Necromancy Spells

Raise UndeadSpell Cost: 7 (Ritual) – Necromancy Roll Penalty: -8 – Endurance Cost: 15/20 Mins
The thing that Necromancers are most famed for; turning a loved one into an unliving, undead monstrosity. This Ritual allows the necromancer to bind the spirit of the recently deceased to create a ghost, or animate a body to create a skeleton or zombie. Necromancers study books on Anatomy to help them build better animated bodies, and on Spiritualism to help them bind Ghosts. The wizard must know about the undead type he wishes to create if the ritual is to succeed. (In game terms he has to make a KS: Anatomy (or Spiritualism) roll; this isn’t affected by the spell’s Active Points.)
Once he’s prepared the body, the wizard prepares his materials. He creates a Warding (see below) and places within it items belonging to the creature whose body he is using for the basis of his monstrosity. He steps outside the Warding, and starts the incantation. The magic destroys the personal effects, and as they are devoured by the magic, the undead begins to stir and by the end of the ritual the Necromancer has bound another minor undead to the material world. (At the GM’s option, characters can try to create an undead without any personal effects, but this imposes a -3 penalty on both the Necromancy roll and the EGO Roll to control the undead after it is formed). After the undead creature rises, the wizard must control it somehow (willpower, bribery, persuasion, force…) to get it to do what he wants.
Game Information Summon one “Classic” Undead built on up to 500 Character Points, Expanded Class (any type of undead; +½) (150 Active Points); OAF Expendable (personal effects of the victims, Very Difficult to obtain;-1½), Concentration (0 DCV throughout; -1), Extra Time (20 Minutes; -2½), Gestures (throughout; -½), Incantations (throughout; -½), Requires A Necromancy Roll (-1 per 20 Active Points; -¼), Requires A SS: Anatomy (or KS: Spiritualism) Roll (At No Penalty; -¼). (Real cost: 20 points).
Speak With DeadSpell Cost: 5 (Ritual) – Necromancy Roll Penalty: -8 – Endurance Cost: 8/Phase
One of the primary purposes for Necromancy was to get information from the dead. This spell enables a necromancer to communicate with spirits of the dead. Part of the intended person’s corpse will do for targeting purposes, since it is assumed that the spirit and body retain some link. Without such a physical link to the spirit, the necromancer must target through Mind Scanning or some other method – or like the Spiritualist medium, send a general call into the Beyond and hope that someone answers: “Is anyone there?”
Game Information Telepathy 10d6, Transdimensional (the Afterlife) (+½) (75 Active Points); Concentration (0 DCV throughout; -1), Extra Time (1 Turn; -1¼), Gestures (throughout; -½), Incantations (throughout; -½), Requires A Necromancy Roll (-½), Spell (-½). (Real cost: 14 points).
WardingSpell Cost: 1 (Ritual) – Necromancy Roll Penalty: -4 – Endurance Cost: 0
Warding is sometimes referred to as a “pre-ritual” — a ritual cast in preparation for another ritual (specifically, Animate Undead. It creates an area with special mystic power to constrain various types of animate unliving monsters. To create a Warding, a wizard must obtain special paints, inks, or powders. Prepared by alchemical processes, these substances are expensive. Depending on the type of Warding he’s creating, he may also need candles, censers of incense, or other materials (also not cheap). He can only cast the spell on a level surface at least 2” in radius. Typically he uses the floor of a summoning-chamber, but any level surface that he can paint/draw on will do.
The minimum time required to cast Warding is 5 Minutes. At the GM’s option, characters who take more time (meaning they’re more careful about drawing the warding-lines and performing other preparations) gain a bonus to their Demonology roll, per the usual rules for taking extra time. Or he can try to draw the circle more quickly, suffering the usual penalties for speedy use of a Skill.
Once all preparations are complete, the caster makes his Demonology roll. If he succeeds, he’s created a working Warding that triggers undeads Physical Limitation regarding such things. If he fails, the Warding was improperly drawn; he must start over. If he fails badly (by 4 or more), he thinks he created a Warding… but in fact it’s broken and anything he summons is free to attack him, flee, or do whatever else it wants!
