Necromancer:
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Animosity:
Causes animosity in an undead. this animosity will be directed forever at the next creature the undead becomes aware of.
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Appease:
Appeases and curbs the anger and enmity for the undead that is called up by using the spell, "Violation".
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Arm of Damascinnin:
Creates 1-D4 undead (random), but must be used in conjunction with the Oracle, “Crypt-Spawn Table”.
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Armor of Decay:
Causes caster to be guarded in a covering of shadow. The points this flesh will have is as follows:
Level of Necro. D.P. in each area:
9-11 200
12-14 300
15-17 400
18-20 500
21-23 600
24-26 700
27-29 800
30 900
31 1,000
Note: 10% of the physical damage Dead or Undead creatures inflict upon the caster will return upon it (rounded up).
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Dark Revival:
Bring back a long since deceased creature into an independant state of half-life.
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Threat:
5% chance per turn of effected targets turning on eachother for that turn.
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Unliving:
Put together parts of dead creatures to create an Unliving creature that will server the Necromancer. The powers of the Unliving will depend upon the types of creature parts used.
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clusters to organize:
Banshee:
Fear of death falls upon one target. +1 target per 20 spell-points. added into initial casting.
Black Talons:
Causes the fingernails of the nec. to become death-like weapons. If they break the skin of another. Touch = stun, break skin = sudden death.
Blackened:
Cast on an undead caster has created and it will be strengthened +6-D10 strength, and x3 DPs. Duration: Permanent. Side effects: 1. Caster will willingly give up 1-D10 DPs in all areas of body permanently. 2. Caster will willingly give up 1 point of strength and constitution permanently.
Blackened Hunger:
Causes undead to attack.
Blood Rights
Blood-Runes:
If targeted steps into area of effect the following will occur:
Living: 1-D12 +3 per level of the caster blood-loss strike.
Undead: 120 +5 per level of the caster damage in all areas of the body.
Carnage:
Raises a mass of carnage to form a creature known as “Carnage”.
Carnage Strike:
Full Damage on undead, 3-30% on the living, 50% on the dead. Take all wound, add them together and place in a random area.
Choke
1-D6 oxygen-point loss per 2 levels advanced.
Creep:
Creates a large black spider, snake, cat, dog, or humanoid to do the caster's bidding.
Creeping Worms
3-D6 worms of blackness attack.
Cry:
Brings emotions out in undead.
Darkened:
Causes temptation to strike enemy’s ally for 1 full turn -- avoid M.A. or turn and attack. If enemy slays his or her own ally, this spell will continue to work on in that if an avoidance-roll vs. “Mental-attack” fails, one attempt will be made to take the weapon, used to slay ally, and slay self (one full turn of attacks will be attempted).
Darkened Fruit:
Cast this spell upon the fruit of an evil fruit-bearing tree. Then cast another spell upon the fruit. The fruit will then hold that spell dormant within it until it is tasted. Then the spell will cast.
Darkened Blade:
Will effect creatures that need a R-1 magical weapon to harm. Magical resistance and protection will turn this spell-blade.
DarkLife
Puts targeted into a trance where he or she is taken into a testing-dreamstate of reality. Physical illusions are real for the targeted.
Dead Breath:
Causes Necromancer’s breath to come out as if breathing in arctic conditions when an undead has bent its mind or is coming for the Necromancer.
Dead Eye:
Reveals undead that are invisible or unseen due to spell or ability.
Dead Eyes:
See undead for what they really are. Can track undead like F.K. tracks anything... but only can track undead... that is all (even non-physical undeads).
Dead Kin:
Creates brotherhood with an undead, sort of like a druid casting Animal Trust.
Dead Light:
Undead or dead within area of effect = revealed to caster.
Dead Mind:
Pacifies an Undead so Necromancer will not be thought about or hunted down.
Dead Slumber:
Causes undead to sleep, rest, etc., for a period of time.
Desecration:
Desecrates and taints a dedicated blessed grave, thus destroying the magical effect upon it. Any who desecrate or disturb a desecrated grave will be cursed for a season (discretion of the Game Master). This works for the necro also... if a blesses grave is countered by this spell, necro must pit mental-strength against that of the one who blessed it, and win, or the grave will remain bless and the necro will be cursed for a season.
