absolute world domination to being cornered to the northern reaches of that continent before it got fucking nuked to kingdom come, all as a fourway battle for a sword capable of killing Gods was going on literally seven miles just to the west of the final battle was going on, Tarn's involvement in the war that ended yet another Age in the world's existence was left out of the history books, partly because of a back-end deal between the Zamorakians and House Arceuus, but it was mostly because of him meeting this odd mistress named Ana Au'eir, who was capable of manipulating time despite being slumped against a cliffside and dying. This not-so-old sorceress handed Tarn a peculiar pocket watch, and with what little guidance Ana could give before she fell and succumbed to her wounds, used it to escape the world entirely before the aforementioned nuking.

Everything that happens after, from the accidental isekai'ing across worlds that not even Tarn could fathom to straight-up dying only to be reborn and living a good couple-or-so decades in a whole new world before being killed again and repeating the cycle in a completely different domain than before, is history best left unwritten. To this day, the now-named Nieran draws from his previous experiences as best he can, the most notable influences ranging from his time as a Mhachi Sorcerer and Warrior of Darkness whom lived in Eorzea, to wielding a lightsaber as a Sith Sorcerer whom lived in Dromund Kaas. Even if every life had ended in death- save for his life in Eorzea- either swiftly or painfully, there wasn't a spot of regret on Nieran's multiverse-exploring resume.

Inevitably however, Nieran would find his way home just in time for the God Wars to of started anew. With absolute power and experiences no other Zamorakian could boast at his fingertips and fresh in his mind, a blade thought broken and its pieces lost under miles-deep ice in his hand... the Godsword from the previous war, Nieran was at the doorstep of Saradomin's kingdom: Falador, the capital city of the kingdom of Asgarnia. One battle led to another, one second doing away with the White Knights that called Falador home before Saradomin came in with his winged demigods whom faced the same fate, to the next second being between lovers of a hidden but much-needed affair. Finally, fueled by anger and the pain of these battles and with tears in his eyes, Nieran had leapt impossibly high with the Godsword raised over his head.

 One swing was all it took...  History would repeat itself. But this time, things were different.

A Sword to the Chest, a Staff to the Heart
Originally, this would be the part where the Fates themselves would deny this Necromancer's home from the freedom it deserved an age of holy fire blazing across the land while the once-deemed Nechronomancer had no choice but to flee... This time however, Order has finally fallen. It was a fierce battle, only twice had Nieran- or once more, Tarn- had experience dualwielding weapons before and had it work out, but never before had he wielded a staff that was specifically made to rip power out of higher beings in one hand and a sword capable of killing those same entities in the other.

It was a spectacle to be sure but a short-lived one, going from re-liberating the mind controlled, re-fighting his ex-wife and actually curing the slow holyfire burning that was driving her insane, then dishing out centuries-worth of hatred on a God that really, really needed to be swat aside like a fly. While that wasn't quite what happened, the result is still the same: A long drawn out battle of slowly siphoning the God of Order's strength, weakening his grip on the populace before he can incinerate them all with those magicked holyfire laurels, then doing all of Gielinor a favor by shoving that obsidian blade up where the sun don't shine and making it clear to his more fanatical worshippers that the same fate will await them should they dare try and pull a Kylo Ren and attempt to finish what their master started.

What happened after? Well, at this point, Tarn did what he set out to do, but... now... now that the multiverse is this merged amalgamation that makes no sense, now Tarn needs to head out and answer some curiosities that have been burning in his brain since the first Isekai incident.

Appearance
Tarn Razar, despite being an academic in a part of Great Kourend that focused on magic, was a man that had your average supersoldier build, if not just a bit leaner.

I am not kidding, think Cloud Strife but properly an edgelord and with less anime hair, a love for more colors than black and blue and a similar love for ‘Fuck you’.

