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Copyright © 2001 by Robert J. Hall
Return to Fantasy HERO®
These spells are newly unearthed additions to the grimoire of the dreaded
Necromancer. Many of these powers are unique or little known beyond their
place of discovery. Spells that do not require END to maintain have their
endurance cost in parentheses.
Army of Darkness
This potent spell can be used to raise a small army of undead beings to
serve the Wizard. Any number of undead can be raised, worth a total of 100
points in summoning. Of course, once the undead are summoned, the Necromancer
will still need to find some means with which to command the fetid horde.
Power: Summon Undead Army (100 points of summoning)
Modifiers: Any Undead (+1/4); Incantations (-1/4), Character must have
at least 30 points in spells from Necromancy College (-3/4), Requires Magic
Skill Roll (-1/2), OIF - corpses (-1/2), Limitation: only at midnight (-1),
Limitation: does not work on ground sanctified to a "good" religion (-1/4),
Side Effects (5d6 Cumulative Minor Transformation: caster ages five years)
(-1/2), Extra Time: 1 hour (-2-1/2). Active Cost = 125 points.
END Cost: 12; Magic Roll: -12; Casting Time: 1 hour.
Real Cost: 17.
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Bone Club
Grasping the hilt of a lengthy bone, the Necromancer can empower the item
with the purified spirit of death, increasing the lethality of the weapon
whenever it strikes a living being. This death spirit will penetrate most
armor, sending an icy cold chill through the target. The actual damage
inflicted by the bone depends on the shape and mass. A typical human thigh
bone will function as a club, causing 4d6 normal damage, plus an additional
3d6 from this spell. This spell has no effect on already dead creatures, such
as skeletons or zombies.
Power: +3d6 HA
Modifiers: Penetrating (+1/2); Not versus undead (-1/4), Incantations
(-1/4), Character must have at least 30 points in spells from Necromancy
College (-3/4), Requires Magic Skill Roll (-1/2), OAF - bone (-1), Limitation:
does not work in bright sunlight (-1/4), Limitation: does not work on ground
sanctified to a "good" religion (-1/4), Side Effects (2d6 Cumulative Minor
Transformation: caster ages five years) (-1/2). Active Cost = 13
points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 3.
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Death Form
This spell allows the Necromancer to assume the form of any undead being he
has observed. However, the Necromancer does not gain any of the special
abilities of the new form. When combined with the Simulate Death ability, this
allows the Necromancer to appear to be a long-dead corpse.
Power: Shape Shift, Any Undead
Modifiers: Incantations (-1/4), Character must have at least 30 points
in spells from Necromancy College (-3/4), Requires Magic Skill Roll (-1/2),
OAF - rotting flesh (-1), Limitation: does not work in bright sunlight (-1/4),
Limitation: does not work on ground sanctified to a "good" religion (-1/4),
Side Effects (2d6 Cumulative Minor Transformation: caster ages five years)
(-1/2). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.
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Death Lord
By summoning the powers of the angel of death, this spell grants the
Necromancer command over all but the most powerful Undead within the effected
area. The undead can then be controlled for as long as they remain within
sight. The focus for this spell is a normal scythe.
Power: 9d6 Mind Control
Modifiers: Area Effect (9" Cone) (+1); Incantations (-1/4), Character
must have at least 30 points in spells from Necromancy College (-3/4),
Requires Magic Skill Roll (-1/2), OAF - scythe (-1), Limitation: does not work
in bright sunlight (-1/4), Limitation: does not work on ground sanctified to a
"good" religion (-1/4), Side Effects (3d6 Cumulative Minor Transformation:
caster ages five years) (-1/2), Limitation: Undead Only (-1). Active
Cost = 90 points.
END Cost: 9; Magic Roll: -9; Casting Time: 1/2 phase.
Real Cost: 16.
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Death Wind
When this spell is cast, a howling, swirling wind appears around
the necromancer that seems to spring from the very bowels of death.
Whispy spirits appear and begin to strip the flesh from bones. No
amount of armor provides protection from this deadly wind and within
minutes any victims have been transformed into animated skeletons to
serve the whims of the necromancer.
