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January 2018 Necromancy A guide to the Darker Arts…

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Page 1: Necromancy - Destiny · January 2018 The Necromancer The Necromancer is one who has chosen to follow a dark path of Ritual Magic into the control, summoning and binding of Undead

January 2018

Necromancy

A guide to the Darker Arts…

Page 2: Necromancy - Destiny · January 2018 The Necromancer The Necromancer is one who has chosen to follow a dark path of Ritual Magic into the control, summoning and binding of Undead

January 2018

The Necromancer

The Necromancer is one who has chosen to follow a dark path of Ritual Magic into the

control, summoning and binding of Undead and the manipulation of Negative Planar Energies.

Entering in a foul pact with an Undead Lord in exchange for both their own immortal soul and

the souls of as many of their victims as possible, such a pact can reap great power and rewards

for the person cruel and evil enough to take full advantage of it. Many Necromancers perform

horrifying acts to attempt to satisfy their master and to gain some eventual form of everlasting

life after death.

Necromancers within the adventuring ranks often hide their true nature, as Necromancy

is an outlawed act under the King’s Law and to be found out to be a Necromancer oft means

execution by ‘bogging’. This is to throw a Necromancer into a bog so that they drown and their

Avenging Spirit cannot escape from such a death to gain its revenge, instead forced through a

year of incredible frustration trapped inside the bog before finally succumbing to their ultimate

death.

There should be no confusion that Necromancy is a great evil ridden on the souls of

men. However, there have still been those through the ages who have turned this power to do

some good with it, and even to be friends with those who would consider themselves to fight

against great evil. The enemy of my enemy is my friend has never been truer than in the case of

a Necromancer who stands for the Alliance. Some of them have even managed to escape their

outlawed status, even fewer have actually risen to the ranks of the Amoriath Knights for their

actions. Still, there are many who have little time for the men and women who channel the

powers of death and send the souls of the living to whatever horrific uses their Lord may have

for it.

Necromancers gain a number of rituals dependent upon their level. Each ritual available

to cast represents a long ritual involving planning and preparation, binding of undead spirits

and channelling of dark energies. This allows the Necromancer to then perform a much

shortened version of the ritual once that power has been bound within them. As such each

chosen ritual can only be cast once per day.

Once a Necromancer chooses the course of their future, it is set in stone and once bound

to an Undead Lord, they are forbidden to change that oath – as their very Soul is bound with the

necromantic energies of that Lord to allow them to channel the dark rituals that they cast.

Page 3: Necromancy - Destiny · January 2018 The Necromancer The Necromancer is one who has chosen to follow a dark path of Ritual Magic into the control, summoning and binding of Undead

January 2018

NECROMANCER

RANK

LIFE

POI

NT

S

HUMAN

POWER WEAPON

TYPE STRESS

RESIST SKILL

POINTS CLASS ABILITIES

1 30 : 27 8 Single

Firearms 1S / 1D 0

Aura of Death Control Undead Detect Necromantic Detect Undead Gain Avenging Spirit Sense Undead Utilise Harming Weapon Utilise Heavy Armour Utilise Heavy Weapons Utilise Necromancy Utilise Necromantic Cantrips Utilise Shields

2 33 : 29 9 1S / 1D 1 Undead Lore

3 36 : 31 10 Any 1

Skill* 2S / 2D 1

Discern Undead Ritual Cut

4 39 : 33 11 2S / 3D 1 Discern Disease Discern Poison Soul Burn

5 42 : 35 12 3S / 3D 2 Remove Own Ritual

6 45 : 37 13 Any 1

Skill* 3S / 3D 0 Discern Possession

7 48 : 39 14 3S / 4D 1 Locate Undead

8 51 : 41 15 Any 1

Skill* 4S / 5D 2

Knowledge of the Rites Make Mystic Item

9 54 : 43 16 4S / 5D 1 Build Crypt

10 57 : 45 17 Any 1

Skill* 4S / 5D 2 Create Relic

11 62 : 48 19 5S / 6D 2 Wrest Control

12 67 : 51 21 6S / 7D 2 Devour Souls

* CHOICE OF: AMBIDEXTROUS, DOUBLE HANDED, MISSILE or THROWN

A HUMAN NECROMANCER GAINS 30:3 LIFE POINTS

AN ELVEN NECROMANCER GAINS 27:2 LIFE POINTS

Page 4: Necromancy - Destiny · January 2018 The Necromancer The Necromancer is one who has chosen to follow a dark path of Ritual Magic into the control, summoning and binding of Undead

January 2018

Class Restrictions and Skills

1. Necromancers can be Lawful, Neutral or Chaotic, but must be Evil in nature; their

summonings and dark pacts will allow no variation from this.

2. Necromantic rituals are cast with Necromantic power, commonly known as spheres.

3. Once sworn to an Undead Lord a Necromancer can never change this. A genuine attempt

to change Undead Lord or break their agreement would mean swift retribution.

