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Wizard_School_Necromancer
You can cast speak with dead at will.
• You cannot cast spells if you recovered HP in the last 3 rounds. • You cannot cast spells if you healed anyone's HP in the last 3 rounds. Perks • When you cast them, “raise ____” spells have the 'sustainable' keyword.
• When you cast them, “raise ____” spells have the 'sustainable' keyword. • You can cast speak with dead at will.
- Essential Salts
- Explode Corpse
- Death Mask
- Fear
- Rot
- Raise Zombie
- False Life
- Raise Crawling Claw
- Death Scythe
- Raise Skeleton
- Doom Song
- Raise Skin Kite
- Revenant
- Lichdom (up to DM)
- Gain 1 Trauma.
- Take 1d6 damage.
- Random mutation 1d6 rounds, then make a save; permanent if you fail.
- Fear 1d6 rounds against target of spell.
- 1d6 random nearby corpses raise as zombies and attack you for 1d6 rounds.
- You die. Make an Int check every hour to find your way back from the lands of the dead. The first time you survive this mishap, you gain a contact in the afterlife (a demon, a psychopomp, or a death).
One way to escape this doom is to eat the heart of an immortal creature. Another way is to journey into hell and make a bargain with the Underpope or one of the Satans.
- You die and spend the next 1d6 days in the afterlife. You revive afterwards as long as your body is intact. Your body will rot after 2 days unless it is preserved in some way (the services of an embalmer, freezing, dessication, pickling). These preservation methods will not affect your ability to revive —rot is the only thing that will prevent it. (Assume that all necromancers know of this incipient Doom and forewarn their companions.)
- You become undead, permanently.
- All corpses in 20 miles rise as skeletons and attempt to kill you. Average = 3d20 skeletons. Highest level skeleton is HD 1d4+4, accompanied by 1d3+1 lieutenant undead of HD 1d4+1. (For example, perhaps a nearby hill is the cairn of a long-buried skeletal giant and his two corpse mammoths. The hill just cracks open and spills out undead.) These undead were sent by someone you pissed off (the Underpope, a Satan, a powerful psychopomp) and will follow you to the ends of the earth. Until you destroy them, they will pursue you, and they will be joined by those that they kill.)
R: touch T: humanoid corpse D: permanent You touch a corpse and the face peels off like a mask, while the rest of the corpse quickly rots into dust. When you (and only you) wear the mask, you will look and sound like the person whose face you're wearing, but only to sentient people (no effect on animals, spirits, or constructs). The mask will rot into uselessness after [sum] days. If [dice] is at least 4, the mask is permanent. This spell consumes the corpse.
R: touch T: corpse D: [dice] * 30 min The corpse disintegrates as you pluck a black scythe from its center of mass. This scythe is a scythe +1 (a Heavy weapon) that deals double damage to creatures of the same type. (For example, a scythe made from a troll corpse would deal double damage to trolls.) This spell consumes the corpse.
R: 50' T: creature D: concentration splittable Target creature takes [sum] damage. On each subsequent turn, the damage increases by +1d6 and repeats (this stacks). (Remember that concentration spells end if the target moves out of range or line of sight, and that concentration ends if you take any damage or major distraction)
R: touch T: corpse D: 0 You reduce a corpse into a coarse grit that can be stored in a tiny (3 per inventory slot) pouch or vial. You can cast speak with dead to speak with the spirit as many times as you want (normally you are limited to one attempt per corpse). This requires you to spread the salt out on a flat surface; be mindful it doesn't get blown away or mixed in with mundane sand. fter several conversations, spirits tend to regain much of their memory, personality, and goals. This spell consumes the corpse.
R: 50' T: corpse D: 0 splittable Target corpse explodes, dealing [sum] * 2 damage in a 20' diameter, up to a maximum dependent on the size of the corpse. This spell affects undead. • Dog 1d6 • Human 2d6 • Cow 4d6 • Elephant 6d6 • Whale 8d6 Dexterity check for half damage. Normal corpses and undead you control automatically fail their save. This spell consumes the corpse.
R: touch T: creature D: 0 Creature is healed for [sum] * 2 HP, up to [sum] points higher than their normal maximum HP. Creature's healed in this way gain the Curse of False Life, and cannot regain HP by any means for [dice] days.
R: 50' T: creature D: [sum] rnd splittable Creature is Afraid of you. NPCs make a morale check, while PCs make a Save vs Fear.
Sidebar: Fear If a Player Character is Afraid of something, they take 1d6 non-lethal damage when they approach or attack the object of your Fear (max 1/round). If this reduces them to 0 HP and they don't faint, they flee and hide uncontrollably for the next 10 minutes. There are two ways for Player Characters to reduce the duration of Fear:
- If you are safe (not threatened, out of sight), you can spend a standard action reducing the duration of the fear by 1d6 rounds.
- If you damage the object of your Rear, the Fear is immediately dispelled. If an NPC is Afraid of something, it will try to run away. If left to it's own devices, it will hide in the adjacent room/area that is most safe and return to combat when the duration is up. NPCs resist Fear with a morale check, made as a group.
HD as base creature, HP +50%, Def 10, Slam 1d6, Move 6, Int 0, Mor 20. Zombies that are killed have a 50% chance to regain 1 HP at the start of their next turn; this ability is usable only once but refreshes if the zombie is healed above 1 HP. These stats are for a human-sized zombie. Zombies can fly if the base creature can fly.
HD 0, Def 12, Claw 1d2 + Choke, Climb 9, Int 5, Mor 20, Stealth 10. *Choke – Target is unable to breathe or speak. You know how to carve an eye rune into the crawling claw (a one hour process). If you do, you can close your eyes and touch the claw's opposite hand. If you do this, you can see through the eye-rune for up to 10 minutes (but you cannot control the crawling claw except verbally). When you stop looking through the eye rune, the crawling claw disintegrates.
HD as base creature, Def 14, Weapon or Claw 1d6, Move 12, Int 0, Mor 20. Double damage from bludgeoning. These stats are for a human-sized skin skeleton.
HD as base creature, Def 10, Whip 1d6, Fly 12, Int 5, Mor 20. Carrying capacity: 40 lbs. These stats are for a human-sized skin kite. You can carve a mouth rune into a skin kite (a one hour process), which allows you to cast a single spell through the skin kite (as if you were the skin kite). You must be able to see both the skin kite and the skin kite's target. After casting a spell through a skin kite, the skin kite disintegrates.
HD as base creature, HP +50%, Def 10, Slam 1d6, Move 6, Int 0, Mor 20. Zombies that are killed have a 50% chance to regain 1 HP at the start of their next turn; this ability is usable only once but refreshes if the zombie is healed above 1 HP. These stats are for a human-sized zombie. Zombies can fly if the base creature can fly.
R: touch T: player corpse D: 10 minutes A dead PC immediately returns to life as an undead, exactly as they were when they died (except for new injuries they may have gained in the process of dying). Their HP is 2[sum], up to their normal maximum HP. You cannot use this spell against any PC who died more than 10 minutes ago. When the duration elapses, the PC disintegrates.
R: touch T: object D: 0 Creatures take [dice] * 2 damage, save for half, and show physical (but not mechanical) signs of aging (white hair, wrinkles, but no loss of strength). Objects are aged according to how many dice are invested. Books sprout into mold, wood becomes soggy, lamps run out of fuel and grow cold, and stone is entirely unaffected. • 1 die: [sum] days • 2 dice: [sum] months • 3+ dice: [sum] years Undead are not damaged, and are instead healed for [sum] + [dice] HP.
Vaguely based on Arnold K's Necromancer, but heavily adapted.
Necromancers are outlawed and outcast wizards Their profession is a curse; their very name a byword for unholy acts and blasphemous deeds. Yet the necromancers persist on the fringes of society. They provide a relatively safe channel between the living and the dead, and someone will always pay - one way or another - for information only the dead can provide. In Foreign Parts, the necromancer's art is celebrated and sometimes even revered. One of the standard list of charges brought against foreign kings and corrupt leaders is "consulting with necromancers."
**Perk: **You can cause creatures you touch to reroll any Fatal Wounds they are trying to remove in a round. You can allow them to reroll failed tests or force them to reroll successful tests. If a creature successfully removes a Fatal Wound because of the reroll you provided, it permanently loses 1 HP.