That is what Tarn was, a normal mortal man whose sharp red-orange eyes stare with confidence at anyone who aided in his research for the betterment of his people, hair of black and brown hues blowing in the wind during an outdoor trek to another research site containing forbidden knowledge and skin that showed some tan and exposure to lots of outdoor fighting. This was the kind of man Tarn was… and always shall be. Clothing this powerful necromancer are robes of dull, aged brown leathers and silks of black shades to add decoration to his ‘academy uniform’, all as aged, not-quite- -crumbling bone armor adds protection to his athletic figure. Tattered material gives Tarn’s uniform a mysterious and ancient aesthetic, his face covered by a black funeral veil and a skull mask to protect the unholy academian from foul sorcery and- err, apparently rifle shots. If one wanted to be certain those glowing eyes of his were focused on them and only them, all they had to look for was the slight twinkle in those eyeholes... and pray to whatever god they worshipped that they didn't turn red. Now however, some shit went down in the Multiverse. overconfidence is a slow and insidious killer... and now Tarn paid dearly for it. Not by the hand of the God of Order that he vanquished with a couple of weapons now undone, but by a damn overpowered Alien controlled by a brat of a child. Ah well, it was only a matter of time until Fate called and wanted to collect on Tarn's lucky streak. Like his Kourendian uniform, the Robes of Subjugation look to be made of cloths and silks or maybe even hellhound wool, layered over by demonhide leathers decorated with silver metals embeded with hellfire rubies. Unlike his old clothing though, this set of robes wasn't made with physical, traditional means. An Infernian Tailor by the name of Razulei wove demonic magicks into physical form to create robes that would bless those who were faithful to the God of Chaos... and punished those who were not. Thankfully, Tarn is a boy that has proved ever faithful to the cause of the ZMI, and in turn that of Zamorak... even if from time to time the robes are controlled by the unholy, alien-esque pact that he made oh so long ago.

Well that and as you can see, the only footwear these robes grant him are runed sashes around the legs and once around the soles of his feet. Atleast he can float using the shackles above his ankles atleast!

Personality
Despite his looks, his penchant for destructive magic and his choice of colors and the fact he proudly embraces his role as a necessary evil to many a tale, Tarn is honestly not that bad a person. Sure his voice may sound disembodied and echoing like a spirit made restless, but he is still the same as he was when he was before he accidentally went on a multiverse-scale adventure.

Some days he’s the embodiment of Lawful Evil, other days he’s playing hero and being the kindest Lawful Good fella you’d find around. Despite looking like a being of pure evil, Tarn has become more of a wise sage figure, one that is willing to share his couple centuries of knowledge… assuming the person asking for it is worthy of the lectures and teaching. Basically Tarn's had time to relax and is only slightly tired of people’s shit. He’s just vibing and exploring while looking for people worthy of his couple-centuries worth of knowledge while also checking out places he ever had a chance to earlier.

As for his voice...

Likes: “What do I even put here without sounding like your typical evil mastermind?”

Dislikes: Saradomin, Empires, Wasted knowledge, Civilizations being forgotten, History being left undiscovered, Unjust rule, Tyranny, and just having unfinished business.

As for Hobbies… can Research be considered a hobby? What about experimenting? Golem construction? Enchanting? Scrapbooking? No? Well crap.

Equipment
 WARNING:  ''Take this section of the page with a grain of salt. It is outdated because some wicked shite went down in MM that made these Divine Artifacts go missing. Will they be returned? Tarn highly doubts it...''

Tarn was always a man of magic and sorcery, his power and talent in fucking with the arcane and holding an iron grip over powers not meant for mortal kind giving him enough confidence to call himself a god of magic. Despite the fact that actual gods roam about Gielinor, this Necromancer holds no shame in calling himself among their number, unless Zamorak himself, the god of chaos, takes offense.

While his choice of weapon always swapped between mere staves and blades as big as he was, he finally settled on a weapon when he ascended to a state of near-limitless power: The Staff of Armadyl... or as the more 'divine' people of Gielinor, it is known as The Siphon.

 The staff , pictured left, was a highly-coveted artifact that once belonged to a multi-winged, bird-like God of Justice. As one would expect of powerful artifacts, this staff has changed hands between many people, between generals that would overrule emperors, to lich-like sorcerers that tried to rule the world, to a Dragonkin that had defied his god and had control over the threads of time.