Power: 1d6 Major Transform - Living creatures into skeletons
Modifiers: Cumulative (+1/2).
Active Cost = 45 points.
Power: 2d6 Energy Blast - Death Touch
Modifiers: Attack versus Power Defense (+1+1/2); Linked (-1/2).
Active Cost = 40 points.
Combined: Area Effect (Radius) (+1+1/4), Personal Immunity (+1/4);
No Range (-1/2), Incantations (-1/4), Character must have at
least 30 points in spells from Necromancy College (-3/4),
Requires Magic Skill Roll (-1/2), OAF - bone tube (-1),
Extra Time - Full Phase (-1/2), Limitation: does not work in
bright sunlight (-1/4), Limitation: does not work on ground
sanctified to a "good" religion (-1/4), Side Effects (4d6
Cumulative Minor Transformation: caster ages five years) (-1/2).
END Cost: 8; Magic Roll: -8; Casting Time: Full phase.
Real Cost: 15.
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Discern Undead
This spell of detection will reveal to the caster the presence and location
of undead nearby. The entities, when viewed by means of a cracked mirror, glow
with a sickly-green, ghostly afterimage that resembles their form at the
moment of death.
Power: +5 Detect Undead (bought as sense)
Modifiers: Incantations (-1/4), Requires Magic Skill Roll (-1/2),
Character must have at least 30 points in spells from Necromancy College
(-3/4), OIF - cracked mirror (-1/2), Limitation: does not work in bright
sunlight (-1/4), Only see undead through mirror (-1/4), Side Effects (2d6
Cumulative Minor Transformation: caster ages five years) (-1/2). Active
Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 5.
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Dismiss Undead
A little-used Necromantic spell, this incantation allows the Wizard to
dismiss an undead entity to the nether plane from whence he was summoned. This
spell is more effective on ground sanctified by a "good" religion, but is
seriously weakened on the unholy ground of an "evil" religion. The focus for
this spell is some dirt from a graveyard.
Power: 10d6 Dispel Summoning
Modifiers: Incantations (-1/4), Requires Magic Skill Roll (-1/2),
Character must have at least 30 points in spells from Necromancy College
(-3/4), OIF - graveyard dirt (-1/2), Limitation: does not work in bright
sunlight (-1/4), Side Effects (2d6 Cumulative Minor Transformation: caster
ages five years) (-1/2), (+2d6 on "good" sanctified ground, -2d6 on "evil"
ground) (0). Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 8.
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Grasping Hands of Death
The ghastly hands of many corpses reach up through the earth to grasp the
legs of any victims on the surface. Anybody caught by the hands is able to
pull their way free, but movement is severely hindered. When the spell expires
or is dispelled, the hands withdraw back into the earth.
Power: 2d6 Suppress Running
Modifiers: Area Effect (2" Radius) (+1), Continuous (+1); Not on stone,
wood or other hard surfaces (-1), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), Character must have at least 30 points in spells from Necromancy
College (-3/4), OIF - wood from a coffin (-1/2), Limitation: does not work in
bright sunlight (-1/4), Side Effects (2d6 Cumulative Minor Transformation:
caster ages five years) (-1/2). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 9.
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Lich Transformation
Long a closely held secret of a few select Magi, this dark ritual allows a
powerful Necromancer to transform himself into the dreaded Lich. The
transformation is total, and can only be reversed by raising the Lich from the
dead. The focus for this spell is a 100 year-old grave stone which is used to
store the 'soul' of the Necromancer.
Power: Lich Multiform
Modifiers: Incantations (-1/4), Requires Magic Skill Roll (-1/2),
Character must have at least 30 points in spells from Necromancy College
(-3/4), Limitation: does not work in bright sunlight (-1/4), OIF - 100 year
old grave stone, Bulky (-1), Limitation: Requires resurrection to return to
life (-1), Side Effects (3d6 Cumulative Minor Transformation: caster ages five
years) (-1/2), Extra Time - 1 day (-3-1/2). Active Cost = 89
points.
END Cost: 9; Magic Roll: -9; Casting Time: 1 day.
Real Cost: 10.