This perk is fairly valuable in a crisis, especially if magical healing is not available. It's a very good reason to be nice to the necromancer; if you're dying, they can save you... or make sure you don't recover.
Drawback: You require a ritual ingredient to cast your spells. The ingredient has a negligible cost (2cp) and is not consumed, but water, fire, or isolation could render you unable to cast spells. Roll on the Ritual Ingredient List below.
The drawback to this school could become an issue if the necromancer is searched or otherwise inconvenienced.
Cantrips
- You can call on the spirit of a recently dead creature by interrogating its body. Provided the creature died before dawn, and it wasn't particularly pious or exceptionally blasphemous, it will answer 3 of your questions. At dawn, the spirit departs. The dead are rarely coherent or helpful. Answers may be cryptic. If the creature had 3 or more HD, everyone present can see and hear the spirit. Otherwise, only you can see it.
- You can ritually protect a corpse against possession by unwelcome spirits Alternatively, you can deliberately invite spirits to possess a corpse. The ritual takes 10 minutes. The most dangerous time is between death and dawn; after that, the corpse becomes less appealing to wandering spirits.
- You can permanently lose 1 HP to add 1 MD to a spell you are casting. You can only lose 1 HP per spell.
Necromancer cantrips are very powerful but, in all 3 instances, potentially dangerous. Some spirits might stick around if they are casually called back to answer questions. Inviting spirits into a corpse is asking for trouble. And fueling your spells with your own HP makes lichdom very tempting.
In this setting, spells are creatures. They're spirits that live in a wizard's brain and burst out, doing their duty and then taking a brief vacation. While most wizard schools breed spells specifically, necromancers might keep a cadre of ghosts. Some necromancers cast their own ancestors as spells; some trap escaped ghosts and wield them in a form of holy penance. Many spells on this list require a bit of GM improvisation. The spells are much less straightforward than a traditional spell list. They are also dangerous to both the caster and their companion. Raise ye not up what ye cannot put down.****
1. Raise Spirit You automatically gain this spell at first level. Roll for your other spell normally. R: touch T: spirit D: [sum] minutes
After a ritual that takes 10 minutes, you call out to the spirit of a dead person. The spirit can be anyone, from long-dead kings to newly-murdered party members. You do not need the creature's body. This spell can only be cast between sunset and dawn. Roll 1d6 on the table below, modified by the following:
Bonuses +1 for each [die] invested in this spell +1 if the spirit died within a week +1 if the spirit has unfinished business in Creation +1 if you know the spirit's true name +4 if you personally knew the creature before it died
Penalties -1 for each of the creature's original HD -1 if the spirit was a wizard -1 if the spirit is angry or irritated with you -2 if you have only a vague name or description -4 if the spirit was a necromancer or had significant magical powers in life Other bonuses and penalties at the GM's discretion. The stronger the soul, the more dangerous the summon.
Raise Spirit Result
0 or negative: The spirit is raised, but lashes out in anger and annoyance. You take 2d6 damage. If this damage reduces you to zero HP, you are dragged straight to the afterlife (no Save.) Alternatively, the spirit casts Fatal Doom (see below) on you. 1. The spirit is raised, but it cannot be put down. If there is a corpse nearby the spirit will possess it. Otherwise, it will act as adisembodied undead of appropriate HD. 2. The wrong spirit is raised. It may be more or less useful than the intended spirit. **3. **The spirit is raised, but its answers are mocking and cruel. **4. **The spirit is raised and answers your questions truthfully. **5. **The spirit is raised and also provides a useful answer to a question you did not ask. **6. **The spirit is raised and remains for 1d6 additional minutes. **7 or higher. **The spirit is raised, and can be given one command (as per the *Command Undead *spell below.)
Raise Spirit is the necromancer's signature spell. It's deceptively simple. Want to figure out who built this temple? Call up the temple builder and interrogate them for a few minutes. Want to find out who killed the king? Call up the king and ask him! What could *possibly *go wrong? Yes, you can use this spell to bypass many obstacles, but the risks are very high. Think of it like an improvised teleport spell.
2. Explode Corpse R: 50' T: corpse D: 0 Target corpse explodes, dealing damage in a [dice]x5' radius, Save vs Dexterity for half. The maximum damage dealt is dependent on the creature's size: RaT: 1 Dog: 1d6 Human: 2d6 Cow: 3d6 ElephanT: 6d6 Whale: 8d6 This spell cannot target undead creatures unless you control them.
This is the only direct damage spell available to the necromancer, and it's pretty good. Send zombies shambling towards your enemies and then detonate them. It's no* fireball*, but it is a nasty surprise, and adventurers are rarely short on corpses.
3. Death Mask R: touch T: humanoid corpse D: varies You touch a corpse and the face peels off like a mask. The rest of the corpse shrivels up and flakes into dust. When you (and only you) wear the mask, you will look and sound like the person whose face you're wearing, but only to sentient people (no effect on animals, spirits, or elementals.) The mask will rot into uselessness after [sum] days. If [dice] is at least 4, the mask is permanent.
A useful spell at low levels. Half-thief half-necromancer is a decent build. This spell is sure to come in more useful if the necromancer reaches lichdom.
4. Fear R: 50' T: creatures up to [sum] HD D: 0 Target creatures must Save vs Fear or take a morale check, or flee from you. If you cast this spell with 4 [dice], creatures unused to supernatural occurrences (peasants, domesticated dogs, etc.) must also Save or age 2d10 years.
A good solid crowd control effect, but also a great way to properly intimidate lesser wizards.****
5. Rot R: touch T: creature or object D: 0 Creatures take 2x[dice] damage, Save for half. Creatures also age 2d10 years (no mechanical effect), and may develop grey hair, shakes, and wrinkles. Objects are aged according to how many [dice] are invested. Books sprout into mold, wood becomes soggy, lamps run out of fuel and grow cold, and stone is entirely unaffected. 1 [die]: [sum] days. 2 [dice]: [sum] months. 3 [dice] or more: [sum] years. Undead are healed for [sum]+[dice] HP, or 1 permanent HP is restored (to the former maximum.)
The main effect of this spell is the healing portion. Bolstering undead is very useful, especially if the undead is you.
6. Raise Undead R: 20' T: [dice]x2 HD corpse D: 2 hours Target is raised as a specific type of undead that is obedient to the caster. The creature is animated by a specially developed spell or an obedient ghost. When the spell’s duration ends, the undead may collapse, and cannot be raised again or used for any further spells.
The type of undead raised depends on the target and the [dice] invested. 1 [die] : 1-2 HD creature : corpse snake, crawling claw, skeleton, zombie
2 [dice] : 1-4 HD creature : wight
3 [dice] : 1-6 HD creature : war spirit, mummy 4 [dice] : 1-8 HD creature : something impressively terrifying
Undead typically have reduced stats compared to their living form. Undead of 5 HD or less are nearly mindless. If you die while undead are under your control, the spell's duration expires, or you try to end the spell, there is a [HD]-in-10 chance the undead remains active. Otherwise, it collapses.
Instead of letting the spell expire, you can keep the [dice] you spent on the spell invested. The spell's duration becomes permanent as long as those [dice] remain invested. Alternatively, if you spend 4 [dice] to raise a 1 or 2 HD creature, the spell's duration becomes permanent and no [dice] need to be invested. Creatures may retain some special abilities they had in life.
Raising zombie servants is great. Stitching corpses together to make new creatures to unleash on your enemies is great. But raise not up what you cannot put down. An obedient mummy servant is fantastic; a rogue mummy servant is very dangerous.
**7. Innocent Revenant ** R: Touch T: corpse D: 0 A creature of [dice] HD or less that died in the last 3 turns immediately returns as an undead version of itself with full HP. The HD requirement is ignored if the target is well known to you (a fellow PC, for example.) This revenant can never gain HP, and loses 1 HP, and 1 point of Int and Wisdom to a minimum of 5, every hour until it reaches 0 HP and disintegrates. This HP loss can be healed by the Rot spell or other effects that heal undead creatures. The revenant is unaware that it ever died, even ignoring obvious signs of death (no heartbeat, cold flesh, gaping wounds.) However, if someone else insists on confronting them with evidence of their own death, they fly into a rage, becoming a mindless undead.
