Introduction

Necromancers are masters at manipulating the energy of souls and life. In this setting, necromancers are not necessarily evil nor illegal, though some people may feel uncomfortable in the presence of necrotic power. Necromancers cannot use armor when casting Spells or Arts.

Necromancers gain Magic as a bonus skill. Every Level, a Necromancer is able to learn one spell from the Arcanist spell list OR one spell from the Necromancer spell list.

Full Necromancer Spell Table
LevelMax. Level of Spell# of Spell Casts# of Prepared SpellsArts
1113Any One
2113Any One
3224-
4225Any One
5336-
6337Any One
7448-
8449Any One
95510-
105612Any One
Partial Necromancer Spell Table
LevelMax. Level of Spell# of Spell Casts# of Prepared SpellsArts
1112Any One
2113-
3113Any One
4124-
5225-
6236Any One
7237-
8237-
9348Any One
10349-

Necromancer Arts

Effort for Full Necromancers is calculated by taking the Magic Skill Level, adding the better of the Intelligence and Charisma modifiers, then adding one. For Partial Arcanists, only the Magic Skill Level and Intelligence and Charisma modifiers are used. Your character receives at minimum 1 Effort.

Bonetalker

You can see and communicate with any undead creature, regardless of a shared language or the creature’s natural state of invisibility. By Committing Effort for the scene you can sense the surface thoughts of any visible undead, including an impression of any commands or behavior it has been ordered to carry out. Unintelligent undead will not attack you or your companions unless specifically compelled to do so by a command or a master. Even intelligent undead will generally pause at least for an initial parley before attacking.

Cold Flesh

You no longer require sleep and feel pain only in an abstract sense. You can suffer no more than 2 points of damage from any given instance of Shock and you have a natural Armor Class equal to 12 plus half your level, rounded down.

Consume Life Energy

By making a Punch attack or using a melee weapon you have spent at least an hour properly consecrating, you can absorb a portion of the damage you inflict on others as healing to yourself. For each successful attack you make with such implements, you heal 1d6 damage, up to a maximum of the damage done by the attack. You cannot drain more life than the target has remaining hit points.

False Death

Commit Effort as an Instant action; while it remains Committed you appear dead to all mundane examination. You lose your Main Actions while “dead”, but can move and perceive normally and do not need to eat, drink, breathe, or perform other bodily functions. Poisons and diseases do not progress in you while you are “dead”. You can maintain this state of death for up to one day per level before needing at least an hour to recover.

Gravesight

Commit Effort as an On Turn action; while it remains Committed, you can see the life energies of living creatures around you as various glowing patterns, regardless of the mundane illumination available. You can perceive sicknesses, poisons, and other physical qualities on sight. As a side effect of this ability, you can see normally even in perfect blackness.

Keeper of the Gate

At your discretion, creatures within twenty feet of you per character level that are Mortally Wounded will die instantly and cannot be revived by magic or medicine. Conversely, you can Commit Effort for the day to automatically stabilize any or all within that range, increasing their System Strain by 1 point. This benefit cannot aid creatures that have been dismembered, shredded, or otherwise suffered unsurvivable injuries.

Life Bridge

You can transfer life force between willing or helpless participants. Commit Effort for the day; for the rest of the scene, you can shift hit points from one willing or helpless target no smaller than a dog to another as a Main Action, provided you are touching both. You can shift enough hit points to Mortally Wound a donor, but you can’t give more to the recipient than would refresh their maximum allowed hit points.

Master of Bones

Undead must roll twice to save versus your abilities or spells and take the worse roll. You may Commit Effort for the scene as an Instant action to negate any single attack, magical power or spell an undead uses against you. Undead with more than twice as many hit dice as you have levels cannot be foiled this way.

Red Harvest

You are empowered by death. As an Instant action, whenever an intelligent living creature with at least one hit die perishes within fifty feet of you, Commit Effort for the day to either heal 1d6 plus your level in lost hit points or gain a +4 bonus on your next hit roll this scene. This art cannot be stacked, and it can be used only once per round.

Unaging

You no longer naturally age, and will remain perfectly hale and vigorous up to your species’ natural maximum age plus 20% per character level, after which you will collapse into dust and decay. Immortality beyond this point is possible, but generally requires consistent supplies of life energy, occult materials, or other difficult-to-acquire or morally questionable materials. You also become immune to poisons and diseases.

