Necromancer

Copyright Massimiliano Caracristi © 2006

Edited by Peter Mork for The Guild Companion

"Undeath Law: Enhancing undead minions and mastering the energy of Undeath"

The Necromancer is a Hybrid Spell User who combines the realms of Channeling and Essence. The Necromancer is specialized in the raising, summoning and mastering of undead. His base lists also enable him to control the energies of death and undeath.

Prime Stats: Empathy, Intuition, Constitution

NECROMANCER SPELL LISTS

The Necromancer has six base lists. Two of these lists are new and can be found later in this document, the others can be found in the following books: Spell Law: of Channeling (SLC); Channeling Companion (CC) and Construct Companion (CoC). If you don't have the Construct Companion you can exchange the Amalgam Law spell list with either the Darkness spell list from the book Spell Law: of Essence or with the Sorcerer base list Flesh Destruction.

Necromancy: creation and mastering of undead (SLC)

Undead Summoning: summoning various types of undead

Undeath Law: Enhancing undead minions and mastering the energy of Undeath

Exorcisms: repelling undead and demons (SLC)

Death Mastery: power over death and aging (CC)

Amalgam Law: creation and mastering of Amalgam and Living Amalgam (CoC)

PROFESSION BONUSES

Lore Magical: +10

Lore Obscure: +10

Power Awareness: +10

Power Manipulation: +10

Power Point Development: +5

Spell Group. +5

SKILLS AND SKILL CATEGORIES

Use the Summoner template for the skill costs of the Necromancer

Everyman Skills: Time Sense, Magic Ritual, Spell Mastery, Channeling, Surgery

Occupational Skills: Undead Lore

Restricted Skills: none

NOTES

The various "Summon" spells from the Undead Summoning spell list all include the following restriction: "The Undead is summoned from the surrounding area and is teleported in front of the caster. If no undead of this type are available in the given area, then this spell has no effect." The GM should decide at the time of casting if that particular type of undead is present in the area or not. Casting these spells in haunted ruins should have a greater chance of success than casting them in the middle of a town. You can use this table as a guideline to determine presence of a given undead in an area:

Place % of Undead Presence
Ancient necropolis, haunted place 80%
Unholy ground, large battlefield 70%
Desecrated graveyard, battlefield 60%
Graveyard, ruins 45%
Large city 30%
Town, Sea 15%
Wilderness 5%
Holy ground

Necromancer Base List: Undead Summoning
Lvl Spell Area of Effect Duration Range Type
1 Converse 1 undead 1 min/level 10' I
2 Undead Familiar 1 familiar P Touch U
3 Summon Ghoul 1 undead 2 rnds 100' U
4 Summon Minor Skeleton 1 undead 2 rnds 100' U
5 Summon Phantom 1 undead 2 rnds 100' U
6 Summon Greater Skeleton 1 undead 2 rnds 100' U
7 Touch of Oblivion I 1 familiar P 10' U
8 Summon Lesser Shadow 1 undead 2 rnds 100' U
9 Summon Lesser Mummy 1 undead 2 rnds 100' U
10 Summon Lesser Specter 1 undead 2 rnds 100' U
11 Summon Lesser Giant Skel 1 undead 2 rnds 100' U
12 Touch of Oblivion II 1 familiar P 10' U
13 Summon Minor Specter 1 undead 2 rnds 100' U
14 Summon Grey Noble 1 undead 2 rnds 100' U
15 Summon Lord Skeleton 1 undead 2 rnds 100' U
16 Summon Lesser Wight 1 undead 2 rnds 100' U
17 Summon Lesser Wraith 1 undead 2 rnds 100' U
18 Summon Lesser Vampire 1 undead 2 rnds 100' U
19 Touch of Oblivion III 1 familiar P 10' U
20 The Ritual of Twilight caster P self U
25 Summon Skeletal Horde Special 24 hours 100' U
30 Summon Undead Mass 1 undead 2 rnds 100' U
50 Gate to Oblivion - 1 rnd 100' U

1)Converse: permits free conversation between caster and spirits or sentient undead.

2)Undead Familiar: caster can attune himself to a small undead animal to serve as his familiar. The caster must obtain the animal corpse by normal means and it cannot be more than 10% of his own mass. Then the caster must cast this spell each day for a week (concentrating 2 hours a day), at the end of the week the dead animal will rise as the undead familiar of the caster. The caster can control the familiar and view through its senses by concentrating on it if it is within 50' per level. If the familiar is killed the caster will suffer a --25 modification to all actions for 2 weeks. The familiar is turned as a Type II undead.