4. Necromancers can wear heavier armour, although often they do not depending on their

attempts to hide their true profession. Many oft present themselves as Scouts, as often

as Warriors. However, they all show a preference for bloodletting weapons.

Necromancers will tend to only use a blunt weapon for fighting against things such as

Skeletons that require it.

5. Necromancers gain rituals according to their class level, according to the chart below:

Necromancer Rituals by Sphere Class Rank 1

st

Sphere 2nd

Sphere 3rd

Sphere 4th

Sphere 5th

Sphere 6th

Sphere 1 2

2 2 1

3 3 2

4 3 2 1

5 4 3 2

6 4 3 2 1

7 5 4 3 2

8 5 4 3 2 1

9 6 5 4 3 2

10 6 5 4 3 2 1 11 7 6 5 4 3 2 12 8 7 6 5 4 3

Ritual Pyramid - A Necromancer must always have more rituals of any given Sphere than

they have of the next Sphere up.

There is no existing 6th

Sphere ritual available to any Necromancer by default. If the Necromancer wishes they may adventure to discover a 6

th

Sphere ritual. Otherwise, the Necromancer may pick any combination of 1

st

-5th

Sphere rituals totalling

no more than 6 levels. E.g. 1 x 2nd

and 1 x 4th

A split 6th

Sphere ritual still counts as 1 x 6th

Sphere for the Ritual Pyramid.

6. Each ritual may be cast once per day per time it is picked by the Necromancer.

7. Some of the more powerful rituals may cost the Necromancer a level to cast, or have

additional costs which may be Permanent. These are noted in the ritual descriptions.

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January 2018

Class Abilities

Aura of Death – As part of their deal for power over death, Necromancers give up part of what

it means to be alive. This strong link to the negative plane means that a Necromancer cannot be

herbally or mystically healed by ordinary means. They may only be healed by necromantic

powers or by the will of an immortal being. In addition they sustain permanent damage from

Holy sources. A suitable rest still provides the Necromancer’s body with healing as per a normal

living creature, as their link with the negative plane slowly knits their flesh together.

This Aura of Death also provides Immunity to Undead Effects of equal or lesser level to the

Necromancer. This Immunity only applies to undead effects caused directly by undead

creatures, and not to undead effects cast by Necromancers duplicating the effects themselves

through the use of Rituals or other means.

Control Undead – This allows the Necromancer to control 3 levels of Undead per class rank, to

a maximum level of an individual undead equal to the Necromancer’s rank. If someone else

already controls the Undead, this ability will fail. This control is permanent or until released. The

control may be split over multiple targets as long as the total number of levels of undead

possessed by the targets is no more than they Necromancer can control. Controlled undead

must remain within 30’ of the Necromancer, or be ordered to stay within a specified area e.g. a

Crypt. e.g. A 4th rank Necromancer can permanently control 12 levels of Undead, up to and including

4th level Undead. Note – Vampires and other highly intelligent undead cannot be controlled by this ability.

Detect Necromantic – Using this ability the Necromancer is able to tell if a creature or item is

necromantic in nature. No additional information is given by the use of this ability.

Detect Undead - Using this ability the Necromancer is able to tell if a creature or item is undead

in nature. No additional information is given by the use of this ability.

Gain Avenging Spirit – All Necromancers, on sealing their pact for power, gain an avenging

spirit dependent upon their level. Any Discern Undead abilities now used upon the Necromancer

will now return a positive result. The Avenging Spirit is considered to be a “special” undead and

will always return the answer of special to the Discern Undead ability along with the level of the

Spirit. E.g. A 9th rank Necromancer with a Vampire returner once discerned will return the

answer of “level 9 Special”. Repel Undead effects will affect the Necromancer fully, and the

Necromancer will act as an Undead against certain wardings such as a Protection of Evil 10’ as

an Undead spirit would. If slain, the Necromancer may rise from their corpse within three days

as the appropriate Undead for a Year and a Day in an attempt to avenge their demise. If slain

whilst in their returner form they are permanently dead.

1st-7th level Avenging Spirits have 1/2 the Necromancer’s total body in hits and any

remaining unused casting or abilities as in life. These abilities cannot be restored.

8th-11th level Avenging Spirits have the Necromancer’s total body in hits and any

remaining unused casting or abilities as in life. These abilities may be rebooted once, in

their entirety.

12th level Avenging Spirits have the Necromancer’s total body in hits and any remaining

unused casting or abilities as in life. These abilities restore themselves at midnight, as

they did in life. At this level, an Avenging Spirit has an unlimited period of time to seek

their revenge.

Once an Avenging Spirit has gained its revenge, it will return to the negative plane and for all

intents and purposes the Necromancer is now dead – anything of their soul that remains is

taken by their Undead Lord as their bargain for power has been completed.

