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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CALL POLTERGEIST |
RANGE: 5'/LEVEL |
NECROMANCER 1 |
DURATION: 1 HOUR/LEVEL |
This spell binds a minor spirit to an area. The poltergeist is an invisible, shapeless force that performs simple tasks at the Necromancer’s command. A poltergeist can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The poltergeist can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as the Necromancer remains within range. A poltergeist can only open normal doors, drawers, lids, and the like, having an effective Strength score of 3. The poltergeist can trigger traps and such, but it can exert only 20 pounds of force, which may not be enough to activate certain pressure plates and other devices.
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CAUSE FEAR |
RANGE: 60' |
NECROMANCER 1 |
DURATION: 2 TURNS |
This spell will causes one target creature within 120' to become frightened; if the target fails to save vs. Spells, it flees for 2 turns. Creatures with 6 or more hit dice are immune to this effect.
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CHILL |
RANGE: 10' |
NECROMANCER 1 |
DURATION: 2 ROUNDS |
This spell does 1d4 points of damage to one creature within range. Furthermore, the creature must save vs. Paralysis or suffer -1 to melee hit and damage rolls for 1d6 rounds. A large heat source nearby gives a +2 to save. The caster may use this spell on one target up to 2 rounds after casting.
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CORPSE SERVANT |
RANGE: TOUCH |
NECROMANCER 1 |
DURATION: 1 HOUR/LEVEL |
This spell allows the caster to temporarily animate skeletons or zombies. A number of hit dice equal to the caster's level may be animated for up to one hour per caster level. These non-permanent undead do not count towards the re-animation spell limitations, but they otherwise conform to the permanent undead created by that spell. Only one instance of this spell may be active at a time for any particular caster.
Animated skeletons have hit dice equal to the number the creature had in life; for skeletons of humans or demi-humans, this means one hit die, regardless of the character level of the deceased. Zombies have one more hit die than the creature had in life. An animated skeleton can be created only from a mostly intact skeleton; a zombie can be created only from a mostly intact corpse. The caster must touch the remains to be animated.
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DECAY FLESH |
RANGE: TOUCH |
NECROMANCER 1 |
DURATION: INSTANTANEOUS |
This is a version of the cause light wounds spell (the reverse of cure light wounds), dealing 1d6+1 points of damage to the creature affected by it. The caster must make a successful attack to inflict the damage. A missed attack roll does not dispel the effect, as it can be active until used or until a number of rounds equal to the caster's level have passed. Unlike the Clerical spell mentioned, this spell may not be reversed. However, this spell does work upon undead creatures in the opposite fashion; they are healed 1d6+1 hit points instead.
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LOCATE CORPSE |
RANGE: 360' |
NECROMANCER 1 |
DURATION: 1 ROUND/LEVEL |
This spell allows the caster to sense the direction of the closest corpse or remains of a type usable for spells such as re-animation or other similar spells. Throughout the duration, the caster need simply concentrate on the general type of corpse (animal, humanoid, large size, etc) and of applicable state (intact, fresh, skeletal, etc). The nearest remains fitting the criteria is located if more than one is within range. Upon arrival at the location of the nearest corpse, the caster can again concentrate to locate another corpse, as long as the spell duration lasts. Specific remains belonging to a particular individual can be located with this spell, so long as the caster knew the individual personally during life. This spell is blocked by even a thin sheet of lead or gold. Creatures, whether living or in states of undeath, cannot be found by this spell.
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PROTECTION FROM UNDEAD |
RANGE: TOUCH |
NECROMANCER 1 |
DURATION: 1 TURN/LEVEL |
This spell works almost identically to the protection from evil spell by warding a creature from attacks by undead creatures, from mental control, and from summoned creatures regardless of any moral or ethical leanings. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects:
First, the subject gains a +2 bonus to AC and on saves. Both of these bonuses apply against attacks made or effects created by undead creatures or beings that the GM decides have a strong connection with death or undead.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including charm spells or effects). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from undead spell. If the protection from undead effect ends before the effect granting control does, the would-be controller would then be able to command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast.
Third, the spell prevents bodily contact by summoned creatures (regardless of whether they are undead or not). This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature.
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SHRIVEL |
RANGE: TOUCH |
NECROMANCER 1 |
DURATION: INSTANTANEOUS |
With this spell the caster causes 1d6+1 points of damage to the object affected by it, ignoring hardness. If the target is animated (e.g. a golem), a successful attack roll is required in this case. This spell has no effect on living creatures, it will shatter small items, and if the target is a magic item, it gets to roll a saving throw vs. Spells at +4.
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STENCH |
RANGE: SELF |
NECROMANCER 1 |
DURATION: 1 TURN/LEVEL |
This spell creates a sickly stinking smell of rot and decay that emanates from the caster's body. The stench duplicates the sickening effect of ghasts (see its entry in the Basic Fantasy Field Guide). The smell of death and corruption surrounding the caster is so overwhelming that living creatures within 10 feet must succeed a save vs. Poison or be sickened for 2d6 rounds (-2 to attack rolls). For every three levels the caster has, a penalty of -1 on the save is applied to those affected (at 3rd the save is at -1, at 6th level at -2, at 9th level at -3, etc). A creature that successfully saves cannot be affected again by this spell or a ghast’s stench for 24 hours. A neutralize poison spell removes the effect from a sickened creature.