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.
Home Credits Downloads DM Aids Encounters Links Magic Religion Travel