3)Summon Ghoul: caster summons a Lesser Ghoul that gradually appears over the course of two rounds. If not controlled or mastered it will attack the nearest living being until killed or dispelled. The Undead is summoned from the surrounding area and is teleported in front of the caster. If no undead of this type is available the given area, then this spell has no effect.

4)Summon Minor Skeleton: as Summon Ghoul, but caster summons a Minor Skeleton.

5)Summon Phantom: as Summon Ghoul, but caster summons a Phantom.

6)Summon Greater Skeleton: as Summon Ghoul, but caster summons a Greater Skeleton.

7)Touch of Oblivion I: this spell is cast upon the caster's undead familiar to strengthen the power of the Unlife in the familiar. This spell must be cast upon the familiar for one month (concentrating 2 hours a day). The familiar retains all old abilities and it gains special abilities. The caster can view the world through the senses of the familiar at a range of 250' per level. The creature's AT changes to 4, and it gains a special bonus of +10 to its DB and OB. If the familiar is within 50' per level from the caster, he can cast spells through the familiar. The familiar can be sent on long-range missions relating to the caster nature. If the familiar dies, the caster will lose 25% of his Power Points and Hit Points for 1--5 weeks (can't be regained by any means until the time has passed). The familiar is turned as a Type III undead.

8)Summon Lesser Shadow: as Summon Ghoul, but caster summons a Lesser Shadow.

9)Summon Lesser Mummy: as Summon Ghoul, but caster summons a Lesser Mummy.

10)Summon Lesser Specter: as Summon Ghoul, but caster summons a Lesser Specter.

11)Summon Lesser Giant Skeleton: as Summon Ghoul, but caster summons a Lesser Giant Skeleton.

12)Touch of Oblivion II: the target of this spell is the caster's undead familiar that has Touch of Oblivion I successfully cast upon it. This spell must be cast for six months (for 2 hours a day). The caster can see through familiar's senses up to 1000' per level and cast spells through it up to 200' per level. The creature's DB and OB get a bonus of +30 (not cumulative with the bonus from Touch of Oblivion I) as it becomes more and more insubstantial and ghost-like. Magical or silver weapons are now required to harm it. Any living creature except the caster within 10' of the familiar must make a RR each round to avoid being drained of 1--5 Constitution points. If the familiar dies the caster loses half his Power Points and Hits Points for 1--5 weeks. The familiar is turned as a Type IV undead.

13)Summon Minor Specter: as Summon Ghoul, but caster summons a Minor Specter.

14)Summon Grey Noble: as Summon Ghoul, but caster summons a Grey Noble.

15)Summon Lord Skeleton: as Summon Ghoul, but caster summons a Lord Skeleton.

16)Summon Lesser Wight: as Summon Ghoul, but caster summons a Lesser Wight.

17)Summon Lesser Wraith: as Summon Ghoul, but caster summons a Lesser Wraith.

18)Summon Lesser Vampire: as Summon Ghoul, but caster summons a Lesser Vampire.

19)Touch of Oblivion III: the target of this spell is the caster's undead familiar that has Touch of Oblivion II successfully cast upon it. This spell must be cast for one year (for 2 hours a day). The caster can see through familiar's senses up to 1 mile per level and cast spells through it up to 1000' per level. The creature is now treated as a Large creature that ignores stun and bleeding. It has a +50 bonus to its OB (not cumulative with lower-level Touch of Oblivion spells), makes RRs at it's master's level and may be harmed only by magical weapons. Any living creature except the caster within 20' of the familiar must make a RR (at --10) each round to avoid being drained of 5 Constitution points. If the familiar dies caster loses three quarters of his Power Points and Hits Points for 1--5 weeks. The familiar is turned as a Type V undead.

20)The Ritual of Twilight: This ominous ritual will transform the caster into a Standard Lich in a year and a day. If the ritual fails the caster's soul is blasted to fragments and he can never be raised again. If the ritual succeeds the caster rises a year and a day after its casting as a Standard Lich, one of the most evil of the Undead. See Creatures & Monsters for typical statistics of a Standard Lich.

25)Summon Skeletal Horde: as Summon Ghoul, but caster summons one Minor Skeleton per level of experience. The skeletons will arrive at the rate of one per round and will obey the caster's commands. They will crumble to dust when the spell's duration expires.

30)Summon Undead Mass: as Summon Ghoul, but caster summons an Undead Mass.

