Necromantic Level 3
Annihilate
Undead
Spell level:
Necromantic 3
Magic Points:
12
Range:
24 yards
Duration:
Instantaneous
Ingredients:
The flayed skin of a fresh corpse
This spell effects all Undead (including Ethereal
Undead) within 24 yards of the caster. Any such creatures must make a test
against Will Power or be destroyed
.
Attack
Spirit
Spell level:
Necromantic 3
Magic Points:
1
Range:
6 yards
Duration:
instantaneous
Ingredients:
a human heart
Victims’ body thinks that the spirit is departing.
This taste of death requires terror test to be made.
Cause
Instability
Spell level:
Necromantic 3
Magic Points:
4
Range:
line of sight
Duration:
instantaneous
Ingredients:
a pint of blood
This spell affects all creatures within sight of the
caster, which are already subject to instability. The creatures must make a test
against willpower or become unstable. Roll 1d6 and consult the table given in
the Bestiary.
Decay
Spell level:
Necromantic 3
Magic Points:
4
Range:
48 yards
Duration:
instantaneous
Ingredients:
a burial shroud
This spell simulates a century of corruption upon
the targeted item. Any non-living item will start to rapidly rot or corrode
away. A corpse will be reduced to a skeleton with minutes; a sword will rust
into dust; fine clothing will mildew and decay; stonework will erode and crack.
This spell will have a lesser effect on living
creatures, merely causing them to age 10 years. The effect of this on Elves will
be scarcely perceptible.
Hand of
the Wraith
Spell level:
Necromantic 3
Magic Points:
5
Range:
touch
Duration:
instantaneous
Ingredients:
essence of a wraith
Caster drains a point of strength by touch.
Life in
death
Spell level:
Necromantic 3
Magic Points:
16
Range:
Personal
Duration-
1 hour per level
Ingredients:
A fresh human heart
This spell may only affect the caster. Its effects
last for 1 hour per level of the caster. If slain during this time, the
Necromancer's spirit is released and may try to inhabit the body of any other
living creature during the next 2D4 combat rounds. The caster's invisible spirit
has a Move of 6 and must begin from the caster's dead body. The spirit must
touch a host creature in order to inhabit it. The host is-allowed to make a test
against Will Power and, if successful, the spirit may not inhabit that body. If
the test is failed the Necromancer inhabits the body of the victim until either
it is slain or the Necromancer's spirit is
The Necromancer's wandering spirit cannot be harmed
by any physical or magical attacks, though it cannot enter any magical Zone that
keeps out Ethereal Undead If the Necromancer's spirit fails to find a new body
within 2D4 rounds, it is blown to the winds and destroyed.
As a spirit, the Necromancer has no magical or
physical powers at all. Having acquired a new body, the Necromancer's Ld, Int,
Cl and WP characteristics are regained, as are all skills and magical powers
(including magic points). But all other characteristics are now those of the
host creature.
Raise
dead
Spell level:
Necromantic 3
Magic Points:
12
Range:
Around the caster
Duration:
Until dawn the following day
Ingredients:
A graveyard or burial site
This spell must be cast within a graveyard or burial
ground of some kind. The magician can raise one of the following groups of
Undead creatures: 6D6 Skeletons, 6D6 Zombies, 3D Ghouls or D6 Mummies. The
Undead will always appear as a single group.
The creatures so raised will obey the commands of
their summoner until dismissed, or until the next sunrise.
Summon
skeleton horde
Spell level:
Necromantic 3
Magic Points:
12
Range:
Not applicable
Duration:
Until dawn the following day
Ingredients:
Burial site or the enchanted finger bones of 6 skeletons
The caster can use this spell to summon a horde of
6D6 Skeletons. The creatures will be normal Skeletons in a single group (see
Undead - The Bestiary), and will appear within 6 yards of the summoner.
Summon
Storm Riders
Spell level:
Necromantic 3
Magic Points:
10
Range:
6 yards
Duration:
until the following dawn
Ingredients:
burial site, or enchanted finger bones of 6 skeletons and 6 hoofs
Summons d6 skeleton chariots. Skeletons have normal
stats, horses are war-horses. Skeletons are armed with Lances and full plate
mail
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