Inevitably, these evil-doers all fell, and soon enough did this prized and once-almighty and powerful staff, albeit damaged and unstable from unjust use, find itself in the hands of an eternal researcher named Tarn. Despite losing most of the power that made this weapon an object of many a mage’s lust for power, Tarn knows well that he could use the staff’s instability as a focus and conductor’s wand for spells not of its world. With it, he could use the temporal energies it soaked in from the Dragonkin’s greed to cast spells that are not from its origin world and to speed himself up and slow his enemies down. Without it, however, he has no access to magicks of divine nature, especially those that let him fuck with the flow of time of himself and those around him.Just as long as Tarn wielded your basic elemental staff and slung spells with them, he spent just as much time with the city's military force to fight up close and personal. The Godsword, a weapon thought lost to time when it broke into pieces, is what Tarn wields when he needs to crush opposition while laughing in their face.

 The sword , pictured right, was a divine two-handed weapon created to literally kill those who call themselves- you guessed it- Gods. Made from an alloy of the holiest silverthril, bronze tempered by the fires of war, the most infernal of obsidian, and steel that has endured storms that would make a mortal man flee in terror, a swing of this blade feels like being smite by a god for committing an unforgivable crime. Thankfully though, that crushing and overwhelming power isn't always present... not like that holy might is really needed to behead the common criminal or overconfident hero.

The Godsword was originally a weapon created by the avian people led by the very same God of Justice that wielded the Staff of Armadyl, and was supposed to be the weapon that would end the God Wars that Tarn unwillingly ran from. This sword was meant for the hands of Saradomin's forces so that they could use it to slay the Zamorakian armies that held their last stand in the northernmost regions of the continent, but the existence of this god-vanquishing weapon was leaked to the opponent. Zamorak had his most powerful general, a demon named K'ril Tsutsaroth, stage an ambush in the flight path of the birdmen tasked with delivering the sword to the frontlines, driving them into an ancient temple deep beneath the frozen mountains where a taskforce of Saradominists and soldiers from the God of War's army would join in to provide back up to the Armadyllian soldiers. As expected of a loose alliance of armies serving multiple gods though, that underground battle became a deadly, earth-shaking free-for-all as quickly as it started.

Somewhere though in the middle of that battle under the frozen earth, the god-slaying sword's blade broke into pieces and... something must've gone wrong, because for some reason the Godsword's hilt is interchangeable and depending on the hilt attached to the blade, the whole weapon changes appearance. Even more conveniently is the fact the God of Chaos himself made a hilt for when he would inevitably get his hands on the weapon, and as you can see, the Zamorakian forces would inevitably acquire this weapon, finding itself in the necrotic hands of Tarn Razar...

... The city of Falador collectively crapped their pants when they watched the Kourendian just stroll up with the weapon in hand and a whole legion of Zamorakians behind him, ready for war.

As for his armor, it... is literally nothing more than just a custom-order uniform made of hides, leathers, minimal platemail and bones that's only worn around the academies and libraries of House Arceuus. While not quite what one would expect being worn by a member of the House, all the bone armor and the stink of necromancy helps him blend in with the rest of Arceuus. Aside from a whole array of special trinkets of bone and other necrotic artifacts that all serve a specific ritualistic or mid-battle purpose, there really is naught of note on this wardrobe of hides, leathers, silks, fabrics, and a whole lot of bone... Of course, all of that bone armor is, despite their aged and cracked look, protective as hell. How many times has Tarn been shot in the head and survived because of his mask?

'' The outdated section ends here. Please do read on for up-to-date information .''

Tarn's new set, The Robes of Subjugation, are powerful robes quite-literally woven from Infernal sorcery, as evident by the glowing ribbons of red under the black wool-like material that pulse in brightness like a heartbeat. While the Kourendian robes warded off enemy dark arts and was armed to the teeth with necrotic artifacts that all serve a purpose, this Zamorakian set augments the wielder's magic and empowers them so that they can become a force to be reckoned with on the battlefield. What the robes lack in footwear are made up by the spiked shackles around his ankles being enchanted to let the wearer float. What they lack in a proper staff to better hone and aim their battlemagic with is a pair of shackles cuffed around the wrist that act as more general foci that can be used for a much wider variety of spells that are not Holy in nature.