Destroying Angel: Change out the title of “Angel” to something else.
Causes pain for multiple adversaries. Avoid mental attack. Successful = 1-D6 dam. To m.s.; unsuccessful = 2-D6 and avoid vs. Pain, or lose next turn (only defensive can be maintained).
Devour:
Good only vs. Undead.
Dread:
Permanent fear.
Ebony:
Causes minor and temporary deterioration of health (an abnormal sickness will come upon targeted that will leave him or her palled and weakened). Drains 1 point of Constitution. + 1 per 5 levels of the caster above 6th.
Embalm:
Mummy make.
Emotionless:
Cuts all emotion for a time (fear, love insecurity, doubt, etc.).
Eye of the Dead:
Gives necromancer the vision ability of: Night-vision and he or she cannot be blinded by dirt, dust, sand, etc.
Eyes of Death:
Avoid vs. “Faith” or be slain. If targeted is equal to or higher than the necromancer’s level, half damage to all DPs will be taken first... then if the spell is cast again, death will occur unless “Faith” check succeeds.
Fade:
Nec. fades from the earthly flesh to that of a Fade, a powerful undead spell-caster.
Fear Cloud:
Cloud of fear.
Fear of Death:
Total panic and Paranoia.
Fear of the Dead:
Nec sheds fear as an undead does. There are degrees of fear that can be shed vs. the amount of S.P. added into the initial cost of the spell.
Feign:
Necromancer appears to be dead (no vitals). This can be cast on another, willing, target.
Forked Tongue:
Creates the following Power Words the Necromancer can utter:
1. Blackened: Gives power and Strength. to undead.
2. Darkened Earth: Earth becomes threatening to undead in that undead think it will swallow it up.
3. Darkened Host: Control undead movement.
4. Dark Summoning: Summons undead/Dead into presence of Nec.
5. Mist-weaver: Swirling mist writhes out form the Nec. mouth blinding targeted.
Glittering Remains:
Causes bones to glitter as if sprinkled with starr-dust. +10 strike -3 defense.
Goar:
Creates the scene of battle gore as if a battle had been fought.
Goth`Kin:
Calls up kin, direct relatives, from the dead. they are not alive. this spell cannot be cast on a person who has not been at least 3 days passed.
Gothic Call:
caster casts wisps of darkness, as the Fearshade, about him/herself. caster calls up the spirits of the past and they encircle the caster. Struck by them = paralysis, avoid “fear” once ----- successful = no effect and unsuccessful = panic (1/2 movement, and -40 on all attacks).
Gothic Moan:
Causes undead encounter 10 rolls to get the encounter or not successful (undead probably are not in the area).
Gothic Moon:
Caster can turn into a living vampire-like creature and suck the blood of someone. healed of physical wounds, energy, etc.
Gothin:
Nec cast on self. undeads accept caster and do not attack. Can only be cast if Undead is in sight and only has effect between caster and undead. Caster initiates spell only in the presence of an undead's lips only.
Gothur’s Breath:
Will cause all undead within 4 spaces of caster to turn on themselves for 1-D4 turns.
Granted Flesh:
Restores rotting flesh and body to health (the body will then begin to decompose as does a normal deadened corpse.
Granted Sweet:
Relieve the pain and stench of being undead.
Grim Light:
Avoid vs. “Faith” or undead(s) are driven out of the area of effect (only undead creatures are effected).
Hand of Fear:
Black giant hand that fades into thin air at the forearm. It is meant to terrify onlookers.
Hand of Holding:
Black giant hand that fades into thin air at the forearm. It is meant to hold targeted.
Hand of Intrusion:
Black giant hand that fades into thin air at the forearm. Pushes one back. It is meant to repel an intruder.
Hand of Levitation:
Black giant hand that fades into thin air at the forearm. It is meant to carry things.
Hand of Offense:
Black giant hand that fades into thin air at the forearm. It is meant to throw things, punch, etc.
Hand of Shielding:
Black giant hand that fades into thin air at the forearm. It is meant to shield against holy, light, undead and dead attacks.
Hand of Staying:
Black giant hand that fades into thin air at the forearm. Holds one back from a portcullis, area, etc. It is meant to stop or slow an intruder.