Game Information Change Environment (create warded area), Long Lasting, Reduced Endurance (0 END; +½) (37 Active Points); OAF Fragile Expendable (magic circle, pentagram, or the like drawn on the floor with easily-disturbed enchanted paints, inks, or powders, plus candles and other materials, Very Difficult to obtain; -1¾), Concentration (0 DCV throughout; -1), Extra Time (5 Minutes; -2), Gestures (throughout; -½), Incantations (throughout; -½), No Range (-½), Requires A Level Surface (-0), Requires A Necromancy Roll (-½), Spell (-½). (Real cost: 4 points).
Necromantic HealingSpell Cost: 3 (Cantrip or Ritual) – Necromancy Roll Penalty: -4 (Cantrip) / -7 (Ritual) – Endurance Cost: 4 (Cantrip) / 7 (Ritual)
Rather than destroying or animating another person’s flesh, the character can use his powers to heal and mend it.
Game Information (Ritual) Simplified Healing 6d6, Can Heal Limbs, (65 Active Points), Concentration (0 DCV throughout; -1), Extra Time (20 Minutes; -2½), Gestures (throughout; -½), Incantations (throughout; -½), Requires A Sorcery Roll (-½), Spell (-½). (Real cost: 10 points)
Game Information (Cantrip) Simplified Healing 4d6, (40 Active Points), Concentration (0 DCV throughout; -1), Extra Time (Full Phase; -½), Gestures (throughout; -½), Incantations (throughout; -½), Requires A Necromancy Roll (-½), Spell (-½). (Real cost: 9 points).
Miraculous HealingSpell Cost: 3 (Ritual) – Necromancy Roll Penalty: -5 – Endurance Cost: 5/20 Mins
Through the knowledge of how to mystically imbue and control flesh, the wizard can repair long-term damage to another person’s body — anything from damage to the eyes, to loss of limbs, to removing scars and tattoos.
Game Information Major Transform 3d6 (person with physical disabilities or deformities to an otherwise identical person without those disabilities or deformities; heals back through another application of this power, Fleshwarping, or a like power) (45 Active Points); No Range (-½), Extra Time (20 Minutes; -2½), Gestures (throughout; -½), Incantations (throughout; -½), Requires A Necromancy Roll (-½), Spell (-½). (Real cost: 8 points).
Release the SpiritSpell Cost: 3 (Ritual) – Necromancy Roll Penalty: -7 – Endurance Cost: 7
With this spell, perhaps one of the most powerful in his repertoire, a Necromancer can disconnect his spirit from his material form, allowing it to roam at will. His spirit can fly at tremendous speed and is immaterial, but possesses his memories, spells, and so forth. While disconnected from his spirit, the wizard cannot use his body at all, and harm caused to either spirit or body affects both. Furthermore, his spirit cannot remain outside his body for more than 24 hours, or both will die.
Game Information Duplication (creates spirit form with all of wizards abilities, but also Desolidification, 0 End, Inherent), Easy Recombination (Half Phase Action at Half DCV), Altered Duplicate (25%; +¼) (69 Active Points); Costs Endurance To Activate (-¼), Extra Time (must enter trance and meditate to allow spirit to leave its fleshy prison, 1 Minute to cast; -1½), Feedback (-1), Original Character Is Incapacitated And Helpless While Duplicate Exists (-1), Both Characters Die If They Do Not Recombine Within 24 Hours (-½), Gestures (-¼), Incantations (-¼), Requires A Necromancy Roll (-½), Spell (-½). (Real cost: 11 points).
Ghost WardSpell Cost: 6 (Cantrip) – Necromancy Roll Penalty: -5 – Endurance Cost: 3
Since not all ghosts are friendly, and even seemingly friendly ghosts sometimes play “pranks” that can harm humans, a wise Necromancer learns this spell, which protects him from spirit powers.
Game Information Force Field (10 PD/10ED/10 Mental Defense/10 Power Defense), Reduced Endurance (½ END; +¼) (50 Active Points); Gestures (-¼), Incantations (-¼), Only Versus Spirits And Their Attacks (-1), Requires A Necromancy Roll (-½). (Real cost: 17 points).
Fallen ArmySpell Cost: 4 (Cantrip) – Necromancy Roll Penalty: -9 – Endurance Cost: 9
One of the reasons Necromancers are hated and feared is their ability to animate whole armies of dead bodies as mindless, animated undead. This spell allows the wizard to create many zombies and skeletons out of the remains of the dead, potentially creating a veritable horde of unliving minions. The death of the Necromancer returns the creatures to their previous state, as does the completion of their assigned tasks.
Game Information Summon upto 64 Mindless Undead (Skeletons and/or Zombies) built on 180 Character Points each, Slavishly Loyal (+1), Extra Tasks (x4 Number of Tasks; +½), (90 Active Points), Concentration (0 DCV throughout casting; -1), Extra Time (1 Hour; -3), Gestures (throughout casting; -½), Incantations (throughout casting; -½), Must Have Appropriate Corpses (-1½), Requires A Necromancy Roll (-½). (Real cost: 11 points).

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Necromancy Spells

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