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Locate Cadaver
Much valued among Necromancers and grave robbers, this spell allows the
caster to locate an intact corpse in the vicinity, even if buried deep
underground. However, the sense is blocked by glass or solid stone. This spell
requires a skeletal hand, which will point in the direction of the nearest
corpse.
Power: Sense Corpse, N-ray Vision (Not through stone or glass)
Modifiers: Only to find direction to nearest corpse (-1), Costs END
(-1/2), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must
have at least 10 points in spells from Necromancy College (-1/4), Limitation:
does not work in bright sunlight (-1/4), OIF - hand from a corpse (-1/2), Side
Effects (2d6 Cumulative Minor Transformation: caster ages five years) (-1/2),
Limitation: does not work on ground sanctified to a "good" religion (-1/4).
Active Cost = 25 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 5.
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Pallor of Death
Upon touching the target, the victim of this spell will take on a pale,
sickly hue, and become resistant to any form of healing magic. Anybody who
touches the victim will also suffer the effects of this contagious curse. The
pallor will remain in effect until a successful Dispel Magic is cast; the
victim stands in bright sunlight; or enters ground sanctified by a "good"
religion.
Power: 2d6 Suppress Healing
Modifiers: 0 END Persistent (+1), Continuous (+1), Uncontrolled (+1/2),
Sticky (+1/2); No Range (-1/2), Incantations (-1/4), Requires Magic Skill Roll
(-1/2), Character must have at least 30 points in spells from Necromancy
College (-3/4), Limitation: does not work in bright sunlight (-1/4), OIF -
Shroud from a Corpse (-1/2), Side Effects (3d6 Cumulative Minor
Transformation: caster ages five years) (-1/2). Active Cost = 40
points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 9.
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Regenerating Skeleton
Skeletons effected by this spell will automatically regenerate into their
prior form a minute after they are dispatched. This can provide a nasty
surprise for any foes who neglect their backside after defeating the original
pack. Note that this spell requires nearly as much time to cast as animating
the original skeletons, so it is normally used for preparation well in advance
of any combat.
Power: Summon Skeleton (81 points)
Modifiers: Trigger (Slain Skeleton) (+1/4), Time Delay (1 Minute
following trigger) (+1/4); Incantations (-1/4), Requires Magic Skill Roll
(-1/2), Character must have at least 30 points in spells from Necromancy
College (-3/4), Limitation: does not work in bright sunlight (-1/4), OIF -
Skeletons (-1/2), Side Effects (2d6 Cumulative Minor Transformation: caster
ages five years) (-1/2), Extra Time - 1 minute (-1). Active Cost = 70
points.
END Cost: 7; Magic Roll: -7; Casting Time: 1 minute.
Real Cost: 15.
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Stillborn
By means of this despicable spell, the Necromancer can cause a female to
become barren, or deliver a stillborn child. This spell is little used by the
death magi, but it has sometimes proven useful, especially against enemies
among the nobility. The focus for this spell is a pure white rabbit which is
slain upon casting the spell.
One known non-magical means to recover from this condition is to obtain the
blessing of a god through a pilgrimage to a holy site, thereupon making a
suitable sacrifice.
Power: 4d6 Minor Transformation - Turns Female Barren
Modifiers: Incantations (-1/4), Requires Magic Skill Roll (-1/2),
Character must have at least 30 points in spells from Necromancy College
(-3/4), Limitation: does not work in bright sunlight (-1/4), OIF - White
Rabbit (-1/2), Side Effects (2d6 Cumulative Minor Transformation: caster ages
five years) (-1/2). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 11.
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Summon Skulk
When cast upon a humanoid skull, this spell animates the head by binding the original spirit and giving it limited powers of flight and observation. The skull is mentally linked to the Necromancer and can serve as his spy or scout. The skull retains a few fragments of its original knowledge and personality, but lacks the willpower to resist the commands of its new master.
Power: Summon
Skulk
(12 points)
Modifiers: Incantations (-1/4), Requires Magic Skill Roll (-1/2),
Character must have at least 30 points in spells from Necromancy College
(-3/4), Limitation: does not work in bright sunlight (-1/4), Limitation: does
not work on ground sanctified to a "good" religion (-1/4), OAF - Humanoid
Skull (-1), Side Effects (2d6 Cumulative Minor Transformation: caster ages
five years) (-1/2). Active Cost = 33 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 7.