A necromancer can "accidentally" kill a friend using their class' Perk, then raise them as an Innocent Revenant, then heal them with Rot or control them with Command Undead.
8. Command Undead R: 50' T: person D: [dice] hours TargeT: 1 undead creature that can hear and understand you. You shout a single-word command to your target, who must Save or obey. If the command lasts more than a single round, intelligent undead, or undead under the control of another necromancer, get a new Save at the beginning of each of their rounds. You can spend additional [dice] to increase the effects. +1 MD: Affect +2 targets. +1 MD: You may increase then length of your command by +2 words. +1 MD: You may increase the duration between checks by +2 rounds.
A more specific version of command, but note the targets. Undead you control get one Save; after that, no matter their HD, they must obey.
9. Fog R: 30’ T: self D: [dice] hours You breath out a bunch of fog, filing an area [dice]x20' in radius. No one can see beyond 10' in the fog. Undead can see through the fog. If you invest 4 [dice], you can instead breath out a layer of thick grey-yellow clouds that block sunlight for the spell's duration, for 3 miles in every direction.
Undead don't do well in sunlight, and a few zombies can become very effective if their opponents can't see them.
10. Death Scythe R: touch T: corpse D: [dice]x10 min The corpse disintegrates as you pluck a black scythe from its chest. The scythe deals 1d8+Strength Bonus damage. It deals double damage to creatures of the same type as the corpse used to create the scythe (so a scythe drawn from a troll's body would deal double damage to trolls.)
This is a relatively high damage spell, but require the necromancer to wade into melee range.
**Emblem Spells **
11. Finger of Death R: 50' T: creature D: 0 Target living creature must Save or die. Creatures with a significant magical nature gain a bonus equal to their HD. Frail mortal creatures may not get a Save. This spell requires 2 [dice] to cast against a creature of 5 HD or less, 3 [dice] for a creature between 6 and 8 HD, and 4 [dice] for creatures with more HD.
There's no bonus for using more [dice] to cast this spell, but it can straight-up kill some creatures instantly. Dragons and other powerful living creatures can shrug this spell off; most mortals can't.
12. Fatal Doom R: 10' T: creature D: permament You must invest 4 [dice] to cast this spell, and you also drop to 0 HP. You pronounce a Fatal Doom upon a living creature. The creature must have asked you for advice, in a non-casual capacity. They must have asked you what to do, where to go, how to overcome an enemy, or a glimpse into the future. Instead of calling on a spirit, you read the future directly. You may describe (in one or two sentences, clear or cryptic) what will happen to the target, and how they will die. The Doom is inevitable and irreversible. The GM may alter details and circumstances, but if you say that the target will be hounded from his home by those he loves and devoured by wolves in the forest, that's how he's going to die - and soon. Nothing else will kill the target until the Fatal Doom has come to pass.
This is one of the most powerful spells a wizard can cast because it allows the caster to directly edit reality and set future events. The necromancer could doom a nation with a single spell. Of course, there's no protection from the consequences of a wrathful leader, especially one who has nothing to lose.
- MD only return to your pool on a 1-2 for 24 hours
- Take 1d6 damage
- Random mutation for 1d6 rounds, then make a Save. Permanent if you fail.
- Save vs Fear against the target of your spell. 1d6 rounds. Target is fully healed if undead.
- 1d6 nearby corpses raise as zombies and attack you for 1d6 rounds.
- You die. Save vs Intelligence every hour to find your way back to your body.
- You die and spend the next 1d6 days wandering Creation as a disembodied, feeble spirit. Your body will rot after 2 days unless it is preserved in some way: pickling, embalming, freezing, or desiccation. If you inhabit a rotting body, you become undead.
- You become undead, permanently. If you were already undead, you instead lose 6 HP permanently.
- By direct decree of the Authority, all corpses in 20 miles rise as zombies and skeletons and attempt to kill you. If you have been particularly notorious, they will be accompanied by 2 Bell Exorcists and a demon Average: 3d20 skeletons, with 1d6 lieutenants, monsters, and commanders as appropriate. Anyone they kill joins them. They will pursue you to the ends of the earth. This doom can be avoided by eating the heart of an immortal creature, or journeying into hell and make a bargain to serve the Authority, or becoming a Lich.
You need to breed and research 8 specific spells. The spells don't do anything alone, but they modify your soul to withstand the terrors of undeath with your mind intact. You are essentially breeding and then grafting spells onto your soul.
Since no active liches will teach you the spells they used, and records of spell development are fragmentary at best, each lich must forge their own path. Some succeed; many fail, and fade away into half-mad shadows or disappear screaming into Hell. Other liches become trapped in living worlds of madness and memory, unable to accept their new form or the the changing times. History is full of Immortal Tyrants; they never quite manage to rule the empires they desire.
- Salt
- Ash
- A clay bottle
- A round blue stone
- A piece of carved and polished bone
- A grey metal bell with no clapper
- A twig with three forks and one dead leaf
- The front leg of a cat
- A dried frog in a pouch
- Powdered teeth
Take 3 skills and then 1 per level.
Tier 1 | Lesser Reanimation – Necromancer may build and reanimate unintelligent and spiteful creations of ½ HD per level of spell slot dissipated. |
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Tier 2 | Speak with Dead – The skilled necromancer can speak with the dead and undead, compelling corpses to talk and understand regardless of their age. At least the skull of the creature is needed for this power to work, and the ability does not compel the dead to answer questions or behave in a friendly manner. Legerdemain 2 in 6 |
Tier 3 | Greater Reanimation – Necromancer may build and reanimate undead thralls of limited intelligence and will of up to 1 HD per level of spell slot dissipated. Banishment – The necromancer may drive off and hold hostile undead at bay with his will alone. Necromancers turn undead as a cleric of ½ his or her level. This ability will not destroy undead, only cause them to flee or cover defensively. |
Tier 4 | Raise Dead – Necromancer reach through the veil of death and return souls to their mortal bodies. A person less than 5 days dead can be raised by the necromancer with this ability. This action takes a session of downtime, and requires a roll under Constitution on the part of both the necromancer and subject. A failure by the necromancer means a permanent 1 point Constitution loss to the necromancer, while a failure by the resurrection’s subject results in permanent death. Individuals raised by necromancers are effectively undead, suffering the effects of turning and damage from holy water, as well as the inability to heal by non-magical means and a permanent loss of 1D6/2 Constitution.Lich Process – A Necromancer may begin the process of transforming themselves into a Lich at this level of power. This should be treated as spell research of the Maximum level, with failure resulting in the Necromancer’s destruction/death and success transformation into to a near immortal undead creature.Legerdemain 3 in 6 |
The skill of fast talk and deception, an individual successfully using this skill may concoct disguises, take on fake accents and manipulate the emotions of their targets. Successful use of the skill will allow a user to conceal their true identity or disguise themselves, avoiding potential reputation related penalties, and even calm a violent situation (unless combat has already begun) or mend a poor reaction roll. If a character with legerdemain successfully attempts to manipulate or fast talk their target this causes another reaction roll with a bonus equal to ½ the manipulator’s legerdemain skill.
By investing a greater or smaller portion of their magical energy a necromancer may create and command undead thralls. By giving up one or more spell slots the Necromancer may empower undead servants, entirely loyal but very unintelligent and inclined towards evil and mayhem. The basic undead thrall is something akin to a zombie or skeleton, but by investing greater or lesser amounts of power they may be given special abilities and intelligence. A basic thrall will have AC 17, and one attack with a trained attack bonus structure for Hit Dice.
Thrall Special Abilities | |
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Spell Level Cost | Effect |
Intelligence | |
1 Spell Level | Basic Intelligence (INT 4) (Morale 12) |
2 Spell Level | Moderate Intelligence (INT 11) (Morale 10) |
Offensive | |
1 Spell Level | Warrior Attack Bonus |
1 Spell Level | Additional Attack |
1 Spell Level | Dangerous Attack - Attack does Damage as 2-Handed Weapon |
2 Spell Level | Attack Drains Levels |
2 Spell Level | Paralyzing Attack |
Defensive | |
1 Spell Level | Additional Armor (AC 15) |
2 Spell Level | Heavy Armor (AC 18) |
3 Spell Level | Normal Weapon Immunity |
A Necromancer’s first and most basic spell is Momento Mori, and in addition to this basic spell the Necromancer gains one of the following spells, determined randomly.