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January 2018

Rank Avenging Spirit 1 Zombie 2 Skeleton 3 Skeleton 4 Shadow 5 Ghoul/Ghast 6 Ghoul/Ghast 7 Wraith 8 Wight 9 Racial Vampire 10 Skeletal Knight 11 Lich 12 Sending

Sense Undead – Using this ability a Necromancer can detect the presence of undead within a

30’ radius. This does not give a specific location, but simply reveals if there is any undead

presence in range. NB. This also detects any Necromancer’s Avenging Spirit, etc. (Excluding their

own!)

Utilise Harming Weapon – Using this ability a Necromancer can cast damaging touch rituals

(such as Cause Light Wounds) through any weapon, adding the damage to the weapon’s base

damage. Effectively the Necromancer’s range of touch is extended to his weapon. The

Necromancer cannot cast their rituals on another’s weapon. Rituals can be stacked on the

weapon, however only one ritual is used per blow struck. The duration of the cast ritual remains

the same.

Utilise Heavy Armour – A Necromancer may use any armour.

Utilise Heavy Weapons – A Necromancer may use any melee weapon.

Utilise Necromancy – The Necromancer has been granted the ability to cast Necromantic

Rituals by their chosen Lord in exchange for their soul pact at the time of their death. (At least,

they hope it won’t be taken until the time of their death!)

The majority of Necromancers follow one of the Undead Lords, but other Patrons may be

available to one who is willing to sell their soul for the right price. (See ref.)

Undead Lord Alignment Skelos Lawful Evil Necros Neutral Evil Orcus Chaotic Evil

Utilise Necromantic Cantrips – This allows the Necromancer to cast minor spell like abilities.

They gain two for free upon gaining this ability, and further cantrips may be purchased for a

cost of 5xp each to a maximum of two per level. Please see the Necromancer cantrips list for

details of which are accessible to necromancers.

Utilise Shields – A Necromancer may use any shield.

Undead Lore – This allows a Necromancer (due to the time spent poring over tomes) to have

some knowledge of the undead, their history and items associated with them. This will give for

example possible weaknesses of a known type of Undead. It will also allow a Necromancer some

insight into necromantic items. (Ref’s Discretion)

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January 2018

Discern Undead – This will allow the Necromancer to identify a specific undead type e.g.

Zombie, Ghoul, Vampire and if the undead is currently being controlled by a summoner. It will

also indicate the level and if the undead is of a special nature. When used with Undead Lore will

allow a Necromancer to discover more detailed information about an undead or necromantic

item.

Ritual Cut – This allows the Necromancer to enact a Ritual Cut at any given opportunity. Upon

repeating the words;

“An Offering to thee, a soul for thee Great (Insert applicable Patrons Name)”

and proceeding to kill their sentient victim with a single attack such as a throat slit, or similarly

sacrificial strike the victim’s soul is delivered to their Patron. As a reward for this, the Patron will

grant the Necromancer a small part of the victim’s soul to be used as they desire. The

Necromancer has two options:

1 – The Necromancer may choose to immediately use the soul to heal themselves with

half of the remaining total body of the victim slain. (Or twice the remaining hits in life

points in the case of a monster.) This is Necromantic healing and heals the Necromancer

in worst locations first. e.g. A Necromancer who ritually cuts a victim with 30LPs remaining is healed for 15LPs.

OR a Necromancer who ritually cuts a victim with 10 hits remaining is healed for 20LPs.

2 – Alternately, the Necromancer may choose to store the piece of the soul within them

for later use with the Soul Burn ability. A Necromancer can hold a maximum of 1 soul

per level.

Discern Disease – This allows a Necromancer to discern the presence and nature of any disease

which is currently afflicting the target, including diseases with no current physical symptoms or

where the target is merely a carrier.

Discern Poison – This allows a Necromancer to discern the presence and nature of any poison

which is currently afflicting the target, including poisons with no current physical symptoms.

Soul Burn – This allows the Necromancer to use up the souls of their victims, which they have

stored within them via Ritual Cut. Primarily, these souls are used to allow the Necromancer to

cast additional rituals per day, but it is whispered that more powerful Necromancers do even

more terrible things with the souls of their victims. To restore their spent rituals costs a

Necromancer a number of stored souls dependant on the power of the rituals they want to

restore. The maximum ritual sphere that may be restored is dependant upon the rank of the

Necromancer.

Rank Maximum Sphere 4 1st 6 2nd 8 3rd 10 4th 12 5th

It costs one soul per sphere level to restore all currently used rituals of that sphere. e.g. An 8th rank Necromancer may burn three souls to restore all his currently used 3rd Sphere

rituals.

Soul Burn is usable once per 2 levels per day.

Remove Own Ritual – This allows a Necromancer to stop their rituals before the duration has

ended.

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January 2018

Discern Possession – This allows the Necromancer to discern if the target is currently being

possessed by another being or spirit. Dependant on the power of the possession it may be

possible to recognise the type of possession in effect.

Locate Undead – This allows the Necromancer to detect the exact presence of undead within a

30’ radius. This does give a specific location for each target. NB. This also detects any

Necromancer’s Avenging Spirit, etc. (Excluding their own!)