Hand of The Dark Magi:
Black giant hand that fades into thin air at the forearm. This hand can cast spells equal to ½ the caster’s level (rounded down). Caster must use spell-points for the hand to cast also and is subject to only being able to cast spells that the necromancer can cast.
Hand of The Dark Menace:
Black giant hand that fades into thin air at the forearm. This hand is the beginning of the real offensive types of hands.
Harrow of Madness:
Avoid vs. “Faith” or see all as undead or slain.
Harrowbone Dagger:
Creates a dagger of filth.
Harrowbone Glance:
Causes Faith check to fail for 3-D4 turns unless an avoidance-roll vs. “Faith” is successful.
Heavy:
Causes the feelings of pain, sorrow and a death-like feeling to come upon any who touch the caster. Avoid vs. “Death” (if a creature fails to make this avoidance-roll it will not die).
Effects:
1. ½ attacks (rounded down), no less than 1 though).
2. Moral check every turn or panic will take hold of targeted (then targeted can only defend until the next turn, in which targeted can attempt to succeed the avoidance-roll vs. “Death” (three times in a row).
Either way the feeling this spell overwhelms its targeted with will last for 3-D6 days.
Holy Apathy:
Similar to rebuking stone, yet against holy creatures.
Infection or Infectious Creep:
Environment Worm. Necromancer must know the trade-skill: Geology and have knowledge of that region.
Influence:
Gives +1-4 added to %dice-rolls when attempting to sway the decision of another. Add this to “Charismatic adjustment”. This spell is cast on self, not another.
Killing Bed:
If a person or creature is slain while within this bed, Undead Status will be granted. Random undead based upon what time of night.
Kiss of Death:
Avoid "Death" Avoid vs. "Death" or slip in a coma . . . with a chance to pass on within 2-D12 hours (avoid "Constitution." or pass on). Nec. gives the slightest of kiss to the lips only.
Larva:
Cast on a maggot and wait for 1-D6 +1 days. It will Metamorph into a dog-sized creature (half maggot, half dog known as the “Murilith). Bite causes sickness and disease (2 bites 1-D8 damage. D.P. as Starkeld Dog).
Leprosy:
3-D10 damage in 2-D6 areas. Natural healing from this takes x3 longer. If healed from this with a healing spell or item it will take x2 the normal points to restore damage-points. Example: Healing50 Potion will only heal this damage 25 points instead of the usual 50. If a Healing Ring is used, only half of the Leprosy damage will be healed. It will take 2 charges from the Healing Ring to completely heal all damage.
Living Death:
Reverses the existence of Dithinoth, thus creating a Reaper.
Marrowlith:
Causes the marrow from many corpses to form into the appearance of a skeleton. The Marrowlith has draining/storing powers that the Necromancer can use temporarily.
Meet the Reaper:
Takes targeted into the presence of a random level Reaper. If targeted is vicarious, targeted will be brought back into the place he/she was taken from. All armors, DPs, charges expended from items, etc., will be restored as if targeted had never left.
Message of the Dead:
Cast on corpse. corpse will talk to Nec. in moans and cries. Only necromancer can understand.
MetaGothic Call:
Cast on living creature and it will change to a partial (25%) living dead. Rank-2 or better magical weapon to hurt targeted. Spell is temporary (3-18 hours (roll 3 D-6).
Mouth of the Maggot:
Necromancer casts flies come and lay eggs, maggots swarm, eating everything in sight that is dead. Maggots eat cloth flesh wood, not stone or steel, etc.
Pact:
Creates an alliance with an undead. Can only be cast on undead equal to or lesser than the current level of the caster.
Pit:
Avoid “Constitution.” or -15 to strike for 2-D10 turns.
Putrid Cloud:
Like Fire-cloud, yet saps Constitution. and causes flesh to stink like death and decay.
R.I.P.:
Damages all areas of the body. The follow forms of life are effected as follows:
Animal: 3-300 +5 per level above 10th.
Animated: 1-D100 +15 per level above 10th.
Dead: 1-D100 x4 +10 per level above 10th.
Enchanted: 3-300 +5 per level above 10th.