Uncanny Ichor

Your blood is not like the blood of normal beings. Predators find it nauseating and will not bite you unless provoked. Unintelligent predators will not consider you edible. This ichor is reluctant to leave your body, and stabbing or puncture injuries can Mortally Wound you but cannot result in your death unless you are entirely pincushioned by your foes or suffer catastrophic physical damage.

Unliving Persistence

Commit Effort for the day as an On Turn action to automatically stabilize when Mortally Wounded. You may use this ability to benefit others if you are able to touch them. This ability cannot save a subject that has experienced dismemberment or other extremely final deaths.


Level 1 Necromancer Spells

Command the Dead

The necromancer exerts their will over a number of hit dice worth of undead equal to twice their character level. These undead must be visible and within one hundred feet of the caster. Undead get a Mental saving throw to resist this binding, at a penalty equal to the caster’s Magic skill. Creatures only partially-bewitched by the spell due to their excess hit dice merely stand dazed for a round. Those fully within the hit die cap who are affected become suicidally loyal to the necromancer until they are released by the caster. Regardless of how often the caster uses this spell, they may have no more than twice their level worth of hit dice bound at any one time, with the oldest-enchanted being first released.


Query the Skull

Speak with the Dead.

This spell requires a corpse with largely-intact organs of communication. The corpse cannot have been dead for more than one day per caster level. Once sorceled, the corpse will answer up to one question per caster level, with the caster understanding the answers regardless of the creature’s natural language. Corpses are laconic, and generally answer in no more than one or two sentences; their replies will be truthful, but tend to be literal and they have no power to hypothesize or make judgments. This spell may not be used twice on the same corpse.


Smite the Dead

The necromancer conjures a blast of dispelling force at a point within one hundred feet per caster level, affecting an area up to 20 feet in radius. All hostile undead within that area immediately suffer 1d10 damage per caster level. Undead with hit dice equal or less than the caster’s level must make a Physical save or be destroyed outright. The necromancer may Commit Effort for the day immediately before casting this spell; if so, its casting does not count against the Necromancer’s available spell slots for the day.


Terrible Liveliness

Imitate Life.

A necromancer can give an undead creature the semblance of a healthy, normal living being with this spell. The target appears as it did in life, at any point in its lifespan that the necromancer so desires, and is capable of performing all normal human activities that its cognition allows it to perform. The spell uses the creature’s nature as a template for its effects, so the disguise is tangible and physically real until dispelled or the necromancer drops the effect. A necromancer can maintain only one such disguise per level, and it does not work on sentient unwilling targets.


Level 2 Necromancer Spells

Augment Mortal Vitality

The necromancer may refine and enhance the natural flow of vitality within a willing visible target. For the rest of the scene, all Physical saving throws they make gain a bonus equal to the necromancer’s Magic skill and they automatically stabilize when Mortally Wounded. Once during the scene, as an Instant action, they can immediately heal from all damage inflicted by an injury that did not Mortally Wound them. The recipient of this spell gains one System Strain.


Enfeebling Wave

Mass Slowing.

A wash of debilitating force erupts in a 20-foot radius at a visible point within one hundred feet. All living creatures within the area must make a Physical saving throw or for the rest of the scene their movement rate is halved and they must make all attack and damage rolls twice and take the worse result. If the save is successful, these penalties apply only to their next turn.


Final Death

The necromancer curses one visible target per level. For the rest of the scene, these targets cannot recover or gain hit points and will die instantly if Mortally Wounded. After each failed instance of healing, a target can make a Physical save to throw off the spell.


Raise Corpse

The necromancer targets a mostly-intact skeleton or corpse, imbuing it with a semblance of life. Whatever the creature’s attributes were in life, it now has 1 HD, an AC of 13, a Move of 30’/round, a +0 skill bonus, saves of 15+, a +1/1d6 unarmed melee attack, Instinct 0, and a Morale of 12. Such corpses may be equipped with weapons or armor. Its decay or dissolution immediately ceases, and it becomes suicidally loyal to its creator. The corpse has no natural volition, but will obey commands with a human degree of intelligence. It has only vague memories of its prior life, and while it may retain human tics or habits it had in life it can answer only the simplest and most self-evident questions. Damage to a corpse can be repaired only by casting this spell on it again, which restores it to its original “health”. The corpse continues to exist until it is reduced to zero hit points or its creator releases it. A necromancer cannot have more active subjects of this spell than their character level.