Knowledge of the Rites – This gives the Necromancer knowledge of the secret Necromantic

Rites. These dark Rites allow the Necromancer to become even more powerful in various

different ways. See the Rites section for further details.

Make Mystic Item – This allows the Necromancer to make mystic items – Refer to Makes rules

handbook.

Build Crypt – The Necromancer’s Patron empowers the Necromancer to be able to construct a

crypt dedicated to them. The location of the crypt is unscryable to most mortal means. A

Necromancer in their crypt also becomes unscryable, and the power of the crypt is such that the

Necromancer's physical travels to it or from it are also obfuscated. Any other "guests" share this

protection for a number of nights equal to the Necromancer's level, after which their rough

location may be scryed. Any undead in a crypt do not count towards the Necromancer’s normal

total of controllable levels of undead, as long as they remain inside.

Create Relic – This allows the Necromancer to create one of the traditional relics. Each

Necromancer may only create one of these powerful items during their career. See the Relic

section for further details.

Wrest Control – This allows the Necromancer to take over the control of undead currently being

controlled by a lower level Necromancer (or Evil Priest, etc.). All other normal limitations of

Control Undead still apply.

Devour Souls – This advanced form of Soul Burn immediately consumes five souls that the

Necromancer has stored within them via Ritual Cut. Doing this heals the Necromancer of any

damage, missing limbs, lost sanity, addiction, disease, poison, etc. Nb. This does not restore

any of the Necromancer’s used rituals or other abilities. If you are uncertain what Devour Souls

will or will not affect, please check with a Referee.

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January 2018

Necromancer Skill Tables

Table 1 Discern Alchemy

Discern Black Arts Discern Bless/Curse

Spiritual Enhancement

Table 2 Alchemist

Apprentice Alchemist Apprentice Black Arts

Black Arts Conceal Lie

Detect Magic Detect Spirits Disarm Parry

Enhanced Stress Resistance Resist Disarm

Subdue Strength I Turn Blow

Weapon Mastery I

Table 3 Backstab

Cut to Bleed Dexterity Disguise Dodge

Physical Deceive Perception Reflex I

Stamina I Strength II

Weapons Mastery II

Table 4 Crushing Blow

Master Black Arts Master Alchemist

Reflex II Stamina II

Weapon Mastery III

Page 10: Necromancy - Destiny · January 2018 The Necromancer The Necromancer is one who has chosen to follow a dark path of Ritual Magic into the control, summoning and binding of Undead

January 2018

Skill Descriptions

Table One

Discern Alchemy – This allows the Necromancer to discern various potions – Refer to Makes

rules handbook.

Discern Black Arts – This allows the Necromancer to discern various poisons, acids, etc – Refer

to Makes rules handbook.

Discern Bless/Curse – This allows the Necromancer to discern the presence of any Blesses or

Curses on the target and also to gain an insight into their relative power and nature.

Spiritual Enhancement – This permanently grants the Necromancer an additional 2 Power. This

skill may be purchased more than once.

Table Two

Alchemist – This further enhances the Necromancer’s potion making skills – Refer to Makes

rules handbook. Requires Apprentice Alchemist.

Apprentice Alchemist – This allows the Necromancer to make potions – Refer to Makes rules

handbook. Requires Discern Alchemy.

Apprentice Black Arts – This allows the Necromancer to make poisons, acids, etc – Refer to

Makes rules handbook. Requires Discern Black Arts.

Black Arts – This further enhances the Necromancer’s poison, acid, etc making skills – Refer to

Makes rules handbook. Requires Apprentice Black Arts.

Conceal Lie – This allows the Necromancer to confound a Physical or Spiritual Detect or Perceive

Lie.

Detect Magic – This allows the Necromancer to detect the presence of elemental Magic on a

single person, object or spell effect up to 30ft away.

Detect Spirits – This allows the Necromancer to detect the presence of spirit(s) on a single

person, object or spell effect up to 30ft away.

Disarm Parry – this allows the Necromancer to disarm an opponents weapon by striking with

their own weapon, this skill is usable 1 per 4 levels per day.

Enhance Stress Resistance – this skill raises the Necromancer’s stress resistance by one hit.

This still may be bought multiple times, its effects stack.

Resist Disarm – this allows the Necromancer to resist a disarm parry from an opponent. This

skill is usable 1 per 4 levels per day.

Strength 1 – This gives the Necromancer +3 Strength.

Subdue – This allows the Necromancer to deal non-lethal melee damage. N.B. For each hit of

subdual damage inflicted 1LP is real damage. E.g. The Necromancer does Triple Subdue to a

fellow party member to try and knock them out. 3LPs of the damage is real, the other 15LPs are

Subdual damage. The target has taken 18LPs damage, but only 3LPs had done any lasting harm.

Turn Blow – this allows the Necromancer to reduce the damage a melee blow does by half

before armour. This will work on all but the most powerful mystic types. This skill is usable 1

per 4 levels per day.

