Necromancy Spell List

First Circle Necromancy Spells

    Arcane Diagnosis: The caster can mystically diagnose ailments and chronic conditions in a mortal or beast. This includes but is not limited to poisoning, illnesses, birth defects, pregnancy, broken bones, wounds, and infections. Duration is about twenty minutes per success rolled.   The spell only takes a standard A-action to cast, but actually examining someone requires at least a couple. The caster needs to stand very close to the subject and touch them at least once. Characters without any dots in Medicine need to take a lot more time to examine a subject than a person with medical training. Characters with multiple dots in Medicine can come up with accurate diagnosis much more quickly.   This spell does not work on Fae, spirits, elementals, demons or any other creature not native to the material plane. The spell can help analyze plants but the information it provides is very rudimentary.   Intelligence Persistent      
Detect Poison: Detects presence of poison within line of sight.   The more successes rolled, the more suble poisons can be detected. One success will spot fast acting deadly poisons and four successes will identify strong alcoholic beverages.   Perception Persistent       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.   If cast on a subject other than the caster, add +1 to casting difficulty.   Perception Persistent
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      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, but this spell will let the caster know when an undead creature cannot speak versus is simply choosing not to speak. If an undead creature has the mental capacity to speak, but cannot physically speak (such as their bottom jaw has rotted away), the spell allows telepathic communication of basic concepts.   If cast on a subject other than the caster, add +1 to casting difficulty. Intelligence Persistent       Exorcise Ghost: The caster can expel a ghost (or in rare cases one of the honored dead) from a person, animal or object they are possessing, resisted by the ghosts Willpiower. Difficulty 7 for the ghost if it's a possessing a person, difficulty 6 if they are possessing a beast or an object.   Exorcising a ghost or honored dead from a spirit loa is possible but difficult. Whether the loa wants the spirit to keep riding them is irrelevent, the ghosts and loas' Willpower scores are added together to resist the spell, still at difficulty 7.   Charisma Instant       Lifesight: Subject can see in the spectrum of lifesight for one hour per success rolled. Perception Persistent       Gentle Repose: Preserves corpse from normal decomposing for two days per success. Intelligence Persistent      

Second Circle Necromancy Spells

    Burst of Pain: Attack inflicts horrible pain on one subject. Resisted with Willpower. Subjects who fail gain a one-die penalty on all dice rolls plus one die for every net success the caster received. This stacks with other dice penalties. Range is line of sight. Manipulation Persistent     Bone Shaping (per dot of Transmutation): Rare spell lets the caster shape bones, antlers, or horns into permanent tools or weapons. This only works on dead or separated bones, it cannot reshape a living creatures bones nor will it harm an undead. Though a necromancer can use this spell on a corpse BEFORE turning it into an undead to give it damaging spikey bits. See spell description for details. Dexterity Instant/Permanent     Create Lesser Undead (Dead Man's Tongue): Creates Tier Zero Undead which normally means basic zombies. With a greater additional expenditure of reagents, this spell can create Tier One Undead. See this article for details on creating undead at various tiers. 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 Instant*       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 daughter of grandmother's name. A person can also be further defined by their profession, place of origin, political affiliation, or nickname.   Intelligence Instant       Ghostly Invitation (Exorcise Ghost): Rare spell hexes a target to attract ghosts and make them open to hostile possession. see spell article for details   Manipulation Persistent       Mastery of Pain (Arcane Diagnosis): A willing subject gets a bulwark against natural and magical pain. Every success rolled on the spell negates penalties from wounds or pain spells on a one for one basis.   Alternatively, this spell can completely negate in a limited area (like modern local anesthesia). Casting the spell in this manner takes a full two minutes. Intelligence Persistent       Necromantic Triage (Arcane Diagnosis, Lifesight) : 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 exacerbate scarring, but it does sting a bit. Charisma Instant       Living Alarm (Lifesight): Lesser area spell wards area against the intrusion of living creatures. If a living creatures larger than a housecat enters (or exits) a cacophonous sound goes off. Perception Area Spell       Vermin Purge (Lifesight: 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. Cockroaches are curiously immune to this spell.   The spell will not cause serious harm to larger creatures but creatures temporary uneasiness. In some cases it can trigger upset stomachs and vomiting. Stamina Instant    