Fiend: 3-300 +5 per level above 10th.
Gaseous: No damage. Cannot effect.
Mind: No damage. Cannot effect.
Monster: 3-300 +5 per level above 10th.
Organic: 1-D100 +15 per level above 10th.
Undead: 5-500 +10 per level above 10th.
Restless:
Causes the living to be racked with the restlessness of the undead.
Rhythm of the Grave:
Dance of necromancer will cause undead to rise from “UnHoly Flame”.
Risen:
When the necromancer kills something he casts this spell and has a 50% chance of catching the soul of the creature killed (roll percentile) If you collect enough souls then when you die, after about 3 days you come back as a lich).
Scream:
Cause undead to flee for 1-D4 +1 turn per 3 levels of the caster above 9th. "Area of Effect": 1 undead.
Sentimental Dead:
Enables undead to be communicated with without a fight ensuing..
Shadow Worm:
Reveals the safest, darkest, areas to hide.
Shadowfall:
Shadows of darkness cloak and conceal target. Common light cannot penetrate this spell more than 30% brightest.
Shred:
Targeted is instantly effected by what appears to be acute soar throat, though you can see that the outside of the throat is bruised and inflamed.
Sibra’s Mist:
Avoid Paralysis or fall faint. Avoid consciousness or slip into half coma for 2-60 turns.
Spiritual Sap:
-5 on “Faith” avoidance-roll for 1-D6 turns +1/level.
Spiders Breath:
Exhale black widows, spewing them upon targeted.
Stroke of Midnight:
If cast within the boundaries of any burial grounds the living dead will come forth. The Necromancer can better have the power to resist such a gathering, or he/sh could be in peril.
Suffer:
Causes targeted to suffer, even as the undead zombie suffers.
1. Moan without the ability of a zombie (which will cause others to be repulsed by targeted (thus - 0 on charisma. checks).
2. Zombie sympathy: If zombie is encountered it will immediately recognize what is happening (it will attempt to help targeted if it’s a living zombie).
Summoning:
Animates corpse (50% power, yet x2 Strength.).
Tainted:
Kiss of the Nec. will cause the targeted to, from then on, attract the living dead.
Talon:
Causes undead bone to become a temp. enchanted weapon against undead and physical dead creatures).
Transform Black:
Caster changes into undead for a short time. Spell component: Piece of undead or clothing undead wears to change into that specific undead.
Undead Mask:
Skin undead and create a mask with the skin. Wearer will gain apathy, even sympathy, from Undeads with a conscious intelligence.
Undead touch Resistance:
Shields the Necromancer against undead touch abilities.
UnHoly Apathy:
Similar to rebuking stone, yet against unHoly creatures.
UnHoly Flame:
1. Creates an UnHoly flame to be used in conjunction of “UnHoly Flame”.
or:
2. UnHoly flame damage in targeted space and two spaces surrounding that space of 1-D4 per 5 levels of the caster in all areas of body.
UnHoly Light:
Avoid vs. “Faith” or unHoly creatures are driven out of the area of effect (only holy creatures are effected).
Victim:
"Area of Effect" spell. "Duration": Instant. All within the "Area of Effect" must make an avoidance-roll vs. "Awareness" or be the victim of a stalker, something that is very bad luck, etc. This spell only causes those effected to be more prone to having encounters or something happening to them.
Violation:
Causes a grave to be magically disturbed, bringing the corpse to unliving status for a period of time to serve the caster. When the duration ends, the undead will attack the Necromancer unless appeased.
Vulturian Grace:
Apathy vs. scavengers.
Wail:
Like a Zombie’s moan.
Worm:
Creates a worm, a minor creature to serve the caster.
Wormsign:
Avoid vs. “Awareness” and sense that there IS, ARE, or WERE undead in the area.
Cluster of old school necromancer spells: Many of these spells are either installed, or will be placed in other caster lists.