Be performing a short ritual the Necromancer wraps herself in a lasting enchantment, which will endure until a single ‘dissipation’ result on the event die. Suffused with the essence of death, the necromancer makes undead nearby accepting of her presence. It is not clear if this is a form of invisibility or simply a charm that calms the angry dead, but undead creatures will generally ignore the Necromancer and any of her own undead thralls while the necromancer is under the effect of this spell, unless they attack or otherwise make efforts to make themselves known. Sentient and powerful undead (Over 4 HD) may still detect the caster, as if she had a 5 in 6 stealth skill.
In addition to Momento Mori a starting Necromancer will have one of the following spells scribed in her spellbook:
1D6 | Introductory Necromantic Magics |
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1 | Ghostly Presence – Magic User is shielded from harm by a ghostly presence. This spirit creates a fairly ineffective shield in front of the caster, using it’s somewhat insubstantial form to swap aside blows and missiles, granting an AC of 15 for the 1D6+Level rounds that the spirit is summoned. Additionally the ghostly presence will absorb any magic missile attack directed against the necromancer during this time |
2 | Charm Undead – Using this spell the necromancer may charm or shift the allegiance of an undead creature that can understand the Necromancer. Charmed creatures may save v. spells to resist the charm on it’s initial application and then upon every ‘dissipation’ roll on the encounter day. A charmed undead may be made into a necromancer’s thrall if the necromancer has enough available spell slots to reanimate such a creature (in which case controlling it uses those spell slots as if the necromancer had reanimated the creature). |
3 | Magic Missile – The necromancer manifests a magical attack that will automatically strike a single target. The attack has no physical force but will do 1D6 points of damage. An additional missile can be created for every tier of Necromantic power possessed by the caster. Necromancer’s magic missile can take many forms, though the most common are unerring ghostly birds, flying skulls or rays of necrotizing power. |
4 | Talking Skull - When this spell is cast, a necromancer can enchant a skull with jaw bone to move and speaks any message the caster desire up to three sentences in length over a 1 turn period from start to finish. It cannot speak magic spells. The spell can be triggered by any simple occurrence according to the command of the necromancer. Once the skull speaks this enchantment will expire. |
5 | Darkness – The necromancer can create globe of darkness that obscures all light within a 10’ radius that will last for three rolls of the ‘dissipate’ result on the random encounter check. This darkness is impervious to normal light sources, can will extinguish magic lights (both spells consuming one another). The spell may be cast on the eyes of a living creature, and if they fail to save vs. spells will result in blindness. |
6 | Miasma of Fear – Pulling the vaguest reflections and whispers of existence from nearby spirits the necromancer creates a region around themselves (a 10’ square centered on the caster) that reeks of death and whispers with the agonies of the death. Any living, natural creature entering the miasma (including the caster’s allies) must save vs. spells or flee for 1D6/2 rounds. The miasma does not move with the caster but will persist for one dissipation roll. |
Necromancy is a dangerous art. Loading deaths-spells into a living brain is often fatal. Many apprentice necromancers are disassembled and reused by their more cautious masters.
Some necromancer chart a safer path to power. They invest in enchantments, potions, and mechanisms. Working by the light of human fat candles they push the frontiers of human - and inhuman - knowledge. Necromancers are hunted outlaws; Necromancer Inventors are rarer still. They hide among alchemists, tannery workers, butchers, monks, and scholars. Some have extended their lives for centuries, hopping from body to body, one step ahead of authorities and suspicious villagers. Others, inflamed with ideas from Foreign Parts or ancient texts, pour their lives (and the lives of others) into their work.
Starting Equipment: spellbook, ink, quill, dagger, Inventor Necromancer Components (see below).
Starting Skill: History. Roll on the Outlaw Wizard background table.
A: +1 Masterwork Invention, Emergency Invention B: +1 Masterwork Invention C: +1 Masterwork Invention
D: +1 Masterwork Invention or Masterwork Upgrade
Your Inventor Necromancer Components take up two inventory slots. They can be replenished in any town for 10gp (or, if suitable conditions exist, scrounged in the field. Ask your GM). Bits of wire, string, glass vials full of strange fluids, sharp serrated blades, dead flesh in leather wrappings, salt, pickled eyeballs; all are useful to an Inventor Necromancer.
You are technically a spellcaster, but your spells are slow, fiddly, and obscure. You never cast them during combat. Unless you multiclass, you have no spell slots or magic dice. Your spellbook is a combination notebook, recipe book, and engineering reference manual. You are probably a little bit mad and entirely self-confident.
You can create a device to solve one particular problem. It uses up both your Inventor Necromancer Components. The device can imitate any existing mundane tool or item. It lasts for 1 hour per Inventor Necromancer template. Examples:
-a lantern made of bone with a phosphorescent rot (lasts 3 hours, as a flask of oil)
-a dagger made of bone
-50' of intestinal rope
-acid to dissolve a lock
The devices below are unique. Your Inventor Necromancer created them and only they can use them. If damage or destroyed, the invention can be rebuilt with 100gp in components, at least one corpse, and 24 hrs of work (spread over several days if necessary).
If you work on a specific project, you can either deliberately create one of the inventions below when you level, or work with your GM to build something new. Items, tools, and corpses you find in your travels may provide useful inspiration and components. Want goggles that use wizard eyes to see 360 degrees (and in several new colours)? Sure! Use the items below to calibrate your invention's power and utility. If you don't have a specific project when you level up, roll randomly.
1. The Memory Pipe
An elaborate hookah pipe connected to a cloth tube and a sharp steel needle. Stab it into the forehead of a corpse and smoke its memories. For [# of Inventor Necromancer templates] hours, you gain all the skills, languages, and memories of the corpse. You do not gain any spells or supernatural abilities. If the creature was magical or particularly strong-willed, Save or gain some aspect of the creature's personality for the duration. If the creature was over 100 years old, Save or take 1d6 Wisdom damage. The corpse must be fresh (within 2 hours of death unless preserved) to gain the full benefit. If you smoke an old corpse, you gain a few random glimpses or skills, but nothing immediately useful.
2. Ectoplasma Cannon
A large tube of metal with a crossbow grip. Aim at a ghost and make a range attack roll. If you succeed, deal 1d6 damage. If the ghost is reduced to [# of Inventor Necromancer templates]+1d6 HP or less, you also suck it into your cannon. You can unleash all the ghosts from the cannon to deal 1d6 damage to anything between the cannon and a point up to 200' away. At the point, it deals [# of ghosts]x1d6 damage in a 20' radius, spreading around corners as a fireball. The cannon can hold a maximum of 4 ghosts. Particularly powerful spirits may count as multiple ghosts.
3. Undead Gladiator
A skeleton clad in iron with chainsaw hands. A zombie in shrieking iron, crude and vicious. A six-legged beast with toothed hands and cruel spikes. Whatever you've created, it's deadly, hardy, and single-minded. Tell it to follow you and it follows. It can climb but not swim.
HD: 1 (8 [# of Inventor Necromancer templates] HP)
Wants: to smash the living. Only the living.
Armor: as plate
Move: normal
Morale: 12
Damage: 1d8+1. Damage type varies depending on how you've built your monster.
4. Artificial Life Engine
A gold insect with hooked limbs. You can create up to [# of Inventor Necromancer templates] implants. If placed on a dying creature (any number of Fatal Wounds), the Artificial Life Engine restores them to their maximum HP. The creature returns to a gray half-life. They lose 1d6 from all stats (roll individually). 1 pint of blood or one small living creature, like a bird or a rat, must be placed into the Artificial Life Engine per day or it ceases to function, killing the creature it supported. Creatures supported by the Artificial Life Engine do not age. They heal 1 point of damage per day.
