Necromantic Level 4

 

Curse of undeath

Spell level:               Necromantic 3

Magic Points:         12

Range:                     48 yards

Duration:               until destroyed or dispelled

Ingredients:            the withered hand of a liche

This spell may be cast against any character within range. The victim must test against WP to avoid the effects. If failed the victim begins to turn into an undead creature. At the beginning of each round, the victim looses one S point, when it reaches zero they become one of the Undead. They will have the characters origin profile, but WP, DEX, and FEL all drop to 10. And all magic powers are lost.

As one of the Undead the creature must now be controlled as normal.

This spell can only be used against sentient humanoid creatures. And has no effect on non-thing creatures or those over 10 feet tall.

 

Summon Ethereal Undead

Spell level:               Necromantic 3

Magic Points:         8             

Range:                     6 yards

Duration:               until next sunrise

Ingredients:            a small sheet

Caster can summon a spectre or ghost that must do the necromancer's bidding before returning to its rest.

 

Summon skeleton major hero

Spell level:               Necromantic 3

Magic Points:         12

Range.                     Not applicable

Duration:               Until dawn the following day

Ingredients:            The enchanted skull of a legendary hero

The caster will be able to summon one skeletal major Hero, which will appear within 6 yards of the Necromancer. A Hero can act as a leader/ controller for an undead unit in the same way as a Necromancer.

M

WS

BS

S

T

W

I

A

DEX

LD

INT

CL

WP

FEL

4

45

47

4

4

13

50

3

28

28

28

28

28

0

 

Temporal Stasis

Spell level:               Necromantic 3

Magic Points:         12           

Range:                     touch

Duration:               until dispelled or caster wishes

Ingredients:            a coffin

The target of this spell will be placed in a state of suspended animation. As a result the target will not grow older and all body functions will cease, thus halting the effects of poison and blood loss from a critical wound. The target creature will be completely helpless for the duration of the spell. Upon the expiration of the Temporal Stasis, any critical effects will continue where they left off if medical attention has not been received. Note that unwilling recipients are entitled to a Magic save and the spell will not affect Undead, Demons, Elementals or Ethereal creatures.

 

Total control

Spell level:               Necromantic 3

Magic Points:         12

Range:                     2400 yards

Duration:               Until dawn

Ingredients:            Essence of vampire

This spell allows the caster to extend the normal range of undead control to cover an area with a radius of 2400 yards (about a mile and a half). The spell is effective until dawn of the following day,

 

Wind of death

Spell level:               Necromantic 3

Magic Points:         12

Range:                     2400 yards

Duration:               Until dawn

Ingredients:            the enchanted dust of 5 mummies

This spell causes a swirling black wind to blow over an area of radius 2400 yards (about a mile and a half) the wind sucks the life out of all living creatures causing 2D6 wounds regardless of armour or toughness, in every living creature id touches including the caster. No magic test is allowed.

Zone of Stability

Spell level:               Necromantic 3

Magic Points:         8             

Range:                     24 yards

Duration:               Instantaneous

Ingredients:            a pint of blood

All friendly Undead within the Zone are immune to instability and cannot be forced to make a check under any circumstances, including as a result of the effects of Magical items or spells.

Normal rules for zones apply

 

 

 

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