The better part about these robes is, despite the fact the wearer has to be faithful to the unholy masters that gifted them these robes in the first place, is that those same masters can link their power to that of the wearer, granting what is already a 'Hell on Earth' level of powerboost into one that could level buildings and whole armies of do-good'ers and those who would do the forces of Chaos harm. However, it is exceedingly, almost impossibly rare to be noticed by the God of Chaos... let alone the eldritch forces that cursed Tarn to begin with: The Shadowscythe.

Spells and Abilities
Despite his couple-centuries of proper age, Tarn has been and always will be a sorcerer of great and deadly talent and power, even if in some incarnations he wielded blades of indestructible material and roared to the foes he charged at recklessly. It was only inevitable that someone goes full circle, and despite his merciless proficiency with the sword, the once-mighty hero of times long forgotten has risen as a Lich-like entity, and has returned to using destructive magic as his choice of weapon. While his spellbook is vast and practically limitless thanks to years of collecting and studying, Tarn has spells that he favors over all else.


 * Kourendian Necromancy: The first series of spells that Tarn was taught and got his hands on. It started out as the power of using the Dark Altar as a medium to free souls trapped in monster cadavers (most of the time its just heads), slaying the vengeful spirit the spell conjures, then watching the newly-freed departed move on to a better place. Then some discoveries happened, some brought on by Tarn himself and many more brought on by more wicked sorcerers, and the Arceuus spellbook became more than just a means of putting trapped souls to rest. House Arceuus has evolved, and Tarn gladly repays the people of Arceuus by sharing his own research with them, for it is through their teaching that the young necromancer could cast deadly and unholy spells including but not-at-all limited to:
 * Pact of Doom: While not quite a spell, there's an incantation in House Arceuus' forbidden section that very, very few of their students have seen... and fewer still have survived the ritual to obtain the power of having a direct line to River Styx itself. Unfortunately, Tarn also fucked up the spell and found itself in the clutches of some eldritch spirits known as the Shadowscythe. Thankfully, it wasn't Tarn's turn to suffer... infact, with all the things he did for these creatures, it was HIS turn to collect a favor owed to him! With this 'curse', Tarn has obtained potent regeneration that's very much like Deadpool's... save for organ regeneration, since he's not really human anymore. While powerful and rendering the Necromancer essentially immortal and unkillable, the fact Tarn's limb reconstruction is very much like weaving shadows and granting them flesh, a good hit from a Holy-aspected attack will shut it down entirely for a little while and probably leave incomplete-regenerated limbs as shadow-leaking stumps.


 * Undead Grasp: Conjure a pair of ghostly or skeletal hands to claw to make them bleed or bind your foes in a tight grip just long enough to cast an even deadlier spell.
 * Dark Demonbane: Arc a whole storm of shadow-infused lightning at your enemies, dealing extra-powerful holy-burn damage to demonkind.
 * Corruption: Leech MP or a similar resource from your target while dealing minimal darkness damage over a long period of time.
 * Ward of Arceuus: Shield yourself from the dark arts for a moderate period, warding off effects that may otherwise Silence, Stun, Control (or similar) the caster.
 * Lesser/Grand Haunting: Two of Tarn's personal spells. Commune with a small wellspring or a whole horde of vengeful spirits, feed them with your MP before watching them erupt from the ground your enemies dare stand from multiple small geysers or one big geyser!
 * Grasp Essence: Has his foe recently cast a spell? Did you know that you tend to radiate with mana/aether of that spell's element after the fact? Tarn can reach for, grasp, and rip it out to replenish his own mana/aether supply while leaving the recently-stolen-from victim woozy for a few seconds and suffering the 'cost' of their spell twofold... All while Tarn is probably charging up a deadlier version of the spell you just tried to kill him with.
 * Crumbling Wail: Drawing from his newfound pact, Tarn can take a deep breath... before swinging his head back and letting out a very Banshee-like wail that'd force groups of enemies to kneel, as well as probably kill those with more sensitive hearing as slowly and painfully as possible.
 * Shadow Veil: While not quite the same spell as used in the Arceuus spellbook, Tarn's pact has adapted a spell used for better thieving attempts to better suit for incase he needs a quick way to escape. What's a more fun way to get out of a tricky situation than being consumed by a small tornado of shadows and just outright vanishing to somewhere safer?