%Roll Level #1
01-11 ❍ Cold-Light
12-22 ❍ Dead Sense
34-44 ❍ Mouth of the Maggot
45-55 ❍ Pit
67-77 ❍ Shard
78-88 ❍ Skull-Strike
%Roll Level #2
14-26 ❍ Dead Laughter
27-39 ❍ Feel for the Dead
40-52 ❍ Golithic Leech
53-64 ❍ Golithic Lure
65-76 ❍ Jaws of Vice
77-88 ❍ Shriek
%Roll Level #3
01-13 ❍ Daggoth
14-26 ❍ Dargul’s Shadow
27-39 ❍ Dark-Light
53-64 ❍ Gothic Thorns
77-88 ❍ Spirit Bind
%Roll Level #4
01-20 ❍ Bone-Strike
21-40 ❍ Dance of Natulu
41-60 ❍ Dathul’s Draught
61-80 ❍ Gothic Bolt
81-00 ❍ Undead Healing
%Roll Level #5
01-17 ❍ Animosity
18-34 ❍ Black-Light
35-51 ❍ Blackened
52-68 ❍ Gothic Slave
85-00 ❍ Spiders Breath
%Roll Level #6 Avoidance-roll Time to cast Range Area of Effect Damage/Healing
01-17 ❍ Black-Breath
18-34 ❍ Dark Glance
35-51 ❍ Dead Attraction
52-68 ❍ Goar
69-84 ❍ Gothic Moan
85-00 ❍ Gothic Spore
%Roll Level #7 Avoidance-roll Time to cast Range Area of Effect Damage/Healing
01-15 ❍ Arc
16-30 ❍ Blood-Rune
31-44 ❍ Flesh-Rune
45-59 ❍ Gothic Madness
60-73 ❍ Summoning
74-87 ❍ Vapor-Rune
88-00 ❍ Wail
%Roll Level #8 Avoidance-roll Time to cast Range Area of Effect Damage/Healing
01-20 ❍ Gothic Throe
21-40 ❍ Sentimental Dead
41-60 ❍ Shadow Bane
61-80 ❍ Undead Touch-Resistance
81-00 ❍ Unhallowed Light
Causes Necromancer to become 1-10 Pts. stronger, 90% Stun-Resistant and 25% Drain-Resistant.
%Roll Level #9 Avoidance-roll Time to cast Range Area of Effect Damage/Healing
01-20 ❍ Dance of Summons
41-60 ❍ Gothic Shock
61-80 ❍ Message of the Dead
81-00 ❍ Minions of Chaos
%Roll Level #10 Avoidance-roll Time to cast Range Area of Effect Damage/Healing
01-17 ❍ Fear of the Dead
18-34 ❍ Forked Tongue
35-51 ❍ Gothic Shadow
52-68 ❍ Minor Familiar
85-00 ❍ Rune-Make
%Roll Level #11
01-20 ❍ Darkened: Causes temptation to strike enemy’s ally for 1 full turn -- avoid M.A. or turn and attack. If enmey slays his or her own ally, this spell will continue to work on in that if an avoidance-roll vs. “Mental-attack” fails, one attempt will be made to take the weapon, used to slay ally, and lay self (one full turn of attacks will be attempted).
21-40 ❍ Destroying Angel: Causes pain for multiple adversaries. Avoid mental attack. Successful = 1-6 dam. To m.s.; unsuccessful = 2-12 and avoid vs. Pain, or lose next turn (only defensive can be maintained).
41-60 ❍ Gothur’s Breath: Will cause all undead within 4 spaces of caster to turn on themselves for 1-4 turns.
61-80 ❍ Restless: Causes the living to be racked with the restless of the undead
81-00 ❍ Talon: Causes undead bone to become a temp. enchanted weapon against undead and physical dead creatures).
%Roll Level #12
01-20 ❍ Dead Mask
21-40 ❍ Golithic Ruin
41-60 ❍ Hope for the Dead
61-80 ❍ Ruins
Necromancer avoid vs. “Faith” successfully and you will know if ruins are inhabited by undead.
81-00 ❍ Tainted
%Roll Level #13
01-20 ❍ Dead Rune
21-40 ❍ Golithic Separation
Causes lesser undead (1st. to 6th level) to be temporarily cloned to fight the other with.
41-60 ❍ Heavy
61-80 ❍ Oppression
81-00 ❍ Symbol of Arkata Causes Undead to turn away and begone.