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Undead Aura
Upon casting this spell, the target gains a faint green aura that gives him
an especially commanding presence among undead creatures. Even the most
powerful undead beings will seek to placate the empowered being. Maintaining
this spell for several phases can increase the target's PRE versus undead by a
maximum of +30.
Power: 3d6 Aid to PRE, Maximum +30 PRE
Modifiers: Recover 5/minute (+1/4); Only versus Undead (-1),
Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at
least 20 points in spells from Necromancy College (-1/2), Limitation: does not
work in bright sunlight (-1/4), Limitation: does not work on ground sanctified
to a "good" religion (-1/4), OIF - ashes (-1/2), Side Effects (2d6 Cumulative
Minor Transformation: caster ages five years) (-1/2). Active Cost = 34
points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 7.
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Undead Repair
This spell will repair any damage that has been suffered by an
undead creature. The healing will also effect any desolidified
undead, such as a Shadow.
Power: 3d6 Healing
Modifiers: Affects Desolidified (+1/2); Only versus Target with
Afterlife Support (-1), Incantations (-1/4), Character must have at
least 30 points in spells from Necromancy College (-3/4),
Requires Magic Skill Roll (-1/2), OAF - skeleton hand (-1),
Limitation: does not work in bright sunlight (-1/4), Limitation:
does not work on ground sanctified to a "good" religion (-1/4),
Side Effects (3d6 Cumulative Minor Transformation: caster ages
five years) (-1/2). Active Cost = 22
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.
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Unholy Defiance
This uncommon spell protects undead beings from the special presence
attacks of holy men. Only normal presence attacks will have any effect on
these undead. A maximum of 8 undead can be effected by each application of
this spell, and they must remain within view of the Necromancer.
Power: Remove "2x Effect from PRE Attacks of Holy Men" limitation
Modifiers: Useable by 8 Others at Range (+1+1/2); Only on undead
(-1/2), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must
have at least 10 points in spells from Necromancy College (-1/4), Limitation:
does not work in bright sunlight (-1/4), OIF - piece of funeral shroud (-1/2),
Side Effects (2d6 Cumulative Minor Transformation: caster ages five years)
(-1/2), Limitation: does not work on ground sanctified to a "good" religion
(-1/4). Active Cost = 25 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 6.
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Wail of the Banshee
With this spell, the wailing of the Necromancer calls forth the ancient
curse of the Banshee upon the target of the spell. Within a few days, the
subject will suffer a life threatening accident.
Power: 3d6 RKA
Modifiers: Indirect (any location/direction) (+3/4), Time Delay (+1/4),
Affects Desolid (+1/2); Incantations (-1/4), Requires Magic Skill Roll (-1/2),
Character must have at least 40 points in spells from Necromancy College (-1),
OIF - Ashes from a Corpse (-1/2), Limitation: does not work in bright sunlight
(-1/4), Limitation: does not work on ground sanctified to a "good" religion
(-1/4), Side Effects (4d6 Cumulative Minor Transformation: caster ages five
years) (-1/2), Delay is random within the next 1d6 days (-1/2). Active
Cost = 112 points.
END Cost: 11; Magic Roll: -11; Casting Time: 1/2
phase.
Real Cost: 19.
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Wall of Bones
Upon casting this spell, all sorts of bones emerge from the surrounding
earth to form a solid, interlocking wall. The focus for this spell is powdered
bone.
Power: 3 DEF Force Wall
Modifiers: Incantations (-1/4), Requires Magic Skill Roll (-1/2),
Character must have at least 30 points in spells from Necromancy College
(-3/4), OIF - Powdered Bone (-1/2), Limitation: does not work in bright
sunlight (-1/4), Limitation: does not work on ground sanctified to a "good"
religion (-1/4), Limitation: only while touching ground (-1/4). Active
Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 8.
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Wither Limb
Upon casting this spell, the selected limb of the target turns a sickly
pallor, then gradually withers before his eyes. If the spell remains in effect
for a sufficient length of time, then the target suffers a permanent physical
limitation. Otherwise, the appendage will gradually return to its normal
state. The withered limb can only be restored by bathing in a blessed fountain
or pool.