5. Flesh Sculpting Ray
A metal box full of gears, wires, and bubbling alchemical flasks. Insert a scrap of flesh, fresh or ancient, then aim the box at a living creature. The target must be restrained, helpless, or unconscious. The box will reshape the target's body to match the scrap of flesh. Ideally, you should target the same species. You can bring back dead friends (in the flesh only; the mind will not change) or the bloodline of ancient kings. If used on two creatures of different species, monsters, deformed abominations, and messy explosions of steaming blood and flesh may result. The process takes 1 hour and is agonizing beyond belief. If the target is conscious they permanently lose 1d6 Wisdom
6. Soul Transfer Helmets
Two silver skullcap-sized helmets connected by 6' of dense cables and tubes. If placed on the head of two living creatures, the creatures must Save or swap souls. Use the highest Save value. If they Save, both creatures take 1d6 damage. The soul carries most memories with it, but some may remain behind to plague a body's new inhabitant. If the difference in HD between the two creatures is more than 4, the creature of lower HD must also Save or explode. Creatures cannot be smaller than a cat or larger than an ogre.
7. Emergency Phylactery
A gold pendant. Give it to someone. If you die while they are wearing it, Save with a bonus equal to the number of Inventor Necromancer templates you possess and a penalty equal to the person or creature's HD. If you pass, you take over their body, no matter where it is. If you fail, you die.
8. Unliving Armour
A suit of bone, sinew, and flesh. Step inside, seal it around you. The suit has armour as chain and 10 HP. You can spend 6 hours to fully repair it. While wearing the suit, your Strength is 18. When not in use, the suit lumbers or slithers behind you.
9. Obedient Servants
Create a number of obedient undead servants equal to the number of Inventor Necromancer templates you possess. All servants must be of the same type (though you can retrofit them to a new type with 100gp in components, at least corpse, and 24 hrs of work). Servants have a skill related to their type. Examples: dancing skeletons, scout skeletons, philosopher zombies, warrior constructs, lab assistants.
HD: 1 (5 HP)
Wants: to fulfill their function.
Armor: none
Move: normal
Morale: 12
Damage: 1d6 (if Warrior servants), 0 otherwise.
- Unnatural Healing Oils**
Made from essential salts, vital fluids, alchemically reduced marrow and powdered memories. You can create 3 doses from a humanoid corpse and can only carry 3 doses at any given time. Each dose heals [# of Inventor Necromancer templates]x1d4 HP. Flesh healed appears grey and bloodless. Wounds are sealed with wire and crude staples. Healing by this method does not make a creature undead, but it does make them something close to it.
Choose a Masterwork Invention you already own. Work with the GM to increase its effects. Examples: your Ectoplasma Cannon can draw the souls from low-level undead as well. Your Soul Transfer Helmets can be used to extract intelligence from helpless targets. Your Unliving Armour can fire a bone projectile.
Necromancer Requirements: None Prime Requisite: INT Hit Dice: 1d4 Maximum Level: None Necromancers are a specialized form of magic-user. They use some of the same spells, as well as some spells in common with clerics, but also have a large number of unique spells which give them great power over the forces of death and undeath. Necromancers have the same weapon and armour restrictions as magic-users, and can use the same types of magic items, including those items usable to characters of all classes. However necromancers are generally only able to create magic items which have a connection to the undead or to the forces of life and death (for example: a staff of withering, or the new items in Appendix III). Necromancers can use scrolls containing spells on their spell list, but not scrolls of other magic-user or illusionist spells. Necromancers advance using the same experience and spell acquisition tables as standard magic-users. Necromancer Spell List 1st level
- Cause light wounds (C)
- Command dead
- Command undead
- Darkness globe (MU)
- Detect disease
- Detect undead
- Dying words
- Exterminate
- Haunting
- Locate remains
- Pass undead
- Preserve dead
- Ray of enfeeblement (MU)
- Read magic
- Scare (MU)
- Shadow touch
- Skeletal servitor
- Summon familiar (MU)
- Unseen servant (MU) 2nd level
- Choke
- Corpse visage
- Death recall
- Detect magic (MU)
- Feign death (MU)
- Ghoul touch
- Lend strength or fortitude
- Ray of pain
- Resist turning
- Seal tomb
- Speak with dead (C)
- Spectral hand
- Summon swarm
- Zombie servitor 3rd level
- Animate dead (MU)
- Cause disease (C)
- Drag from death's door
- Fear (MU)
- Hold person (MU)
- Skull sight
- Skull speech
- Summon undead I
- Unhallow
- Walking dead
- Zone of sinister stillness 4th level
- Cause serious wounds (C)
- Charm undead
- Curse (MU – reverse of remove curse)
- Detach / graft
- Inter
- Mummy touch
- Raise dead, lesser
- Summon undead II
- Swarm transformation 5th level
- Cause critical wounds (C)
- Death spell (MU)
- Gaseous form
- Guardian spirit
- Magic jar (MU)
- Summon shadow (I)
- Summon undead III
- Wall of gloom
- Zone of creeping terror 6th level
- Bind spirit
- Contact spirit
- Curse of undeath
- Harm (C – reverse of heal)
- Knowledge of life
- Lich touch
- Organ transference, lesser
- Sacrificial resurrection
- Spiritwrath (MU)
- Summon undead IV 7th level
- Death geas
- Destruction (C – reverse of resurrection)
- Drain energy (C – reverse of restoration)
- Necrosis (C – reverse of regenerate)
- Summon demon (MU)
- Summon undead V
- Undead regeneration
- Zone of weakness 8th level
- Clone (MU)
- Organ transference, greater
- Power word blind (MU)
- Skeletal army
- Summon undead VI
- Symbol (MU)
- Trap the soul (MU) 9th level
- Power word kill (MU)
- Raise dead (C)
- Reinstate spirit
- Steal life force
- Summon undead VII
- Zone of death Necromancer Spells Bind Spirit Level: 6 Duration: Special Range: Touch This spell allows the caster to summon a spirit from beyond the grave and to bind it into an object, imbuing the object with one of the following powers: darkness globe, exterminate, haunting, preserve dead, unseen servant, feign death, resist turning, seal tomb. The object's power is permanent in duration (unless the imbued spirit is released or dispelled, see below), and moves with the object. There is a 2% chance per month that the bound spirit will escape, and the caster may choose to release the spirit at any time, as long as the object is within 60'. The released spirit manifests as a wraith, and is free-willed, not under the caster's control. Once the spirit has been released it cannot be returned to the object, ending the spell. The object may also optionally be given a command word which will release the trapped spirit. The imbued object radiates magic and is treated as undead. In addition to the normal means of dispelling, the bound spirit can be released by a successful turning attempt (as a 6th level creature). The summoning and binding of the spirit takes the form of a two hour ritual, and requires the consumption of 500gp worth of rare spell components. Charm Undead Level: 4 Duration: Special Range: 120' This spell functions in the same way as the magic-user spell charm monster but only affects undead. Choke Level: 2 Duration: 1 round per level Range: 90' This spell causes a pair of spectral hands to clasp the throat of a single target and to begin choking them. Each round of the spell the victim suffers 1d4 damage and makes attack rolls at -2. The victim is allowed a saving throw when the spell is cast, with success reducing the choking damage by half (rounded up). Due to the ghostly nature of the choking hands, it is not possible for the victim to wrench them away. However the choke is negated if the caster is killed or knocked unconscious. Command Dead Level: 1 Duration: 1 turn Range: 60' This spell allows the caster to control up to 2d8 HD of recently deceased creatures, reanimating them as undead for a short time. The reanimated dead are mindless and are fully under the caster's control. They fight as 1HD monsters, having 1d8 hit points, and can be turned as zombies. When the duration expires the deceased fall immediately back into the grip of death. Command Undead (reversible) Level: 1 Duration: See below Range: 60' This spell allows the caster to attempt to control undead creatures, binding them to his will. A roll on the Turning Undead Table is made, as a cleric of the caster's level. A success indicates that the affected creature(s) will obey the caster's commands for 1d4 rounds. An automatic turning result (T) means they will obey the caster's commands for 1d4 hours, and a result of D means that they can be commanded for 1d4 days. In any case, the spell's effect is broken if the controlled creatures are successfully turned or commanded by another. Turn undead, the reverse of command undead, allows the caster to attempt to turn undead creatures in the same way as a cleric. (The reversed version may not be available in some campaigns, at the Labyrinth Lord's discretion.) Contact Spirit Level: 6 Duration: See below Range: Unlimited This spell works similarly to speak with dead, but allows the caster to communicate with the spirit of any deceased being whose name is known. The duration, number of questions and maximum age of the spirit depend on the caster's level, exactly the same as with speak with dead. The spirit communicates as a faint voice from beyond the grave. Powerful spirits may be allowed a saving throw versus spells to resist being contacted. Corpse Visage Level: 2 Duration: 1 day