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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