Power: 1d6 Minor Transformation (Wither Limb)
Modifiers: Uncontrolled (+1/2), Cumulative Attack (+1/2); Incantations
(-1/4), Character must have at least 30 points in spells from Necromancy
College (-3/4), Requires Magic Skill Roll (-1/2), OIF - dead crow feather
(-1/2), Limitation: does not work in bright sunlight (-1/4), Limitation: does
not work on ground sanctified to a "good" religion (-1/4), Side Effects (2d6
Cumulative Minor Transformation: caster ages five years) (-1/2). Active
Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 5.
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Wound Bane
This dastardly spell infests the wounds of a foe with all manner of
malignancies, preventing the cuts from healing in a proper manner. The wounds
grow fetid, and do not recover for many months, considerably weakening the
victim. The focus for this spell is a lump of flesh that has grown rotten.
Power: 2d6 Drain REC
Modifiers: Return rate per season (+2); Incantations (-1/4), Character
must have at least 30 points in spells from Necromancy College (-3/4),
Requires Magic Skill Roll (-1/2), OIF - rotting flesh (-1/2), Limitation: does
not work in bright sunlight (-1/4), Limitation: does not work on ground
sanctified to a "good" religion (-1/4), Side Effects (2d6 Cumulative Minor
Transformation: caster ages five years) (-1/2). Active Cost = 60
points.
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 15.
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Wraith Form
The Necromancer can use this spell to assume for a short time the pale
gray, insubstantial form of a Wraith. In this state he is still vulnerable to
attacks by silvered weapons and all manner of magic. The focus for this spell
is a burial shroud.
Power: Desolidification (Affected by Magic Silver)
Modifiers: Not through solid objects (-1/2), Incantations (-1/4),
Character must have at least 30 points in spells from Necromancy College
(-3/4), Requires Magic Skill Roll (-1/2), OIF: Burial Shroud (-1/2),
Limitation: does not work in bright sunlight (-1/4), Limitation: does not work
on ground sanctified to a "good" religion (-1/4), Side Effects (2d6 Cumulative
Minor Transformation: caster ages five years) (-1/2). Active Cost = 40
points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 9.
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Spell Determination
To randomly determine the spells known to a typical practitioner of the
College of Necromancy, use the tables of scholarly disciplines below. An
experienced Necromancer will commonly have several spells from a single
primary discipline, plus a spell each from the other disciplines.
| 2d6 | School of Corruption |
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| 2 | Markoth's Rotting Curse |
| 3 | Stillborn |
| 4 | Pallor of Death |
| 5 | Wither Limb |
| 6-8 | Chilling Gaze |
| 9-10 | Touch of Decay |
| 11-12 | Wound Bane |
|
| 2d6 | School of the Corpse |
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| 2-4 | Gloom |
| 5-6 | Wall of Bones |
| 7 | Death Form |
| 8 | Bone Club |
| 9-10 | Locate Cadaver |
| 11-12 | Wraith Form |
|
| 2d6 | School of Death |
|
| 2 | Call of the Void |
| 3 | Dismiss Undead |
| 4 | Death Wind |
| 5 | Speak with Spirits |
| 6-7 | Detect Magic |
| 8 | Sleep of the Dead |
| 9-11 | Spelldeath |
| 12 | Wail of the Banshee |
|
| 2d6 | School of Undeath |
|
| 2-3 | Death Lord |
| 4 | Undead Repair |
| 5-6 | Control Undead |
| 7-8 | Undead Aura |
| 9 | Discern Undead |
| 10 | Unholy Defiance |
| 11 | Lich Transformation |
| 12 | Life Transfer |
|
| 2d6 | School of Summoning Dead |
|
| 2 | Army of Darkness |
| 3-4 | Grasping Hands of Death |
| 5 | Animate Dead |
| 6 | Summon Skulk |
| 7-8 | Create Lesser Undead |
| 9-10 | Create Strong Undead |
| 11 | Create Greater Undead |
| 12 | Regenerating Skeleton |
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