per level Range: Touch This spell allows the caster to take on the facial appearance of the corpse of someone recently dead (within one week). The caster's face reflects the exact state of the corpse, and will decay as it decays. Nonetheless the spell is often enough to achieve the desired deception. Curse of Undeath Level: 6 Duration: Permanent Range: 30' The necromancer places a curse on a single target in range, declaring that their fate upon death is to rise again as undead. The target may make a saving throw versus spells to resist. If the save fails, the doom is unavoidable, except if dispelled by remove curse or limited wish. The exact form of undead which the victim becomes is determined by the Labyrinth Lord. Death Geas Level: 7 Duration: See below Range: 30' Similar to the cleric spell quest, this spell compels the target to undertake a quest determined by the caster. The death geas functions identically to the clerical spell, with the addition that if the victim dies while performing the quest he will rise as undead and not rest until the quest is fulfilled. The type of undead the victim rises as is up to the Labyrinth Lord. Death Recall Level: 2 Duration: 1 turn Range: Touch Upon casting this spell and touching the body of a creature which has died within the last 24 hours, the caster enters a trance state. While in the trace the caster experiences a vision of the last 10 minutes of the creature's life, ending with its death, at which point the caster wakes from the trance. The vision is from the point of view of the target creature, and overwhelms the caster's own senses for the duration. Detach / Graft Level: 4 Duration: See below Range: Touch Casting this spell and touching a body part causes it to detach from its owner, who can then control the part as an independent entity. Thus hands may crawl around, legs may hop, and even heads can be detached and rolled. If the target is unwilling, a save versus spells is allowed to resist the detachment. The detached body part can be controlled for up to 1 turn per level of the caster, after which it must be retrieved and reattached to the body (which happens automatically). If the body part is not reattached during the spell's duration it dies. Using the reverse version, graft, body parts lost in any way may be replaced either by reattaching the missing part or by grafting on replacement parts cut from another living or recently dead creature. The graft is permanent, but the recipient (which may be the caster himself) must make a transformative shock roll. If the roll fails the graft does not take, and will wither and fall off in 1d6 weeks. Detect Disease Level: 1 Duration: Instant Range: 30' This spell enables the caster to detect whether a single object or creature carries a disease. Both normal and magical diseases can be detected, and the caster has a 5% chance per level of detecting the exact type of disease carried. Detect Undead Level: 1 Duration: 3 turns Range: 60' This spell enables the caster to detect the presence of any kind of undead creatures within range. The spell does not indicate the precise location or type of any undead detected, only their direction. It is blocked by 1 foot of stone, 3 feet of earth or a thin layer of metal. Drag from Death's Door Level: 3 Duration: Instant Range: Touch This spell provides a last ditch attempt to prevent the death of a single target whom the caster must touch as he casts the spell. The target must have been reduced to 0 or less hit points within the last turn. The spell carries the risk of the subject being reanimated as a zombie under the caster's control, as per animate dead. The chance of this occurring is based on the subject's current hit points, equal to 5% for each hit point below 1. Otherwise, the subject is dragged from the brink of death and returns to 1hp, in the same way as if a raise dead spell had been cast. The other usual effects of raise dead apply, including the two week period of weakness, the permanent loss of one point of CON, and a resurrection survival roll. Dying Words Level: 1 Duration: See below Range: 60' This spell causes a corpse to speak, uttering a short phrase as determined by the caster. While the spell is often used to put words into the mouths of the recently deceased, the corpse to be affected may be of any age – even a skull may be made to speak. Exterminate Level: 1 Duration: Instant Range: 15' This spell instantly kills vermin creatures, including small rodents, insects and spiders. If used against extremely small creatures (1 hit point or less), all creatures in an area up to 1 cubic foot per level of the caster are killed. Larger creatures (up to 6 hit points), including giant versions of normal vermin, can also be targeted, but are allowed a saving throw versus death. The caster is able to kill one such creature per level. Summoned familiars and creatures of greater than animal intelligence are not affected. Gaseous Form Level: 5 Duration: Special Range: 0 This spell causes the caster and everything he is carrying to transform into a cloud of mist. While in gaseous form the caster can only be harmed by magic, and can neither attack nor cast spells. The caster can move at 20' per round, and can pass through small cracks and holes. The spell lasts as long as the caster desires. Ghoul Touch Level: 2 Duration: 1 round per level Range: Touch This spell causes any humanoid creatures touched by the caster to be paralysed for 2d4 turns. The target is allowed a saving throw versus paralysis to resist the effect. Elves and humanoids larger than ogres are not affected by this spell. Guardian Spirit Level: 5 Duration: 1 day per level Range: 0 The caster summons a lost soul from the underworld and tasks it to guard the location where this spell is cast. Once summoned, the spirit lies dormant and invisible in the locale to be protected, but will manifest in one of a number of ways when any living being enters the area. Firstly, the caster may choose for the spirit to manifest as a wraith and to attempt to fight off intruders. Secondly, the caster may wish the spirit to manifest at his current location, warning of the intrusion. Lastly, the caster may choose for the spirit to manifest as a chilling fog, having the same effects as the fog cloud spell, but additionally causing 1hp of cold damage per round. All forms of manifestation of the guardian spirit will only happen once, after which the spirit is freed. The summoning and binding of the guardian spirit takes the form of a two hour ritual, and requires the consumption of 250gp worth of rare spell components. Haunting Level: 1 Duration: 1 turn per level Range: 60' This spell places an enchantment on the area where cast, causing it to exhibit signs of being haunted. At the caster's choice, objects may rattle or fall of their own accord, phantasmal noises may be heard, or a ghostly form may manifest. A haunting may be dispelled by the cleric spell bless, and is susceptible to turning, as a 1 HD monster. Inter (reversible) Level: 4 Duration: Permanent Range: 60' Inter causes one target within range to be pulled into the earth over the course of 2d4 rounds. A save versus death magic is allowed to resist the spell, and the interment may be prevented if the victim is aided by four or more creatures of average STR. Otherwise the victim is dragged 10' down with no way out. The reversed spell, exhume, causes buried bodies within range to rise to the surface of the earth. The caster may optionally choose which bodies are exhumed, perhaps by reading names from gravestones. Knowledge of Life Level: 6 Duration: Instant Range: 60' The caster gains an instant insight into the history and personality of an undead creature during its former mortal life. The objective answer to one specific question may also be gained, though secrets known only to the target cannot be divined. Very powerful undead such as liches are allowed to make a saving throw to resist. Lend Strength or Fortitude (reversible) Level: 2 Duration: 1 turn per level Range: Touch This spell allows the caster to transfer his physical strength or constitution to the target. The caster temporarily loses up to 1 point of STR or CON per 3 levels, and the target gains the same number of points in the selected attribute. The reversed version of the spell, leech strength or fortitude, allows the caster to attempt to steal the physical strength or constitution of other beings. The target is allowed a saving throw versus paralysis, which, if failed, results in the loss of 1 point of STR or CON per 3 levels of the caster. The caster temporarily gains the leeched attribute points. This spell has no effect on undead creatures. Lich Touch Level: 6 Duration: 1 round per level Range: Touch The caster's touch has the power to inflict 1d10 points of cold damage and permanent paralysis. A saving throw versus paralysis is permitted to avoid the latter effect, which can otherwise only be cured by magic. Locate Remains Level: 1 Duration: 1 turn, +1 turn per 2 levels Range: 60' This spell allows the caster to detect the location of the remains of any dead creatures in range. This includes corporeal undead such as skeletons, zombies and ghouls, although the caster is not aware of their undead status. Alternatively, if the caster possesses a personal item or small body part (such as a bone or lock of hair) of a specific individual, then that individual's remains can be sought with this spell. In this case the remains of other creatures are not detected. Mummy Touch Level: 4 Duration: 1 round per level Range: Touch This spell causes any creature touched by the caster to be afflicted with the hideous curse of rotting which is transmitted by the touch of a mummy. The victim cannot receive