Necromantic Level 2

Control Undead

Spell level:               Necromantic 2

Magic Points:         3

Range:                     48 yards

Duration:               Instantaneous

Ingredients:            a religious symbol or wood from a coffin

This spell may be cast against a group of skeletons or zombies within 48 yards. They must test against WP or be taken over by the caster. They are now controlled by the caster subject to normal restrictions.

This allows a necromancer to control hostile Undead, there is no limit to the number that can be controlled but separate spells are needed for different groups.

 

Extend control

Spell level:               Necromantic 2

Magic Points:         3

Range:                     Not applicable

Duration:               1 hour per level

Ingredients:            Brain of a magician

This spell enables the caster to extend the normal range of - Undead control from 24 to 48 yards. The spell lasts for 1 hour per level of the caster.

 

Hand of dust

Spell level:               Necromantic 2

Magic Points:         3 per touch

Range:                     Not applicable

Duration:               Until caster is wounded

Ingredients:            The right hand of a hanged murderer

This spell endows the caster with the ability to cause Wounds simply by touching a target (use of a weapon negates the effects). The caster rolls to hit as normal - ignoring unarmed combat modifiers - and any hit automatically causes 2D6 Wounds (irrespective of Toughness and armour), in addition to any normal damage.

This spell takes effect immediately, and lasts until the caster is wounded, when it is instantly dispelled. However, each successful touch made by the caster Magic Points a further 3 magic points.

Victims may not make a Magic test to avoid the effects, but if they are wearing magical armour, the damage is reduced by 1 for each plus of protection provided by the armour. For example, a hit on the arm of a character wearing a + 2 magical chainmail coat reduces the spell's damage by 2.

 

Speak With Dead

Spell level:               Necromantic 2

Magic Points:         2             

Range:                     not applicable

Duration:               1 question per level

Ingredients:            an enchanted skull, or body of person to be questioned

Caster may speak with the recently dead. Will get yes/no/don't know/won't tell you answer to a number of questions equal to level.

 

Stop insanity

Spell level:               Necromantic 2

Magic Points:         2

Range:                     48 yards

Duration:               Until next period of instability occurs

Ingredients:            A pint of blood

This spell can be cast on any group of Undead or ethereal creatures within 48 yards. The creatures ignore their next occurrence of instability, even if magically induced

 

Summon skeleton minor hero

Spell level:               Necromantic 2

Magic Points:         8

Range:                     Not applicable

Duration:               Until dawn the following day

Ingredients:            Corpse, skeleton or enchanted skull

The caster can use this spell to summon a single Skeleton Minor Hero who appears within 6 yards. A Skeleton Minor Hero can act as a leader/controller for an undead unit in the same way as a Necromancer.

Games masters may determine the basic profile of the creature according to the guidelines given in the Bestiary, or use the following:

M

WS

BS

S

T

W

I

A

DEX

LD

INT

CL

WP

FEL

4

45

34

4

4

9

40

2

28

28

28

28

28

0

 

Once summoned the Hero stays until the sun sunrise, when it collapses into dust.

 

Touch of the Spectre

Spell level:               Necromantic 2

Magic Points:         4             

Range:                     Touch

Duration:               1D6 rounds

Ingredients:            index finger bone of left hand

Caster's touch causes paralysis on a failed WP test.

   

 

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