Weapons Mastery 1 – This gives the Necromancer plus 6LPs damage with a chosen melee

weapon. E.g. a Longsword

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January 2018

Table Three

Backstab – this skill allows the Necromancer to do 6LPs extra damage to an un-armoured

opponent, or to do their normal damage through any Physically Worn Armour. This attack must

be made from behind and unnoticed.

Cut to Bleed – This skill allows the Necromancer to inflict a cut upon a person in such a way as

for it to keep bleeding at the rate of 1LP per min. The added effect of this is it makes

concentrating on casting very hard - spell casters cannot cast, psionics cannot be cast. The

bleeding requires mystical healing or potions to stop (or the ability Stop Bleeding!) This ability

can be used once per day. This skill may be purchased more than once. The Necromancer may

use this ability 1 per 4 levels per day.

Dexterity – this gives the Necromancer 1 point of Dexterity armour.

Disguise – this skill allows the Necromancer to change their appearance. This can include base

race changes of approximately the same size and stature as the Necromancer, hair colour, etc.

Dodge – this allows the Necromancer to dodge one melee blow per day, this will include

mystical weapons. (Ref’s discretion for the more powerful mystical weapons)

Physical Deceive Perception –this skill allows the Necromancer to foil Detect lie, Detect race (if

suitably disguised) Detect outlaw, Discern wounds (from an enemy priest) etc. Remember all

theses are at the Ref’s Discretion as are any perceives or Detects which may be foiled by this

skill.

Reflex 1 – This gives the Necromancer one additional point of Dexterity.

Stamina 1 – this skill permanently raises the Necromancer’s total body by 3LPs.

Strength 2 – This gives the Necromancer an additional +6 Strength. Requires Strength 1.

Weapon Mastery 2 – this skill gives the Necromancer +6LPs damage with a type of weapon e.g.

Daggers, Long swords etc for a total of +12LPs with the chosen weapon type. Requires the

Necromancer to have Weapon Mastery 1 in the same weapon type.

Table Four

Crushing Blow – This allows the Necromancer, with a suitably blunt/heavily bladed (axe)

weapon or body weaponry, to strike a location and reduce it to 0LPs. This skill is usable 1 per 4

levels per day. This skill may be purchased more than once.

Master Alchemist – this further enhances the Necromancer’s potion making skills - Refer to

Makes rules handbook. Requires Alchemist.

Master Black Arts – this further enhances the Necromancer’s poison / acid etc making skills -

Refer to Makes rules handbook. Requires Black Arts.

Reflex 2 – this gives the Necromancer 2 additional points of Dexterity AC. Requires Reflex 1

(gives a total of 3 dexterity).

Stamina 2 – this gives the Necromancer an additional permanent 6LPs total body. Requires

Stamina 1.

Weapon Mastery 3 – this skill gives the Necromancer +6LPs damage with a type of weapon e.g.

Daggers, Long swords etc. for a total of +18LPs with the chosen weapon type. Requires the

Necromancer to have Weapon Mastery 2 in the same weapon type.

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January 2018

Necromancy

Necromantic Rituals As a general rule, unless otherwise stated, Necromantic Rituals last for 5 minutes or 1 encounter

per sphere, whichever is longer. A Necromancer can have any number of rituals cast upon them

at any time, unless otherwise stated. Rituals do not stack effects unless stated in the ritual

description.

Undead Undead are divided into two main categories, corporeal, and incorporeal. They are summoned

using the following rules: A dead body is required in order for a corporeal undead to be raised. Incorporeal undead do not require a body in order to be created; the spirit is simply

summoned directly. Once raised as undead, the body’s spirit is spiritually annihilated. As such, the body may

never again be raised as undead, resurrected, etc. Unless controlled to the contrary, the summoned undead is under the command of its

summoner. Can be commanded to perform any task by their master; they must be within earshot (as

an idea of distance) although the instructions need not be spoken aloud. Are Immune to Psionics and all Mind Influencing effects

Corporeal Undead

Are completely mindless and will attack the nearest living creature unless commanded

otherwise.

Have Life Sense – this is what they use to attack the living. If a creature is somehow

concealed from life sense, but is still moving, they will still be attacked but will be the

lowest priority target in the area.

Are highly restricted in their movement, they can move; o Within 30 feet of the point where they where raised. o Within 10 feet of the person who raised. o Where commanded by their master. After which they will remain within 10 feet of

where they find themselves.

Incorporeal Undead

Have spirit sight in addition to life sense.

Are dismissed (destroyed) instantly in sunlight.

Can move freely but will not enter areas of daylight (for obvious reasons).

Are intelligent.

Are not bound by the laws of gravity or matter - they are able to move freely through the

air and ground (in fact, any solid inanimate object).

Cannot use any supernatural abilities whilst they are part way between solid objects and

free space. E.g. a spectre that is moving underground may not raise his hand above

ground in order to level drain someone, he must move so that his is completely above

ground in order to do this.

As a general rule, special abilities used by Incorporeal Undead are Spiritual in nature.