the benefit of magical healing, and heals naturally at 1/10th of the normal rate. The curse can be cured with the spell remove curse. Organ Transference, Greater Level: 8 Duration: Permanent Range: Touch This spell functions in the same way as the 6th level lesser organ transference, and additionally enables the transplantation of the brain from one being to another, essentially causing a permanent body swap. It is rumoured that some necromancers have discovered a technique allowing them to use this spell to transfer their own brain into the body of a victim. Organ Transference, Lesser Level: 6 Duration: Permanent Range: Touch This spell enables the transplantation of various bodily organs from one being to another. The affected creatures must both be of the same species and must both be alive. The organs to be transferred must be physically cut from the bodies of the subjects and transplanted, this spell only causes the fusing of the new organs into place and the healing of any wounding inflicted by the process. Commonly transferred organs include the eyes and the heart, but any organ except the brain may be transferred. Transplanting a healthy heart can restore CON lost due to ageing, disease or magic. The caster has the option of actually exchanging the organs of both creatures, or of simply removing an organ from one and transferring it to the other. Pass Undead Level: 1 Duration: 1 turn per level Range: Touch This spell renders the creature touched completely undetectable to undead. The spell's recipient can take any non-hostile actions in the presence of undead and will be ignored. Upon attacking his presence is revealed, but even then only to the individual undead creature or creatures which were attacked. Undead with greater than 5 Hit Dice are allowed a saving throw to detect anyone protected by this spell, and undead with 9 or more Hit Dice are never deceived by the spell. Preserve Dead Level: 1 Duration: 1 day per level Range: 30' This spell prevents the onset of decay in one or more dead bodies in range. One corpse per two levels of the caster can be affected. For the spell's duration the condition of the bodies is perfectly preserved. Also, for the duration of the spell, creatures who are destined to rise as undead (such as those slain by a ghoul) will not do so. Use of this spell extends the amount of time at which raise dead is effective. It can also be used in conjunction with animate dead in the creation of zombies – corpses which are first preserved and then animated gain one additional hit point per Hit Die. Raise Dead, Lesser Level: 4 Duration: See below Range: 120' This spell works similarly to the cleric spell raise dead, enabling the necromancer to bring the dead back to life. The only difference being that this spell does not have the power to permanently resurrect. The raised creature suffers the two week period of weakness, as described in raise dead, and then may act as normal for one day per level of the caster. Once the grace period has passed, the creature must roll each day on the following table, with a cumulative +3% modifier per day. d% Result 01 – 24 Lose 1d4 hit points. 25 – 34 Lose one point of CON. 35 – 44 Lose one point of DEX. 45 – 54 Lose one point of STR. 55 – 59 Fingers, teeth or hair start rotting away or falling out. CHA reduced by one. 60 – 64 A limb dies and drops off. 65 – 69 Lose one experience level. 70 – 73 Overcome with murderous lust. 74 – 78 Overwhelmed with sorrow. 79 – 83 Can no longer bear to eat – starvation begins. 84 – 87 Can only gain sustenance through cannibalism – otherwise starvation begins. 88 – 91 Become semi-corporeal – AC improves by 2 points, but unable to manipulate fine objects. 92 – 94 Become fully incorporeal – can only be harmed by magical weapons, but cannot affect the physical world in any way. 95 – 99 Become undead (the Labyrinth Lord decides which type). 00+ Death. Ray of Pain Level: 2 Duration: Instant Range: 15' per level This spell creates a ray of shadowy energy which leaps from the caster's hand towards the chosen target, who must make a saving throw versus spells. If the save is successful the victim takes 1d4 hit points of damage. If the save fails the victim suffers 1d6 points of damage plus one point per level of the caster, and is affected by a wracking pain lasting until the end of the next round. The pain causes a -1 penalty to attack rolls, saving throws, Armor Class and ability checks. Undead are not affected by this spell. Read Magic (Necromancer) Level: 1 Duration: 1 turn Range: 0 This spell works in exactly the same way as the magic-user spell of the same name, except it allows a necromancer to understand spells on the necromancer spell list. Other spells can be recognised using read magic, but cannot be understood by a necromancer. Reinstate Spirit Level: 9 Duration: Permanent Range: Unlimited This spell allows the caster to summon the spirit of a deceased being whose name is known and to cause it to be reinstated into a corpse which is in the caster's presence. The maximum age of spirit which can be reinstated is the same as with speak with dead. The reinstated spirit retains its personality and all knowledge of its life (and beyond). Once reinstated it becomes an undead creature equivalent to a wight. The newly undead creature is not in any way favourably disposed towards the caster, and may resent being forcibly brought into a state of undeath. Powerful spirits may be allowed a saving throw versus spells to resist being reinstated. Resist Turning Level: 2 Duration: 2 rounds per level Range: 15' radius This spell protects undead creatures in the area of effect from being turned by a cleric or by the reversed form of command undead. The spell is effective against a single turning attempt made within the duration. When a turning attempt is made, the Labyrinth Lord should roll 1d20, adjusted by the difference between the caster's level and the level of the turning character. If the result of the roll is 10 or greater the turning attempt is nullified. The spell's effects can be centred on the caster, another creature, or on a chosen object or location. Sacrificial Resurrection Level: 6 Duration: Permanent Range: Touch By making a bargain with the forces of death, the necromancer can exchange one soul for another, bringing a dead creature back to life in return for a sacrifice of equal magnitude. The spell functions in basically the same manner as raise dead, but requires the sacrifice of one or more intelligent beings, whose total Hit Dice must equal that of the creature being revived. Seal Tomb (reversible) Level: 2 Duration: See below Range: 60' This spell places a magical seal upon a single crypt door within range, causing it to close and become magically locked in the same manner as the magic-user spell hold portal. The caster himself can pass through the door unhindered, and can optionally grant access to undead. The spell may also be used to seal closed a single sarcophagus or coffin lid. The seal lasts for one year. The reversed version, open tomb, causes a crypt door or coffer lid to open, bypassing any warding magic placed upon it. Spells such as seal tomb and arcane lock are simply dispelled, while other warding spells are bypassed for 1 turn. Spells of 5th level or above are unaffected. Skeletal Army Level: 8 Duration: See below Range: 120' Cast in a graveyard, or at the site of a battle, this spell causes up to 1d6 HD of skeletons per level of the caster to reanimate and rise up from the earth ready to do the caster's bidding. The caster must maintain concentration to control the summoned skeletons. If he is distracted the skeletons will fall apart in 1d6 rounds. Skeletal Servitor Level: 1 Duration: 6 turns, +1 turn per level Range: Touch This spell causes a single humanoid skeleton to reanimate under the caster's control for the duration. Apart from the short duration and the limitation of a single skeleton, it functions in the same way as animate dead. Skull Sight Level: 3 Duration: 1 turn Range: Unlimited This spell allows the caster to see through the eye sockets of a skull which he has specially prepared by anointing it with a mixture made from rare herbs costing 500gp and the eye ball of an undead creature. Skull Speech Level: 3 Duration: 1 turn Range: Unlimited This spell allows the caster to speak through a skull which he has specially prepared by anointing it with a mixture made from rare herbs costing 500gp and the tongue of an undead creature. It is not possible to cast spells through the enchanted skull. Shadow Touch Level: 1 Duration: 3 rounds, +1 round per level Range: Touch The caster's hands are enveloped with a blue glow which can be used to damage the life energy of any living creature touched – causing 1d4 hit points damage and the loss of one point of STR. The touched creature is allowed a saving throw versus spells to avoid the effects of the chill touch. Creatures who do not have a rated STR score instead suffer a -1 penalty to attacks each time they are touched. Lost points of strength are recovered at a rate of one per hour. Spectral Hand Level: 2 Duration: 2 rounds per level Range: 100', +10' per level A ghostly glowing hand appears within the spell's range which the caster can direct as willed. While the hand exists it can be used to deliver any touch spell of 4th level or lower which the necromancer casts, granting a +2 attack bonus. Controlling the hand requires the caster's full concentration. If he performs any other actions during the spell's duration, the hand returns and hovers close by. The hand is formed of the caster's life force, thus is vulnerable to attack. It can only be harmed by magical weapons or spells, and has an Armor Class of -2. If the hand is