Necromantic Level 1

Destroy Undead

Spell level:               Necromantic 1

Magic Points:         2

Range.                     24 yards

Duration:               Instantaneous

Ingredients:            Dust from a grave, or water blessed by a cleric

This spell can be cast against any group of Skeletons, Zombies or Ethereal Undead within 24 yards, and will affect ID6 of the group. The creatures may make a test against Will Power to avoid either crumbling to dust or (in the case of Ethereal Undead) simply vanishing. Undead which successfully make the test are unaffected by the spell.

 

Feign Death

Spell level:               Necromantic 1

Magic Points:         2             

Range:                     personal

Duration:               Instantaneous

Ingredients:            blood of a newly dead baby

This spell slows the necromancer's metabolism to such a degree that he becomes comatose and appears dead. Cadaverous appearance, noisome stench, etc. will aid in this deception:). Less prone to damage while in this state - strength of any attack (prod) is halved unless a deliberate strike to dismember or kill. Spell lasts until dispelled or caster wishes.

 

Hand of death

Spell level:               Necromantic 1

Magic Points:         1 per touch

Range:                     Not applicable

Duration:               Until the Necromancer is wounded

Ingredients:            Part of a corpse's shroud.

This spell endows the caster with the ability to cause Wounds simply by touching a target. The caster rolls to hit - ignoring normal unarmed combat modifiers - and any hit automatically causes ID6Wounds to the target, irrespective of Toughness or armour (unless magical - see below), in addition to any normal damage (which is subject to the usual modifiers). Each successful touch Magic Points a further 1 magic point. The Necromancer may not use a weapon.

This spell takes effect immediately and Lasts until the caster is wounded, when it is instantly dispelled. Victims do not receive a Magic test to avoid the effects, but if they are wearing magical armour the damage is reduced by I for each plus of protection provided by the armour. For example, a hit on the body of a character wearing a + 2 magical breastplate reduces the spell's damage by 2.

 

Protection from Undead

Spell level:               Necromantic 1

Magic Points:         4             

Range:                     12 yards

Duration:               5D6 rounds

Ingredients:            garlic

Undead are at -10 to hit caster. Caster receives +10 to fear tests caused by Undead.

 

Summon skeleton champion

Spell level:               Necromantic 1

Magic Points:         4             

Range:                     not applicable

Duration:               until dawn the following dawn

Ingredients:            a skeleton, corpse or enchanted skull

This spell is used to summon a single champion who appears within 6 yards of the caster. This spell can be used to animate a suitable corpse or provided proper preparation has taken place, to draw a hero from the plane of death. Profile is as follows

M

WS

BS

S

T

W

I

A

DEX

LD

INT

CL

WP

FEL

4

35

27

4

3

5

30

1

15

15

15

15

15

0

 

Once summoned the champion stays until the following dawn, when it crumbles to dust.

A champion can act as controller providing it stays within 24 yards of the group.

 

Summon skeletons

Spell level:               Necromantic 1

Magic Points:         4

Range:                     Not applicable

Duration:               Until dawn the following day

Ingredients:            Corpses, skeletons or enchanted skull

This spell is used to summon a group of D6 normal Skeletons. If cast on a battlefield or burial site, the Skeletons spring up in a group around the caster. If summoned using an enchanted skull, they appear within 6 yards of the summoner.

Zone of life

Spell level:               Necromantic 1

Magic Points:         4

Range:                     Not applicable

Duration:               1 hour per level

Ingredients:            a holy relic

This spell casts a magical zone12 yards in diameter, centred on the caster. It lasts for one hour per level or until the caster moves. The caster can prevent all Undead from entering the zone, or firing missiles or casting magic into the zone.

Standard rules for zones apply.

 

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