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January 2018

Necromantic Rituals

Sphere Ritual

1st

Sphere

Rituals

Bone to Stone Cause Disease Cause Light Wounds Cloak Visage Converse With Dead Dismiss Sphere 1 Evil Eye Feign Death

Life to Death Necrosis Protection From Undead Raise Skeleton Raise Zombie Repel Undead Sensory Deprivation Undetectable Lies

2nd

Sphere

Rituals

Aspect of Skeleton Bolt of Bone Cause Serious Wounds Curse of Shadows Damnation Dismiss Sphere 2 Embody Shadow Fear

Force Corporeality Hell’s Rot Incendiary Protection From Living Restless Undead Senses of the Dead Summon Shadow Weakness

3rd

Sphere

Rituals

Agitate Undead Berserk Undead Cause Grievous Wounds Commune De-animation Hex Attacker Power Drain

Raise Ghoul/Ghast Re-animation Shield Against Undeath Spirit Bolt Suspend Undead Ward of Pain Wrack of Death

4th

Sphere

Rituals

Banishment of Death Bind Intelligence Call Vampire Ethereality Exocet Gaseous Form Planestep Possession

Repulsive Blast Revelation Shadow of the Night Summon Spectre Summon Wraith/Wight Suspended Animation Vulnerable Soul Wither

5th

Sphere

Rituals

Affirmation of Death Aspect of Death Bind Minion Create Lich Death Shield Disintegrating Cloud Lay to Rest Life Surge Pact of Shadows Polarity Shift

Revenant Shadow Death Angel Summon Damnable Army Summon Sending Summon Skeletal Knight Terrorise Touch of Death Walking Death Ward of Dismissal

Rituals in Italics cost the invoker 100 xp to invoke!

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January 2018

Alphabetical Listing

Affirmation of Death 5th

Agitate Undead 3

rd

Aspect of Death 5

th

Aspect of Skeleton 2

nd

Banishment of Death 4

th

Berserk Undead 3

rd Bind Intelligence 4

th

Bind Minion 5

th

Bolt of Bone 2

nd

Bone to Stone 1

st

Call Vampire 4

th

Cause Disease 1

st

Cause Grevious Wounds 3

rd Cause Light Wounds 1

st

Cause Serious Wounds 2

nd

Cloak Visage 1

st

Commune 3

rd Converse With Dead 1

st

Create Lich 5

th

Curse of Shadows 2

nd

Damnation 2

nd

De-animation 3

rd Death Shield 5

th

Disintegrating Cloud 5

th

Dismiss Sphere 1 1

st

Dismiss Sphere 2 2

nd

Embody Shadow 2

nd

Ethereality 4

th

Evil Eye 1

st

Exocet 4

th

Fear 2

nd

Feign Death 1

st

Force Corporeality 2

nd

Gaseous Form 4

th

Hell’s Rot 2

nd

Hex Attacker 3

rd Incendiary 2

nd

Lay to Rest 5

th

Life Surge 5

th

Life to Death 1

st

Necrosis 1

st

Pact of Shadows 5th

Planestep 4

th

Polarity Shift 5

th

Possession 4

th

Power Drain 3

rd Protection From Living 2

nd

Protection From Undead 1

st

Raise Ghoul/Ghast 3

rd Raise Skeleton 1

st

Raise Zombie 1

st

Re-animation 3

rd Repel Undead 1

st

Repulsive Blast 4

th

Restless Undead 2

nd

Revelation 4

th

Revenant 5

th Sense of the Dead 2

nd

Sensory Deprivation 1

st

Shadow Death Angel 5

th Shadow of the Night 4

th

Shield Against Undeath 3

rd Spirit Bolt 3

rd Summon Damnable Army 5

th Summon Sending 5

th Summon Shadow 2

nd

Summon Skeletal Knight 5

th Summon Spectre 4

th Summon Wraith/Wight 4

th Suspend Undead 3

rd Suspended Animation 4

th Terrorise 5

th Touch of Death 5

th Undetectable Lies 1

st

Vulnerable Soul 4

th

Walking Death 5

th Ward of Dismissal 5

th Ward of Pain 3

rd Weakness 2

nd

Wither 4

th Wrack of Death 3

rd

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January 2018

1st Sphere Rituals

Bone to Stone Sphere: 1st [Necromantic] Duration: 5 minutes Range: Touch Vocals: “Bone in animated form, I strengthen now to be as durable as stone.” Mind Influencing: No Description: Upon casting this ritual and placing both hands on the desired corporeal undead, the undead gains +6 Physical AC (1 Hit Physical AC for monsters). This ritual may be cast by the Necromancer on themselves if they are in a corporeal Avenging Spirit form. Cause Disease Sphere: 1st [Necromantic] Duration: Instant Range: Touch Vocals: “Spirits of death I bid thee inflict pestilence here” Mind Influencing: No Description: After being touched by the Necromancer, the victim is then diseased. This disease will gradually cripple and eventually kill the victim.