damaged it disappears and the caster suffers 1d4 hit points of damage. Steal Life Force Level: 9 Duration: Permanent Range: Touch This spell ages the target and rejuvenates the caster. It is used by some evil necromancers to indefinitely extend their lifespan by stealing the lives of victims. If the target fails a saving throw versus death, he is aged 1d10 years, and the caster is rejuvenated the same number of years. If the target is aged beyond his natural lifespan, he dies. The caster cannot rejuvenate himself to younger than 20 years old. Each time this spell is used there is a 1 in 10 chance that the caster will permanently lose one point of CON. When the number of CON points lost equals the caster's original CON ability score, the caster enters an undead state. Summon Demon (Necromancer) Level: 7 Duration: See description of magic-user spell Range: 10' This spell is identical to the magic-user spell of the same name, but can only be used by necromancers to summon servitors of the demon lord Orcus, prince of the undead. Summon Familiar (Necromancer) Level: 1 Duration: See description of magic-user spell Range: 10' per level This spell works in basically the same way as the magic-user spell, with several differences. The same types of creatures may respond to the spell, but in the case of a necromancer they are often reanimated corpses – an undead cat or raven, for example. Necromancers casting this spell may also summon creatures such as an unusually large spider or centipede. The probability of a special familiar remains at 5%, but only an imp or quasit will respond to this spell. Summon Swarm Level: 2 Duration: Special Range: 100' This spell conjures a seething mass of vermin creatures such as bats, rats, spiders, flying insects, centipedes and so on. The swarm consists of a single type of creature, which the caster can choose. Any creatures engulfed by the swarm suffer 1d4 points of damage per round. Victims can choose to forgo all other actions, including movement, to reduce the swarm's damage to 1. The swarm can only be damaged by fire or other area effects, and it disperses after taking 2 points of damage per level of the caster. The swarm fills a 10' cube area, which can be moved with the caster's direction at up to 20' per round. It lasts as long as the caster maintains concentration, dispersing two rounds after his concentration lapses. Summon Undead I Level: 3 Duration: 2 rounds, +1 round per level Range: 30' This spell works in the same way as the magic-user summon monster I, but can only summon undead creatures of 1HD (skeletons). 2d4 summoned creatures arrive at the specified location in 1d4 rounds. Summon Undead II Level: 4 Duration: 3 rounds, +1 round per level Range: 40' This spell works in the same way as the magic-user summon monster II, but can only summon undead creatures of 2HD (ghouls or zombies). 1d6 summoned creatures arrive at the specified location in 1d4 rounds. Summon Undead III Level: 5 Duration: 4 rounds, +1 round per level Range: 50' This spell works in the same way as the magic-user summon monster III, but can only summon undead creatures of 3HD (wights). 1d4 summoned creatures arrive at the specified location in 1d4 rounds. Summon Undead IV Level: 6 Duration: 5 rounds, +1 round per level Range: 60' This spell works in the same way as the magic-user summon monster IV, but can only summon undead creatures of 4HD (ghasts or wraiths). 1d3 summoned creatures arrive at the specified location in 1d3 rounds. Summon Undead V Level: 7 Duration: 6 rounds, +1 round per level Range: 70' This spell works in the same way as the magic-user summon monster V, but can only summon undead creatures of 5HD (mummies). 1d2 summoned creatures arrive at the specified location in 1d2 rounds. Summon Undead VI Level: 8 Duration: 7 rounds, +1 round per level Range: 80' This spell works in the same way as the magic-user summon monster VI, but can only summon undead creatures of 6HD (spectres). 1d2 summoned creatures arrive at the specified location in 1d3 rounds. Summon Undead VII Level: 9 Duration: 8 rounds, +1 round per level Range: 90' This spell works in the same way as the magic-user summon monster VII, but can only summon undead creatures of 7HD or 8HD (vampires). 1d2 7HD monsters arrive in 1 round, or one 8HD monster arrives in 2 rounds. Swarm Transformation Level: 4 Duration: Special Range: 0 Upon casting this spell the caster instantaneously transforms into a swarm of rats, spiders or insects. While in swarm form the caster can move at 20' per round and can choose to attack by engulfing victims, who suffer 1d4 damage per round (as per summon swarm). The caster is immune to normal damage, but can be harmed by fire, spells or area attacks. The caster remains in swarm form as long as he wishes, or until death. Any damage inflicted on the swarm is reflected on the caster's body when he returns to normal. Symbol (Necromancer) Level: 8 Duration: See below Range: Touch This spell functions as the magic-user spell of the same name. Necromancers may only inscribe symbols of death, fear, insanity or pain. Undead Regeneration Level: 7 Duration: 1 round per level Range: 60' 2d8 HD of undead creatures in range are enchanted so as to be indestructible for the duration. The affected creatures may be damaged as normal, and appear to perish upon reaching 0 or lower hit points, however the following round they will rise again, regaining 2d8 hit points. Undead which are destroyed by a cleric's turning ability (the D result), or by very powerful magic such as the disintegrate spell are unable to regenerate. Otherwise, the creatures' bodies will reform, enabling them to continue fighting. Unhallow (reversible) Level: 3 Duration: Permanent Range: 60' This spell disrupts any wards in the affected area which protect against the entry or creation of undead. The reversed version, hallow, is rarely used, but effects a ward which prevents the dead remains of any creatures from rising as undead while within the protected area. It has no effect on existing undead. Walking Dead Level: 3 Duration: Special Range: Touch When cast upon a character killed in combat within the last turn, this spell causes them to rise again and continue fighting. The risen combatant is not considered undead, and is not controlled by the caster, maintaining their own goals and personality. They will attack to the best of their ability, being immune to fear and possessing an eerie strength, granting +1 to melee attacks and damage. The spell lasts either until fighting stops or the affected character reaches -20 hit points. At this point the character drops to the ground, truly dead. Characters reanimated by this spell suffer a -10% adjustment to their chance of surviving resurrection. Wall of Gloom Level: 5 Duration: See below Range: 60' The necromancer summons forth a sinister barrier of pure darkness 5' thick, 20' high, and up to 20' long per caster level. Anyone touching the wall must save versus spells or be affected by fear. Creatures unaffected by the fear effect may attempt to pass through the wall, however doing so incurs a second saving throw. If this save fails the creature is paralysed as per hold person, and remains stuck in the darkness of the wall until its duration ends. The caster, all undead creatures and creatures with a connection to darkness or shadow are unhindered by the wall. The spell lasts as long as the caster concentrates and performs no other actions. Once the caster's concentration ends, the wall persists for 6 turns. Zombie Servitor Level: 2 Duration: 6 turns, +1 turn per level Range: Touch This spell causes a single humanoid corpse to reanimate as a zombie under the caster's control for the duration. Apart from the short duration and the limitation of a single zombie, it functions in the same way as animate dead. Zone of Creeping Terror Level: 5 Duration: Permanent Range: 60' This spell enchants the area where it is cast, causing it to take on an atmosphere of dread. Anyone spending longer than one minute inside the zone must make a save versus spells or be overcome with terror and the desire to leave the area as soon as possible. Zone of Death Level: 9 Duration: Permanent Range: 60' This spell enchants the area where it is cast, causing it to become inimical to life. Any living creature within the zone suffers 1d4 points of damage per round. A zone of death is often littered with corpses of its victims. Zone of Sinister Stillness Level: 3 Duration: Permanent Range: 60' This spell enchants the area where it is cast, causing it to take on an unsettling air of silence. Sound is not magically suppressed in the zone, but characters within its area will have the feeling that any sound they make is disturbing something which is better left in peace. Inside the zone fear effects are more difficult to resist (-2 to saves) and morale boosting effects are useless. Zone of Weakness Level: 7 Duration: Permanent Range: 60' This spell enchants the area where it is cast, causing all living creatures inside to be affected by a crippling weakness. A saving throw versus spells is allowed to resist the effect, but failure means the character's STR is reduced by 5 points while in the zone. Creatures without a rated STR score suffer -2 to attacks and damage. A creature whose STR is reduced to less than 3 becomes crippled and unable to move while in the zone. Afterword To be used in conjunction with the Labyrinth Lord Advanced Edition Companion. The spells in this document were created by Gavin of The City of Iron blog (www.the-city-of-iron.blogspot.com). The new content is largely un-playtested, so I'd be delighted to get feedback from anyone who ends up using this necromancer class, or any of the new spells, in their own games.