%Roll Level #14
01-20 ❍ Dead Slumber
21-40 ❍ Golithic Armor
41-60 ❍ Golithic Peace
Will cause undead to not attack for 2-7 turns (roll 1 D-6 +1 (undead can only defend).
61-80 ❍ Golithic Weapon
81-00 ❍ Symbol of Hate
Undeads, when passing within A.O.E., Undeads will become agitated, gaining +1 attack.
%Roll Level #15
01-25 ❍ Dead-Spore
26-50 ❍ Golithic Enmity
51-75 ❍ Gothin
76-00 ❍ Orgoth’s Puppet
Slain Undead can be raised to fight for 2-12 turns (roll 2 D-6). If slain again, Orgoth’s Puppet cannot be used again.
%Roll Level #16
01-25 ❍ Golithic Summoning
26-50 ❍ Gorrin’s Death Gate
51-75 ❍ Seal Undead Summons
76-00 ❍ Undead Memory
%Roll Level #17
01-25 ❍ Assemble
26-50 ❍ Dark Thoughts
51-75 ❍ Golithic Shape
76-00 ❍ Gothkin
%Roll Level #18 Avoidance-roll Time to cast Range Area of Effect Damage/Healing
01-25 ❍ Black Breath
26-50 ❍ Golithic Call
51-75 ❍ Golithic Curse
76-00 ❍ Persuasion
%Roll Level #19 Avoidance-roll Time to cast Range Area of Effect Damage/Healing
01-25 ❍ Dead Animation
26-50 ❍ Dead Projection
Can see and talk through undead servant or slave.
51-75 ❍ Golithic Immunity
76-00 ❍ Metagothic Call
%Roll Level #20 Avoidance-roll Time to cast Range Area of Effect Damage/Healing
01-25 ❍ Black Talons
26-50 ❍ Golithic Call
51-75 ❍ Gothic Moon
%Roll Level #21 Avoidance-roll Time to cast Range Area of Effect Damage/Healing
01-33 ❍ Golithic Strip
34-67 ❍ Temporary Undead Status
68-00 ❍ Wolden Steed
%Roll Level #22 Avoidance-roll Time to cast Range Area of Effect Damage/Healing
01-33 ❍ Darken (was Enlighten)
34-67 ❍ Golithic Blessing
68-00 ❍ Golithic Cursing
%Roll Level #23 Avoidance-roll Time to cast Range Area of Effect Damage/Healing
01-33 ❍ Gifts of the Flesh
34-67 ❍ Golithic Reincarnation
68-00 ❍ Golithic Sleep
%Roll Level #24 Avoidance-roll Time to cast Range Area of Effect Damage/Healing
01-33 ❍ Golithic Slumber
34-67 ❍ Gothora
68-00 ❍ Gunthur’s Enigma
%Roll Level #25 Avoidance-roll Time to cast Range Area of Effect Damage/Healing
01-33 ❍ Embalm
34-67 ❍ Golithic Death
68-00 ❍ Living Dead
%Roll Level #26 Avoidance-roll Time to cast Range Area of Effect Damage/Healing
01-33 ❍ Black Starr
34-67 ❍ Golithic Resurrection
68-00 ❍ Guldan’s Servant
%Roll Level #27 Avoidance-roll Time to cast Range Area of Effect Damage/Healing
01-33 ❍ Black Dove
34-67 ❍ Darkom’s Mergence
68-00 ❍ Golithic Restitution
%Roll Level #28 Avoidance-roll Time to cast Range Area of Effect Damage/Healing
01-33 ❍ Creep
34-67 ❍ Golithic Army
68-00 ❍ Spawn
%Roll Level #29 Avoidance-roll Time to cast Range Area of Effect Damage/Healing
01-33 ❍ Golithic Birth
34-67 ❍ Golithic Burden
Carry the social weight of being undead, yet not undead.
68-00 ❍ Test
%Roll Level #30 Avoidance-roll Time to cast Range Area of Effect Damage/Healing
01-33 ❍ Dispersal
34-67 ❍ Entity
68-00 ❍ Golithic Castle
%Roll Level #31 Avoidance-roll Time to cast Range Area of Effect Damage/Healing
01-33 ❍ Spiral Death
34-67 ❍ Undead Status
68-00 ❍ Written Magic