1. After 15 minutes the victim is unable to fight and cast spells 2. After another 45 minutes the victim will go into a coma. This lasts 2 more hours before death. 3. Dying by the disease is a spiritual death therefore spiritual annihilation – the victim cannot be

raised or resurrected and cannot return. 4. The disease is not contagious in any way.

The Necromancer can reverse this miracle to be able to cast a Necromantic Cure Disease. Cause Light Wounds Sphere: 1st [Necromantic] Duration: 30 seconds / Instant Range: Touch Vocals: “Spirits of death I bid thee inflict harm here.” Mind Influencing: No Description: This inflicts 6LPs Spirit damage to a location and total body (3 Spirit Hits to monsters). An invoker with ‘Utilise Harming Weapon’ (such as a Necromancer) can cast Cause Light Wounds down an unenchanted or Necromantic weapon, thus inflicting +6LPs Spirit (+3 Spirit Hits to a monster) with the next blow. Without this skill the invoker can only utilise Cause Light Wounds by touch. Upon invoking the ritual the invoker has thirty seconds to make contact or the spell is wasted. Multiple Cause Light Wounds rituals can be cast upon a single weapon, but only one will discharge per blow struck and the 30 seconds limit to make contact applies in all cases. Cloak Visage Sphere: 1st [Necromantic] Duration: Special Range: Touch Vocals: “Dark minion walking in the world of the light, cloak thyself away from enemies sight.” Mind Influencing: No Description: This ritual cloaks an undead servant in a simple but effective illusion giving them the appearance of a normal human. In addition it covers any unsightly odours that would potentially betray the undead. This ritual remains upon the undead until it is attacked or performs any offensive actions at which point the ritual immediately ends. Spirit Sight will instantly reveal the creature for what it truly is. The Necromancer can keep 1 minion per 2 levels covered with Cloak Visage at any one time.

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January 2018

Converse with Dead Sphere: 1st [Necromantic] Duration: 5 minutes Range: Touch Vocals: “Spirits of death speak with me now.” Mind Influencing: No Description: On touching a recently deceased corpse that still has the spirit in, the Necromancer may have a short conversation with the deceased, as their corpse briefly animates allowing simple speech, but no other movements or actions of any kind. Anyone can hear the conversation if they are in earshot. Dismiss Sphere 1 Sphere: 1st [Necromantic] Duration: Instant Range: 120 degree, 30ft arc Vocals: “Back to the void I cast thee.” Mind Influencing: No Description: Any corporeal undead of 2nd level or below caught in the area of effect are instantly destroyed as the Necromancer dismisses the negative planar energy which animates their bodies. This ritual will affect a maximum of the caster’s level x 3 in numbers of undead. Evil Eye Sphere: 1st [Necromantic] Duration: 5 minutes or until broken Range: Eye Contact Vocals: “Spirit yet free behold the glare of hate and be now still.” Mind Influencing: Yes - Greater Description: On catching the eyes of a victim, the victim is held in place by the Necromancer’s stare until eye contact is broken by the Necromancer blinking, looking away, etc. or until the victim is physically damaged for at least 1 life point’s worth of damage. Feign Death Sphere: 1st [Necromantic] Duration: Special Range: Self Vocals: None Mind Influencing: No Description: This ritual places the Necromancer in a death-like trance that slows down their metabolism so that their heart and breathing rate almost stop. This causes all normal scrying (Discern Wounds, etc.) and observation to conclude that the Necromancer is dead. This ritual will even defeat Spirit Sight, but not more powerful forms of Sight. The Necromancer designates upon entering the trance how long it will last for, ranging from 1 minute to 1 hour. During the duration, the Necromancer cannot be awoken. All mortal damage inflicted upon the Necromancer whilst in Feign Death is reduced to a quarter of normal. Life to Death Sphere: 1st [Necromantic] Duration: Instant Range: Touch Vocals: “Spirits of Death, here is Blood, Slake thy Thirst.” Mind Influencing: No Description: The Necromancer must cut themselves for 1 life point of damage then dab their blood on the location they wish to be healed. This provides 9LPs Necromantic healing (5 hits to monsters) to the touched location and to total body. This ritual only works to heal corporeal undead or living creatures with an Aura of Death.