Level 3 Necromancer Spells

Compel Flesh

A visible living creature or physically-bodied undead within 100 feet is ensorceled by this spell, their flesh and bones becoming temporarily enthralled to the caster’s will. The target becomes paralyzed unless commanded by the caster as an On Turn action; once given a command, their body will dutifully carry it out on their next turn. The user’s mind is not affected by this spell, so they cannot be made to cast spells, answer questions, or perform other intellectual tasks, but they will fight, move, and perform other non-suicidal physical acts as normal. The target may make a Physical saving throw at the start of each of their turns to throw off the effect, but they will inevitably suffer one point of damage per caster level with each attempt as their flesh writhes and tears. If not thrown off earlier, the spell lasts until the end of the scene.


Festering Curse

The qualities of a corpse are forced upon a visible living target. The subject begins to rot, fester, and decay in whatever ways the necromancer thinks appropriate. Food tastes like ashes, water does not quench thirst, and their body is numb to all physical pleasures. They suffer a -2 penalty to all social skill checks due to their repugnance. This transformation does not inflict physical injury, but it makes the target’s life an utterly joyless misery until it is dispelled or the necromancer lifts the curse. Creatures with more hit dice than the necromancer has levels can make a Physical save to resist the curse.


Forgetting the Grave

Suspend Death.

A necromancer can temporarily suspend the mortality of a willing target within sight. For one round per Necromancer level, the creature simply cannot die, no matter how drastic their injuries. Those reduced to zero hit points lose their Move action each turn but can continue to act otherwise; if such a target is damaged yet again, they must make a Physical saving throw each time or become incapable of movement until healed. At the spell’s end targets reduced to zero hit points are Mortally Wounded; those that have been dismembered or other- wise slaughtered beyond the hope of survival die instantly.


Merge Souls

By molding the plasmic stuff of life force, the necromancer can create a bond between two willing or helpless targets. These subjects must be close enough for the necromancer to touch; thereafter, for as long as the spell is in effect, the two creatures pool their hit points. Injuries to either subtract from this pool, and neither dies until it is reduced to zero, whereupon both are Mortally Wounded. They can communicate telepathically at will while the spell is in effect. The power ends at daybreak; if dispelled sooner, the remaining pool is split proportionately.


Level 4 Necromancer Spells

Boneshaper

Reshape Bodies.

The clay of flesh and bone run obediently to the will of the necromancer. Whether living or undead, a willing or helpless victim under the effects of this spell can be re- shaped into any roughly-equivalent form with an hour’s work. Limbs can be added or removed and existing tissue can be recolored, re-textured, or rearranged to the necromancer’s wishes. Perfect imitation of a particular creature requires a Dex/Magic skill check against difficulty 10. This spell is limited in the physical changes it can effect; a bonus of +1 can be added to modifier of Charisma or a physical attribute at the cost of a -1 penalty to the modifier of one of the same attributes, to a maximum of +2 or -2. This spell lasts until the necromancer lifts it or it is dispelled.


Raise Grave Knight

The corpse used for this spell must be of a relatively powerful creature with at least four hit dice or levels. The result is much like that of the Raise Corpse spell, but this undead servitor is much stronger, with 4 HD, AC 15, a Move of 40’/action, a +1 skill bonus, saves of 13+, Instinct 0, Morale of 12, and a melee attack of +6/1d10, assuming it doesn’t use a normal weapon. It is fully intelligent and self-willed, albeit utterly devoted to its creator, and it remembers a significant amount about its prior life. A grave knight regains all lost hit points at dusk each day, assuming it’s not destroyed. A caster may have only one grave knight active at a time. One that has been reduced to zero hit points is destroyed and can only be rebuilt with a month of painstaking repair and re-enchantment.


Level 5 Necromancer Spells

Call of the Tomb

The necromancer invokes the inescapable urge for self-dissolution within the substance of all that exists, amplifying the weight of their own mortality. All enemy creatures within forty feet are affected. Targets can make a Physical saving throw to resist, in which case the effects last only one round, otherwise lasting for one round per caster level. During this time all attacks made against the victims automatically hit and all damage dice they suffer are maximized. Any special defenses they may have against mundane weapons or certain types of injury are negated while the spell is on them.


Everlasting (Zone of Life)

Zone of Life.

The spell may be triggered as an Instant action by the caster, imparting a burst of unquenchable life force to all allied creatures within 50 feet. For the next five rounds, no affected ally can be reduced below 1 hit point, regardless of the damage inflicted upon them. At the end of the spell’s effect, the caster’s own life energy is exhausted, leaving them with only 1 hit point. A creature can benefit from this spell no more than once per day.