Third Circle Necromancy Spells

    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 Instant       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 Instant*      
Dead Man's Sight (Create Lesser Undead, Lifesight): The necromancer can see through the eyes of an undead minion that he casts this spell on. The spell normally lasts about four hours per success rolled if he wants sight alone, or two hours per success rolled if he wants to use the undead minions ears too.   The caster can maintain this on up to one minion per dot of Wits he has. For the duration of the spell, the caster can choose when he sees through his minions eyes and when he does not. When looking through an undead minions eyes, he is not blind to what's around him, but he is very distracted. He suffers a +1 penalty on all non-magical dice rolls while splitting his vision, and suffers a cumulative +1 on Perception rolls on things in his immediate vicinity.   If the undead minion question does not have mostly intact eyeballs, this spell can still be used to magically see out of the creatures eye socket but it takes 5 drams of reagents per casting.   This spell can be made permanent if it's cast within 24 hours after the undead was first created and 10 drams of reagents are expended.   Perception Persisent
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      Hunter’s Mark (Lifesight): After making a touch attack you are able to unerringly track the target for one week per success.   This spell was originally created to keep enemies or prisoners from fleeing but it can be used to keep track of friends and allies too. Perception Persistent       Inflict Disease (Arcane Diagnosis): Touch attack inflicts targets with a disease. Details TBD Stamina Instant       Lesser Necromantic Healing (Arcane Diagnosis, Necromantic Triage, per dot Transmutation): Lesser Necromantic Healing mimics the power of a Healing ●● theurgy will healing lethal or bashing damage, one level per success. Stamina Instant       Necromantic Prosthetics (Arcane Diagnosis, Necromantic Triage, per dot Transmutation): Rare spell allowing for the creation of permanent functional prosthetic limbs or eyes. See spell article for more details.   Stamina Instant/Permanent     Shackles of Pain (Burst of Pain, Mastery of Pain): This horrifying spell does not override free will but it enchants a targets, so that they suffer great pain whenever they disobey the letter or spirit of the caster's commands. Pain inflicts die penalty equal to half the caster's successes, rounded up. Repeated defiance will inflicted a dice pool of bashing damage equal to the caster's successes, ignoring armor but soakable with Stamina.   The spell lasts an two hours per success rolled.   Willpower does not actually prevent the spell from taking hold, but high Willpower characters are better able to power through the pain. The expenditure of a temporary Willpower will half the dice penalties and provide an extra bonus die of soaking the related damage for a scene. Manipulation Persistent       Void Lungs (Master Pain): Subject of the spell doesn't have to breath at all for 30 minutes per success. This makes the subject temporarily immune to drowning, airborne poisons, and even strangulation.   The subject of this spell cannot taste or smell anything while this spell is in effect.   his spell has a Enchantment version that is cosmetically different but functionally the same. Stamina Instant       Ward of Ghostly Luminescence: Rare spell creates an area ward that makes ghosts highly visible. See spell description for details. Perception Area Spell    

Fourth Circle Necromancy Spells

   
Blight (Inflict Disease): Inflict persistent 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 Instant       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 Instant*
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      Necrotic Ray (Burst of Pain): Ray attack inflicts successes in persistent damage, soakable by armor normally. Wounds are dark and distrubing looking though they do not leave permanent scars.   The spell only works on things that are metaphysically alive: mortals, beasts, plants, and fae. Elementals and spirits only take half-damage (round up). Undead, ghosts, Void Demons, golems, and inanimate objects are completely immune.   Strength Instant       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 Instant*       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 Instant       Touch of the Faceless (Burst of Pain, Dead Name): Touch attack inflicts two dice of Social Attribute Damage per success rolled, soaked by Willpower. Manipulation Spread       Void Shield (Mastery of Pain): 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. Spell lasts about 12 hours per casting. Stamina Spread         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 Spread    

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 Instant*       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 Instant*      
Necromantic Restoration (Arcane Diagnosis, Necromantic Triage, Lesser Necromantic Healing, Greater Necromantic Healing): Greater Necromantic Healing mimics the power of a Healing ●●●● theurgy will heal a level of attribute damage per success. Intelligence Instant       Soul Prison: A soul of a recently deceased person (less than an hour) is bound into a gem, mirror, or lantern worth at least 100 silver 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 Instant*
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