50)Gate to Oblivion: as Summon Ghoul, but caster summons a very powerful undead entity from another plane (like an undead demigod or Veyrr) that will manifest in two rounds. The entity is completely free willed and cannot be controlled by any means (thought it can grant favors in exchange for something else). The entity remains on this plane until it wishes to depart or until it is destroyed (good luck!).

SPECIAL NOTES

1) Undead are divided into 6 classes I,II,III,IV,V and above V. See Creature & Monsters for a complete classification of various Undead. See Creature & Monsters for typical statistics of all undead in this list.

2) Converse does not in any way grant the ability to control undead, it merely permits conversation between caster and all spirits and sentient undead.

3) Unless specified otherwise, spells in this list do not grant the ability to control summoned undead.


Necromancer Base List: Undeath Law
Lvl Spell Area of Effect Duration Range Type
1 Detect Undead 10'R/livl 1 min/lvl Self U
2 Hold Undead 1 undead 1 round/lvl 100' F
3 Distance * 1 spell 1min/lvl 20'/lvl U
4 Unholy Might I* 20'R 1 round/lvl 100' U
5 Resist Turning I 1 undead/lvl 1 hr/lvl 100' U
6 Unholy Might II* 20'R 1 round/lvl 100' U
7 Undeath Plague 1 undead P 100' U
8 Distance II* 1 spell 1min/lvl 30'/lvl U
9 Unholy Might III* 20'R 1 round/lvl 100' U
10 Undead Legion Caster 1hr/lvl self U
11 Unholy Might IV* 20'R 1 round/lvl 100' U
12 Undeath Plague II 1 undead P 100' U
13 Resist Turning II 1 undead/lvl 1 day/lvl 100' U
14 Unholy Might V* 20'R 1 round/lvl 100' U
15 Resist Turning III 1 undead/lvl 1 day/lvl 100' U
16 Distance III* 1 spell 1min/lvl 40'/lvl U
17 Unholy Might VI * 20'R 1 round/lvl 100' U
18 Undead Legion II caster 1hr/lvl Self U
19 Resist Turning True 1 undead/lvl 1hr/lvl 100' U
20 Unholy Might True* 20'R 1 round/lvl 100' U
25 Distance True* 1 spell 1min/lvl 50'/lvl U
30 Undeath Plague True 1 undead/lvl P 100' U
50 Undead Army 1 undead P Self U

1) Detect Undead: Caster is aware of the presence of any undead in the area of effect.

2) Hold Undead: Target Undead is held at 25% activity.

3) Distance: Caster doubles the range of any active Control or Mastery Spell.

4) Unholy Might: All Undead in the area of effect receive a bonus of +10 to OB and MM.

5) Resist Turning I: Target undead count as 1 point more each against the various Repel spells.

6) Unholy Might II: As Unholy Might but the bonuses are +15.

7) Undeath Plague: All living beings slain by target undead will rise 2d10 hours after their deaths as free-willed Class I created undead.

8) Distance II: Caster triples the range of any active Control or Mastery Spell.

9) Unholy Might III: As Unholy Might but the bonuses are +20.

10) Undead Legion: While this spell is active all Animate Dead spells will be instantaneous and each animated dead will require only 25% activity to control.

11) Unholy Might IV: As Unholy Might but the bonuses are +25.

12) Undeath Plague II: As Undeath Plague but slain beings will rise after 1d10 hours as Class III free-willed Created Undead.

13) Resist Turning II: As Resist Turning I, but each undead counts as 3 points more.

14) Unholy Might V: As Unholy Might but the bonuses are +30.

15) Resist Turning III: As resist Turning I, but each undead count as 5 points more.

16) Distance III: Caster quadruples the range of any active Control or Mastery Spell.

17) Unholy Might VI: As Unholy Might but the bonuses are +40.

18) Undead Legion II: As Undead Legion, except animated dead only require 10% activity to control.

19) Resist Turning True: Target undead cannot be affected by the various Repel spells.

20) Unholy Might True: As Unholy Might but the bonuses are +50.

25) Distance True: Caster quintuples the range of any active Control or Mastery Spell.

30) Undeath Plague True: As Undeath Plague, but slain Beings will rise 1d10 hours after their death as Class III Created Undead under the caster's control.

50) Undead Army: Caster gains permanent control of target undead. Using this spell the caster may have as many undead under his control as he wishes.

SPECIAL NOTES

4) Undead are divided into 6 classes I,II,III,IV,V and above V. See Creature & Monsters for a complete classification of various Undead.

5) See Creature & Monsters for typical statistics of all undead.