Necromancy Spell List

First Circle Necromancy Spells

    Cause Fear: Target is inflicted with magical fear, resisted by Willpower. If the target loses their contested roll by three or more success, the target flees. Otherwise target is shaken getting a one die penalty on rolls for five rounds (if they lost by two successes) or three rounds (if they lost by one success). Manipulation     Chill Touch: Touch attack inflicts half successes in lethal damage, rounded down on a living target. This bypasses non-magical armor. Strength     Detect Void Creatures: Detects undead or Void Demons presence within 50 feet per success. At +2 difficulty it can detect less literal Void creatures such as lycanthropes. Perception     Dead Man’s Tongue: Spell allows caster to overcome all language barriers with any and all undead, restless dead or manifesting honored dead for one hour per success. Not all undead are capable of intelligent speech. Intelligence     Lifesight: Subject can see in the spectrum of lifesight for one hour per success rolled. Perception     Disrupt Undead: Inflict successes in lethal damage on a nearby undead target. Undead get their normal soak as if they were attacked with a weapon. Wits     Gentle Repose: Preserves corpse from normal decomposing for two days per success. Intelligence      

Second Circle Necromancy Spells

    Burst of Pain (Cause Fear): Attack inflicts horrible pain on one subject. Resisted with Willpower. Subjects who fail, gain three dice of wound penalties on top of any wounds they already possess. Manipulation     Create Lesser Undead: Creates Tier Zero Undead (namely basic zombies). With a greater additional expenditure of reagents, this spell can create Tier One Undead. See this article for details on creating undead. Creating undead normally takes 10 minutes, but when cast as a normal A-Action, this spell can heal an undead creature of Bashing damage, one health level per success rolled. Charisma     Dead Name (Gentle Repose, Dead Man's Tongue): Learn the name of a deceased person. +1 difficulty if the eyes are not intact. +2 difficulty if the corpse has been decomposing 10+ years. Extra successes reveal extra name details based on what was important culture of the deceased. A dwarf corpse is likely to be son of Father's name, grandson of Grandfather's name while a kalazotz corpse would be a son of Mother's name and grandmother's name. A person can also be further defined by their profession, place of origin, political affiliation, or nickname. Intelligence     Immobilize Undead (Disrupt Undead): Paralyze Undead for one turn per success. Free willed undead may resist with Willpower. Undead with Turning Resistance get half their rating added to their resistance roll. Manipulation     Necromantic Triage (Lifesight, Medicine ●●●+) : Necromantic Triage mimics the power of a Healing ● theurgy will stabilize a wounded person. It will prevent infection and staunch bleeding. Contrary to rumor, this will not excaberate scarring, but it does sting a bit. Charisma     Vermin Purge (Chill Touch): Slays small creatures in a ten feet radius per success. One success covers fleas, two successes bigger bugs, three successes mice, and four successes rats. Vermin Purge has no filter and will kill beneficial small creatures along with the vermin. Stamina    

Third Circle Necromancy Spells

    Blindness/Deafness: Subject is struck blind or deaf for one month per success or until cured by magic. Resisted with Stamina + half target’s Willpower rounded down. Manipulation     Command Ghost (Dead Man’s Tongue): The caster can give a ghost a small number of simple commands, resisted by the ghosts Willpower. The caster can issue one command per net success. Manipulation     Create Undead (Create Lesser Undead): Creates Tier One Undead. With a greater additional expenditure of reagents, this spell can create Tier Two Undead. See this article for details on creating undead. Creating undead normally takes 10 minutes, but when cast as a normal A-Action, this spell can heal an undead creature of Bashing damage, one health level per success rolled. Charisma   Lesser Necromantic Healing (Necromantic Triage, Medicine ●●●+, per dot of Transmutation): Lesser Necromantic Healing mimics the power of a Healing ●● theurgy will healing lethal or bashing damage, one level per success. Stamina   Inflict Disease (Chill Touch, Ray of Enfeeblement): Touch attack inflicts targets with a disease. Stamina  

