Necromancers cast spells through the exercise of knowledge and will. They prepare spells by study of their spellbooks; each Necromancer has his or her own spellbook containing the magical formulae for each spell the Necromancer has learned. Spellbooks are written in a magical script that can only be read by the one who wrote it, or through the use of the spell read magic. All Necromancers begin play knowing read magic, and it is so ingrained that it can be prepared without a spellbook.
A Necromancer may only prepare spells after resting (i.e. a good night's sleep), and needs one turn per each three spell levels to do so (rounding fractions up). Spells
prepared but not used on a previous day are not lost. For example, a 3rd level Magic-User preparing all three of his or her available spells (two 1st level and one 2nd level) is preparing a total of 4 levels of spells, and thus needs 2 turns (4 divided by 3 and rounded up).
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BLIGHT |
RANGE: TOUCH |
NECROMANCER 5 |
DURATION: INSTANTANEOUS |
This spell withers a single plant of any size. It causes 1d6 points of damage per level of the caster to the touched plant creature. The creature is allowed a save vs. Spells for half damage. If the plant is not a creature, it immediately withers and dies with no saving throw.
Only the touched plant is affected; the spell has no effect on anything else in the area.
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INSECT PLAGUE |
RANGE: 300'+30'/LEVEL |
NECROMANCER 5 |
DURATION: 1 ROUND/LEVEL |
This spell summons one swarm of locusts per three caster levels, with a maximum of 6 swarms. See Insect Swarm on page 114 for the effects of a swarm. As explained there, a normal swarm of insects occupies a contiguous area equal to three 10 foot cubes; all swarms summoned by this spell must be contiguous with each other such that they effectively form a single huge swarm, though the caster may stretch them out in a line, form them into a block, or indeed arrange them in some serpentine form if desired.
The summoned swarms persist for the duration above, or until they are slain, whichever comes first. The caster may summon them in areas where creatures are already located. Once summoned, the swarms are stationary until they disappear or are slain, and they attack any creatures who are within their area.
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MASK OF LIFE |
RANGE: TOUCH |
NECROMANCER 5 |
DURATION: 1 HOUR/LEVEL |
This spell makes a single undead creature appear to be alive. The caster can decide which race and style of clothes is worn by an undead creature. The spell will also make the target’s movements appear life-like. The illusion will create appropriate ambient effects (smells, sounds, clothing textures, and such) that would be expected for the life-like appearance. If the appearance is that of a living version of the target, anyone interacting with the target takes a -5 penalty to any saving throw to disbelieve the illusion. If the target attacks or does anything that only the undead creature could do, the penalty is removed.
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MUMMIFY |
RANGE: TOUCH |
NECROMANCER 5 |
DURATION: PERMANENT |
After careful ceremonial preparations lasting five days, and the application of many rare and expensive unguents, the caster is able to call back the spirit of the dead to reanimate its corpse as a mummy. Mummies so created are of the standard sort (see its monster entry). Mummies do not count against the normal limits of controllable undead (per re-animation spell), but the caster can maintain control over as many Hit Dice of mummies as their own level.
Mummies do not travel well, being slow and quickly wear down, taking damage on long journeys. They make better guardians for the animator's lair. A separate casting of the spell is necessary for each mummy created. It might be possible to create a mummy from a large humanoid such as a giant, however the difficulty will be greater (the GM determines how much more difficult). More powerful mummies, such as those with intact class-based powers, are generally created through the use of the undeath spell.
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SYMBOL OF PAIN |
RANGE: SEE TEXT |
NECROMANCER 5 |
DURATION: SEE TEXT |
With this spell, the caster writes a potent rune on a surface. When triggered, each creature within 60 feet of the symbol of pain are wracked with pain. This pain imposes a -4 to all attack rolls, damage rolls, and saving throws. These effects last for as long as the creature stays within range of the symbol, and for 1 hour after leaving the area.
Once triggered, the symbol will remain active for 1 turn per caster level. After that the symbol is discharged. A symbol is permanent until discharged; it may be removed by dispel magic that targets the rune specifically. The symbol is triggered by one or more of the following, as determined by the caster: a victim looks at the rune, reads the rune, touches the rune, or passes near the rune. Regardless of the triggering methods, it cannot be triggered by a creature more than 60 feet away. Once the spell is cast, the trigger methods cannot be changed.
Triggering methods can be further modified by qualifiers, type of creature, race of creature, number of creatures, skip some number of triggers (so it is the third creature to touch it, not the first or second), or any other qualifier that is based on observable actions or details.
The symbol may also be assigned a password that will temporarily disable the symbol when the password is said as a creature enters the range of the symbol. Each time the range is entered, the password must be said again or the symbol will go off. This is set at the time of casting and cannot be changed.
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WAVES OF FATIGUE |
RANGE: 30' |
NECROMANCER 5 |
DURATION: 1 TURN/LEVEL |
This spell sends an invisible wave of harmful energy out forward of the caster to a range of 30 feet. All living creatures in the area suffer a -2 adjustment to their Strength and Dexterity for the duration of the spell.
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WORDS OF RECALL |
RANGE: SELF(SPECIAL) |
NECROMANCER 5 |
DURATION: INSTANTANEOUS |
With the utterance of a single word this spell transports the caster to a place of refuge which they designate when preparing the spell. The place must be Known Well (as explained for teleport) to the caster to be so designated. This spell cannot transport the caster beyond their current plane of existence.
The caster can bring along objects or creatures, not to exceed 300 pounds plus 100 pounds per level above 10th. The caster must be in contact with all objects and/or creatures to be transported (although creatures to be transported may be in contact with one another, with at least one of those creatures in contact with the caster).
Unwilling creatures cannot be transported by this spell, nor can items in their possession. If the caster or one of their passengers is holding an object that is also being held by an unwilling creature, the latter can retain possession of the object with a successful save vs. Spells.