 * Resurrect Lesser Undead: Raise either a magic-firing Ghost, a bow-wielding Skeleton, or a frenzied zombie with a big sword from a ring of magicked fire. While the typical newcomer to necromancy could only summon one thrall at a time, Tarn can conjure up to eight... they're all pretty weak when it comes to durability, however. Not like the corpses of these re-slain undead can't just be re-raised of course!
 * Undead Assault: You know, its been awhile since there's been a sudden stampede of skeletons, zombies, skeletal abominations and incomplete abominations. Tarn wants to fix that, by conjuring a dark portal leading to House Arceuus' labs and letting whatever comes out to charge at his foes with murderous intent! Between zombified forest animals led by a headless bear, a whole pack of skeletal hounds with bloody teeth, or just a whole f-ing zombie dracolich, all that and oh so many more possibilities will come pouring out in enormous numbers before being recalled back to House Arceuus once the portal closes a few seconds after.
 * Death Charge: Thanks to the teachings of his new masters and their help for better adapting otherwise-useless spells to better suit his needs, Tarn can reach for a recently summoned minion and just pluck out the dark magic that animated it, using their essence to restore a great portion of his MP/Aether/other resources.
 * Resurrect Greater Undead: As expected of the mightiest Necromancer in all of House Arceuus, it is only fair that he has his own special roster of minions to call upon should the time for playing with his enemies come to an end:
 * Summon Knights of the Round: Drawing from a doomed timeline for inspiration, Tarn can summon a couple of Deathknights themed after King Arthur's Knights of the Round Table. While these are all skeletal knights clad in gold-trimmed ebony armor with evil/skeletal aesthetic, some more armored while a couple wear more leather than platemail, they all have their specialties, most notably: Sir Dinadan (Steals items and sneak attacks), Galehaut (Juggernaut with lethal swipes), Mordred (Occasionally uses Dark Arts), Galahad (Literally an undead Paladin), and Gawain (Dullahan with a sickly green battleaxe).
 * Summon Barrows Brothers: Drawing from the very same burial mounds in Gielinor and old Morytanian legends, Tarn can conjure simulacrums of the six Barrows brothers that are just as real and powerful looking as the real deal! Whether it's Verac the Defiled (Berserker that ignores defenses), Karil the Tainted (Rapidfire Sniper), or Ahrim the Blighted (Powerful Mage), Tarn can summon up to two of these brothers and rotate between all six of them. Though, if he needs to borrow one for a single attack, he can summon a third to do just that.
 * Call Dracolich Divebomb: See that shadow in the distance? That's a simulacrum of the very dead Primal Fire Dragon, Akriloth, zombified and headed this way to breathe his flames upon the whole battlefield in a quick, near-instant strafe. For as long as another spell doesn't extinguish the fire, these necrotic flames will slowly burn Tarn's foes and empower his Black Magic by reducing their cast time and making mana costs practically non-existant for- at most- Tarn's next four spells, reducing the intensity of these flames with every cast.
 * Raise Tormented: It... is peculiar that a Necromancer would summon a Demon of all things to his side, but then an encounter with a Mahjarrat named Lucien opened his eyes to one particular breed: The Tormented Demon. Somewhat undead and burned alive, parts of their body fused with a powerful draconic metal named Orikalkum all while on fire, the Tormented Demons are powerful and could bring down city walls with but a punch of their gauntlet'd hands or a blast of the unholy flames they are just overabundant in, and are pretty tanky thanks to the aforementioned armored flesh and the apparent fire shields they protect themselves with. While Tarn is only powerful enough to summon one at a time, one Tormented Demon is all Tarn needs to have a lumbering infernal guardian that he can draw from for fast-casting, cost-less Black Magic.


