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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DRAINBLADE |
RANGE: TOUCH |
NECROMANCER 3 |
DURATION: 1 ROUND/LEVEL |
This spell imbues an edged weapon with the ability to drain blood with each successful strike made against a living creature. When a living creature is hit by a drainbladed weapon, the target suffers 1 additional point of damage. If the wielder of the weapon is injured, the extra point of damage is transferred to them as healing energy. This healing energy cannot grant more hit points than the wielder's normal maximum. For every five levels of the caster, this damage (and healing) is increased an additional point.
Against nonliving creatures, such as undead, golems, living statues, etc, this spell has no effect.
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ECTOPLASM |
RANGE: TOUCH |
NECROMANCER 3 |
DURATION: 1 TURN/LEVEL |
When cast upon a willing intelligent creature, this spell grants the being the ability to become semi-transparent and immaterial. While in this ectoplasmic state, magical weapons or weapons with certain special properties are necessary to strike the recipient. Any stealth checks such as Move Silently or Hide are made at +20%, and the character may move through materials up to 1 inch thick per level of the caster. Some materials may prevent passage such as lead, gold, or other materials with special properties (as determined by the GM). While able to move through materials and effectively weightless, the ectoplasmic being does not gain any other special movement modes like flying or levitation; walking upon materials such as water is possible though.
The character in an ectoplasmic state may not make physical attacks but may cast spells that do not require physical contact. While the spell is active, the individual may choose to revert back and forth between corporeal and incorporeal forms on their turn, remaining in the chosen state until their next turn. The spell cannot be cast upon on an unwilling individual and fails completely if attempted. Likewise, unintelligent or animal intelligence creatures do not possess understanding of changing their physical state, so the spell is wasted on them.
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FOSSILIZE |
RANGE: TOUCH |
NECROMANCER 3 |
DURATION: PERMANENT |
This spell permanently hardens the bones of one skeletal undead creature, making the bones denser and stronger. The fossilized skeleton permanently gets +2 on damage rolls, +4 on its AC, and its damage resistance is enhanced. A fossilized skeleton takes only quarter-damage from edged weapons, and half-damage from any other weapons. The fossilized skeleton becomes immune to normal arrows, bolts, and bullets. Magical missile weapons do only their 'plus' in damage.
While this spell is permanent, there is a drawback. The newly-fossilized skeleton may not be repaired or otherwise 'healed', as the organic materials that made up the bones has been completely replaced by minerals. Intelligent skeletal undead would not normally want this spell applied to themselves, but the spell would affect them nevertheless.
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GENTLE REPOSE |
RANGE: TOUCH |
NECROMANCER 3 |
DURATION: 1 DAY/LEVEL |
This spell preserves the remains of a dead creature (including a zombie, if so desired). This prevents any decay of the remains for the duration of the spell. This extends the time limit imposed by raise dead, allowing for a longer time to cast the spells.
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HALT UNDEAD |
RANGE: 200' |
NECROMANCER 3 |
DURATION: 1 ROUND/LEVEL |
This spell will render up to three undead creatures immobile for the duration of the spell (similar to hold person, but only affecting undead and potentially affecting more than one target). Intelligent undead get a save vs. Spells to avoid; unintelligent undead get no saving throw.
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PROTECTION FROM UNDEAD 10' RADIUS |
RANGE: TOUCH |
NECROMANCER 3 |
DURATION: 1 TURN/LEVEL |
This spell functions exactly as protection from undead, but with a 10-foot radius rather than 1. All within the radius receive the protection; those who leave and then re-enter, or who enter after the spell is cast, receive the protection as well.
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RAY OF EXHAUSTION |
RANGE: 50' |
NECROMANCER 3 |
DURATION: 6 ROUND/LEVEL |
The caster points a finger at their intended target and rolls a ranged attack roll against the target that ignores armor (but not any Dexterity bonus). If the narrow black ray hits, the target must save vs. Spells or suffer a -6 adjustment to its Strength and Dexterity for the duration of the spell. If the save is made, the reduction is only -2.
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SPEAK WITH DEAD |
RANGE: 10' |
NECROMANCER 3 |
DURATION: 3 ROUND/LEVEL |
With this spell the caster causes the corpse of an intelligent creature to become animated and to answer the caster's questions. It does not matter how long the corpse has been dead, but it must be essentially intact with at least a complete mouth in order to answer questions.
The corpse will answer at most one question per two caster levels, but if the duration expires any remaining questions are lost. The corpse only knows what it knew when it was alive; this includes the languages it knew in life. Thus, the caster must share a language with the deceased in order to get any questions answered at all.
The answers given are drawn from knowledge "imprinted" on the corpse during life; the caster does not in any case actually communicate with the spirit of the deceased creature. The corpse cannot retain any information given to it, and does not even remember any previous instances of communication via this spell.
The answers given may not be useful for various reasons. If the corpse knew the caster when it was alive, or if the caster is a member of a group the deceased disliked, it may choose to lie or mislead the caster. If the caster asks the corpse questions of a personal nature, or questions that indicate the caster may be working against whatever interests the corpse had in life, it will almost certainly seek to mislead the caster.
If the corpse has been roused by this spell within the last seven days, the spell will fail. Undead creatures (including the remains of defeated undead creatures) cannot be affected by this spell.
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SPIRIT WRACK |
RANGE: SPECIAL |
NECROMANCER 3 |
DURATION: INSTANTANEOUS |
This spell deals 1d8 points of damage per caster level to any one particular incorporeal undead being such as wraiths, spectres, ghosts, or similar entities within sight of the caster. Alternatively, the caster may choose to cause a burst of 1d4 points of damage per level to any such beings within 20 feet of the caster, whether visible or not. Minor spiritual beings such as poltergeists haunting an area are usually destroyed outright by this spell. Any affected being is allowed a save for half damage.
Some persistent types of undead may reform after the passage of some time (typically days later), and may require certain rituals or other requirements be fulfilled before being permanently destroyed. This spell only affects true incorporeal undead and does nothing against other types of beings, even if they happen to be insubstantial at the time; vampires that happen to be in gaseous form are immune to this spell's effect.
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SUMMON SPIRIT |
RANGE: 10'/LEVEL |
NECROMANCER 3 |
DURATION: 1 TURN/LEVEL |
Upon casting this spell, a malevolent spirit in the form of a wraith is called to serve the caster for 1 turn per level. If the caster is 10th level they may choose between 1d4 wraiths or one spectre. At 15th level the caster may opt to summon 2d4 wraiths, 1d3 spectres, or one ghost. The summoned spirits will serve according to its ability, usually by combating the caster's foes, and generally disappearing at the end of the spell's duration.
Occasionally the spirit does not depart at the end of the spell duration, but simply becomes free of the compulsion to serve and will usually attack the caster. The chance is 5% for any particular wraith, 10% for spectres, and 20% for a ghost. When this occurs, the spirit will remain in the area for a number of rounds equal to the caster's level before departing. A spirit with less than half its hit points will not stay regardless. The caster would be wise to have protections or other contingencies against the rogue spirits.
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VAMPIRIC TOUCH |
RANGE: TOUCH |
NECROMANCER 3 |
DURATION: 1 ROUND/LEVEL |
The caster must make an attack roll. If successful, the caster deals 1d6 points of damage per two caster levels. The caster gains temporary hit points equal to the damage dealt. If the attack kills the target, the caster only gains as many temporary hit points as it took to kill the target, not the full number rolled. The temporary hit points will last for 1 hour.