Fourth Circle Necromancy Spells

    Blight (Inflict Disease): Inflict aggravated damage equal to successes rolled to a number of plant creatures equal to successes rolled. Alternatively it kills mundane plants within a ten foot radius per success. Strength     Create Improved Undead (Create Lesser Undead, Create Undead): Creates Tier Two Undead. With a greater additional expenditure of reagents, this spell can create Tier Three Undead. See this article for details on creating undead. Creating undead normally takes 10 minutes, but when cast as a normal A-Action, this spell can heal an undead creature of attribute damage, one restored attribute per success rolled. Charisma     Enervation: Ranged touch attack inflicts successes in aggravated damage. Strength     Greater Command Ghost (Dead Man’s Tongue): The caster can give a ghost a small number of simple commands, resisted by the ghosts Willpower. The caster can issue two commands per net success and the ghost’s resistance roll is difficulty 7. Manipulation     Greater Necromantic Healing (Necromantic Triage, Lesser Necromantic Healing, Medicine ●●●+, per dot of Transmutation): Greater Necromantic Healing mimics the power of a Healing ●●● theurgy will healing lethal or bashing damage, one level per success. Stamina     Speak With Dead (Dead Man’s Tongue, Gentle Repose): A corpse telepathically answers one simple question per success rolled. Answers may be cryptic or overly literal especially if it was something closely guarded or the living person was an enemy. This uses a residual memory in the corpse and does not affect the spirit of the deceased. Material components cost about 25 drams of reagents. Charisma     Void Shield: One target per success is warded against negative energy letting them survive in the Void and letting them counter all Necromancy and negative energy based attacks with their Willpower. Stamina     Wave of Pain (Burst of Pain, Cause Fear): Attack inflicts horrible pain on one subject per success rolled plus one. Resisted with Willpower, each net success causes a one-die penalty in a similar matter to wound penalties, max three-dice penalty but stacks with existing wound penalties. Multiple castings are cumulative but have a ceiling of 3 dice of pre-wound penalties.Manipulation    

Fifth Circle Necromancy Spells

    Bind Ghost (Dead Man’s Tongue, Command Ghost, Greater Command Ghost): The Necromancer binds a ghost, resisted by the ghosts Willpower. Ghost is bound to obey the letter of all commands for one year per the caster’s net success.   The caster needs to have a reliquary to bind the ghost. Ideally, the caster can find an object that was important to the ghost in life, or the caster can create an artificial reliquary worth materials costing at least 200 drams of reagents per dot of the ghost’s Willpower. Manipulation     Command Undead (Disrupt Undead, Hold Undead): Caster gains complete control over undead for 30 minutes per net success resisted by Willpower and Turn Resistance if any. If the undead has no free will or turn resistance, target gains control of one target per success. Charisma     Create Greater Undead (Create Lesser Undead, Create Undead): Creates Tier Three Undead. With a greater additional expenditure of reagents, this spell can create Tier Four Undead. Creating undead normally takes 10 minutes, but when cast as a normal A-Action, this spell can heal an undead creature of any form of damage, including aggravated damage, one restored attribute or health level per success rolled. Charisma     Energy Drain (Ray of Enfeeblement, Enervation): Inflict aggravated damage per success and loss of attributes equal to half the successes rolled. This cannot be soaked or blocked. Strength     Necromantic Restoration (Necromantic Triage, Lesser Necromantic Healing, Greater Necromantic Healing, Medicine ●●●+, per spell that inflicts attribute damage): Greater Necromantic Healing mimics the power of a Healing ●●●● theurgy will heal a level of attribute damage per success. Intelligence     Soul Prison: A soul of a recently deceased person (less than an hour) is bound into a gem or a mirror worth at least 100 gold pieces. This spell is permanent. A holder can roll Manipulation + Necromancy to force an imprisoned soul to answer a question once per day resisted by Willpower. The imprisoned soul can answer questions of her own free will if she wants. Manipulation     Undeath to Death (Disrupt Undead): Inflict unsoakable aggravated damage equal to successes on a number of non-free willed undead targets equal to successes. Wits
(1) Cause Fear (Manipulation), Chill Touch (Strength), Detect Undead (Perception), Dead Man’s Tongue (Intelligence), Lifesight (Perception), Disrupt Undead (Wits), Gentle Repose (Intelligence) (2) Burst of Pain (Manipulation), Create Lesser Undead (Charisma), Dead Name (Intelligence), Immobilize Undead (Manipulation), Necromantic Triage (Stamina), Vermin Purge (Stamina)   (3) Blindness/Deafness (Manipulation), Command Ghost (Manipulation), Create Undead (Charisma), Inflict Disease (Stamina), Lesser Necromantic Healing (Stamina) (4) Blight (Strength), Enervation (Strength), Greater Command Ghost (Manipulation), Greater Necromantic Healing (Stamina) Speak With Dead (Charisma), Void Shield (Stamina), Wave of Pain (Manipulation)   (5) Bind Ghost (Manipulation), Command Undead (Charisma), Create Greater Undead (Strength), Necromantic Restoration (Intelligence), Soul Prison (Manipulation), Undeath to Death (Wits)


Comments

Please Login in order to comment!