 * Black Magic: Yes, Final Fantasy's Black Magic. Tarn understands that this basic system of spellcraft acts as the 'template' of a good deal of sorcery found in many, many other worlds, and by mastering this template would atleast give him a base understanding of how to cast magic anywhere. From being able to cause great fiery explosions above his enemies heads to conjuring a bed of massive icicles beneath their feet, or conjuring a thundercloud that rains rapidfire lighting upon his foes, if it's considered Black Magic in Final Fantasy, Tarn probably ABSOLUTELY knows how to cast it (with different MP costs and cast times, mind you). Infact, don't be surprised if he decides to bombard you with the highest level spells. While the following spells aren't quite Eorzean Black Magic, they still need to be put somewhere on this list, with how often Tarn uses them:
 * Flames of Zamorak: Conjure a ring of fire around a group of enemies, before a huge funneling pillar of hellfire erupts from the ground within that shallow ring. With the Staff of Armadyl however, that fiery eruption becomes much more 'solid'... by replacing it with an eruption of lava and brimstone.
 * River of Souls: While not quite a god like Zamorak or Saradomin, with how much time Tarn has spent in the Wilderness' Mage Arena and proving to be quite the mentor and champion both, its only fair that the master of the Mage Arena help the Kourendian necromancer fashion a spell of a similar fashion. By raising his hand or staff, eldritch portals are opened to flood the battlefield up to the ankles with River Styx, empowering Tarn's regeneration and cursing his enemies a slightly greater vulnerability to his necromancy. Of course, any fallen minions would drink deep of this river of souls, rising back up from the ground with newfound strength and ferocity.


 * Spell-in-Waiting: Use an ancient Ascian technique to augment your Black Magic, stopping up to four spells just before the cast is finished. They are turned them into either ticking timebombs to be triggered at will with the use of The Needle or a reckless footstep, or lethal paradoxal landmines that slowly grow in power before they grow too unstable to be contained anymore... thus, kaboom.


 * Technomancy Creation Magick: Let's not kid ourselves, while Tarn has experience as an Artificer, he does not have enough know-how to make and maintain magic-less machines, all of his knowledge pretty much came from watching others, stealing How-To guides... and helping maintain an enormous fuck you mecha-dracolich. In complete honesty, Tarn is less so a man of technology, and more a mage of anything else. Then Tarn remembered his time in Eorzea and realized Technomancy pales in comparison to the ancient Amaurotine sorcery that is known as Creation Magic. While the people of Amaurot were powerful Art-Deco Wizards that could create and make anything they could put their minds to it, Tarn was flawed in this field, finding himself unable to make anything living... not like it mattered when he could create buildings and weaponry out of thin air using a neat little thing that he calls Terraforming. Granted, Terraforming is the word for trying to turn a planet into a habitable space, Tarn’s definition of it is turning what is essentially nothing into a fully livable fortress all for himself and those who need it, turning a completely desolate plot of land into just another lair for him to hide in. The process begins with Tarn defining a plot of land he wants to Terraform, before he channels an absurd amount of mana, supplied by leaching from the land around him, to quite-literally 3D Print himself his new base of operations, turning a flat spot of land into an outline made of semi-solid ‘data’ before finally solidifying this creation into a proper structure.  Bear in mind that the largest 3D-printed construction Tarn can make is… well, think of Buckingham Palace. Maybe twice that size. Tarn isn’t capable of making anything larger in one session, lest he wants to black out midway through and lose his progress, at least not without outside help.  Of course, only a fool would be blind to the combat capabilities of such abilities. Sure, generating walls between him and his foe may take a couple seconds too long, but if you augment that speed with a little Chronomancy… No, there won’t be any buildings being thrown or falling on people’s heads. He isn’t Xemnas for god’s sake.

''Many times have sorcerers and the like underestimated the power of having a voice, and why it's so important to be able to speak your opinions or your incantations. Tarn isn’t that stupid.''

A recent discovery has allowed Tarn access to a branch of magic thought odd and unnecessary, its deadly potential often overlooked until it is too late to save yourself from its diabolical reach. It is… amazing, how wonderful such a simple concept can have so much power, so much manipulation and advantage it could have in the right hands:

The power of manipulating one’s ability to speak.

From giving his voice to the local fauna, a hunting man could be led to believe their prey is being reckless in the face of danger, or an opponent could try to follow this falsed source of noise to locate their foe in a fog bank. Little do they both know, they’re both being led right into a trap, with their target behind them, their sword already through their spine and blood coating the snow.

An even deadlier example of this awful sorcery is the ability to steal one’s ability to speak, to steal their voice and leave the fool silent. Were Tarn a shapeshifter, this would have awful but beautiful uses… Alas, Tarn is a-okay with just using it to activate the oh-so-convenient self destruct timers on his enemies’ equipment, if it means living to survive another day AND getting to see some fireworks of the gory kind.

Weaknesses
Despite all this power, despite the mock-divinity Tarn has achieved... despite being powerful enough that even the God of Chaos Zamorak, every god has weaknesses, and this new God of Sorcery is no different:


 * 1)  A vast majority of Tarn's spells have some form of telegraph. If his opponent is quick on his feet and can leap out of the blast radius of a spell, they can practically avoid taking any damage.
 * 2) You'd think that Anti-Magic would be heavily effective against a shade animated by unnatural bullshit. Unfortunately, you need A LOT of Anti-Magic to effectively cancel out the spellcraft of a necromancer backed up by an unseen force outside of this plane of existence. Too little, and you give Tarn a special 'destabilizer' resource that makes his spells more... unstable. And lethal. Thankfully though, if you do bring in a big enough 'Magic EMP'... you'll force Tarn to retreat quickly.
 * 3) As explained above, Tarn's absurd regeneration and reconstruction can be shut down by Holy/Divine-aspected attacks. A direct hit from which would burn away a good chunk of Tarn's defenses, but firing them while any severed limbs are still regrowing as shadowy appendages first will burn away the darkness and temporarily cease regeneration.
 * 4) While Mental fuckery and Mind reading can probably give you an incredible edge against the necromancer... you need to keep in mind that you're giving another unseen force back door access to your mind. That darkness you see at the corners of your sight? That's not your imagination, they're real... and soon, be all you'll see.
 * 5) As one would expect when facing a Lich-like entity, attacks directly targeting the soul will do wonders against Tarn, no matter what 'form' he takes. Though, there is a bit of an issue here: Be careful with how intense those attacks are, for you're already pretty much poking a poorly-held-together nuke with the fucking detonator.
 * 6) ... As for Unreality, can anything survive simply being undone?
 * 7) Let's be completely and absolutely honest: If you can get past Tarn's shielding, teleporting and glitching around, his spell-augmented robes, and his overall cowardice all while not being obliterated... you'll be well rewarded with the knowledge that a high-power melee attack of the element-less variety one shots the Necromancer. Just make sure it really is a magic-less melee attack, or you'll empower Tarn's Manaward enough to cancel out any damage you would've done.

You know the saying "If you easily killed the Necromancer, then you didn't kill the necromancer"? This saying applies to someone as 'young' as Tarn. Not only does he have several personal failsafes that'll need to be disabled with Anti-Magic, some malicious force watches over him and puppets most of his every move. Whatever this entity is, he refuses to let this young man enjoy the embrace of Death until their pact is fulfilled, whatever it may be. With every death, Tarn awakes in his chambers at Mt. Tiamoth, almost ready to fight another day after a bit of rest. Surely there's a way to break the connection though... perhaps Divine Intervention?

Trivia

 * Tarn’s two-centuries of life is, in fact, the total number of years he lived throughout different worlds.  From playing heroes doomed to fall because of prophecy bullshit or a hero doomed to fall, to playing the villain who led the edgier side to victory all in the name of balancing out Light and Darkness. All of these roles had varying degrees of success, most of which were forgotten by the Lich now that he’s finally found himself a nice place to hide and live out his days.  From Gielinor to Erinn, from Remnant to Korriban, Tarn took many names and many lives. All of which more or less sucked, but they are the reason he keeps his memories in a database so he can look back and learn from his mistakes today.
 * Tarn Razar was the original self of a whole line of... totally-not-Gary Stu's, created when his narrator first began playing Runescape and- in kind, starting his Roleplaying 'career'.
 * Tarn's name was derived from a necromancer by the name of Tarn Razolor from Runescape. Original, I know.
 * Someday, that poorly contained soul of his is going to burst at the seams, and when it does... perhaps it will be the day the multiverse ushers in a new age of darkness, and- an odd level of heroism?