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January 2018

Necrosis Sphere: 1st [Necromantic] Duration: 1 minute/Permanent Range: Touch Vocals: “Barrow Lords of old consume this limb.” Mind Influencing: No Description: Upon incanting the vocal the Necromancer has 1 minute to touch a designated limb at which point a fast acting disease takes hold. This disease will remain confined to the limb touched and will not spread. The limb will begin to take 1LP necrotic damage every minute until either the contagion is cured via either a Cure Disease or a Total Heal or the limb stops working from taking all its life points in necrotic damage. The damage to the limb does not affect the victim’s total body. Protection from Undead Sphere: 1st [Necromantic] Duration: 5 minutes Range: Touch Vocals: “Spirits of death ward me/him/her from death’s embrace” Mind Influencing: No Description: Bestows +3 Necromantic AC (stackable) upon the recipient specifically if attacked by an undead creature. In addition, per casting, the ritualist may designate 1 undead attack type (not level drain) that the recipient becomes immune to for the duration of the ritual. Raise Skeleton Sphere: 1st [Necromantic] Duration: Permanent Range: Touch Vocals: “Spirits at my command I summon thee forth, arise in the form of a skeleton.” Mind Influencing: No Description: The Necromancer upon touching a corpse and incanting the ritual vocals summons forth an undead skeleton servant. The corpse may have been deceased for any amount of time as long as the bones remain intact; fresh corpses slough off any remaining skin and muscle on raising. The Necromancer automatically gains control of the skeleton for a period of 5 minutes after which alternative control methods must be employed.

Skeleton 1. Skeletons are corporeal undead. 2. 6 Hits plus two per level of the summoner. 3. The skeleton is affected by blunt and/or Spiritual damage. 4. Damage as per weapon used - typically 6LPs damage with a normal single-handed weapon, or 6LPs

with their hands or bite. 5. The body used to create a skeleton can be of any age. 6. Skeletons are mindless undead and have no inclination towards good or evil, they are simply

automatons. As such their alignment is neutral. Raise Zombie Sphere: 1st [Necromantic] Duration: Permanent Range: Touch Vocals: “Spirits at my command, I summon thee forth in the form of a Zombie, I bid thee arise.” Mind Influencing: No Description: The Necromancer upon touching a corpse and incanting the ritual vocals summons forth an undead zombie servant. The corpse should be relatively fresh – no more than one week old. The Necromancer automatically gains control of the zombie for a period of 5 minutes after which alternative control methods must be employed.

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January 2018

Zombie 1. Zombies are corporeal undead. 2. Each of the zombie’s locations can effectively be considered a separate creature, whilst they are all

attached to each other, each has its own number of Hits and each can operate independently even if all

of the other locations have been disabled or removed. This is commonly referred to as having ‘Zombie

Locations’. 3. If the zombie takes damage that is not targeted at a specific location, e.g. a rune blast, then the Hits

are distributed across all of the zombies remaining locations. 4. 4 Hits per location plus 1 per level of the summoner. 5. Damage as per weapon used - typically 6LPs damage with a normal single-handed weapon, or 6LPs

with their bite or hands. 6. The body used to create a zombie must be no more than 7 days dead. 7. Zombies are very slow ambling creatures, they move at approximately half the speed of a normal

human, even when fighting. 8. Zombies are mindless undead and have no inclination towards good or evil, they are simply

automatons. As such their alignment is neutral. Repel Undead Sphere: 1st [Necromantic] Duration: Instant Range: 30ft, 120

o arc

Vocals: “Spirits of death hear me, I repel thee!” Mind Influencing: No Description: This ritual will affect everyone within 30ft and a 120 degree arc. Anything caught in the area that is or holds an undead spirit will be flung backwards 10ft from the caster. Sensory Deprivation Sphere: 1st [Necromantic] Duration: 5 minutes Range: 30ft Vocals: “Hear no evil, Eyes open in terror, Struck dumb with fear” Mind Influencing: No Description: Upon casting this ritual, the Necromancer motions at the intended victim. The victim is afflicted by one of the following:

1. Deafness (Cannot hear, any spells cast are 1/2 normal effectiveness.) 2. Blindness (Cannot see.) 3. Dumbness (Cannot speak or cast anything requiring vocals.)

Undetectable Lies Sphere: 1st [Necromantic] Duration: 5 minutes Range: Self Vocals: None Mind Influencing: No Description: The Necromancer crosses their fingers and a deceiving field falls upon the caster. Any Physical or Mantic 1 truth detecting discerns will return that the Necromancer is telling the truth for the duration.

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January 2018

2nd Sphere Rituals

Aspect of Skeleton Sphere: 2nd [Necromantic] Duration: 10 minutes Range: Self Vocals: “Bone without sinew, Life masquerades as undeath” Mind Influencing: No Description: Once this ritual is cast the Necromancer’s features alter very slightly with the facial features becoming slightly more gaunt and skull like. For the duration of the ritual, the Necromancer will only take half damage from mortal bladed and piercing weapons. Bolt of Bone Sphere: 2nd [Necromantic] Duration: Instant Range: 30ft Vocals: “Here is Bone, sharp and honed. Fly!” Mind Influencing: No Description: The Necromancer conjures forth a sharpened shard of bone that floats before the caster. Upon the command Fly!, the shard will surge forward and impale in the designated target. The shard inflicts 6LPs Physical Damage Through (3 Hits Through to Monsters) and will remain lodged in the victim preventing any further casting until it is removed. The wound will also begin to bleed at a rate of 1LP per minute until mystical healing is received; this bleeding also prevents any casting. The shard can be safely removed by anyone with Discern Wounds. If the shard is removed by an untrained user, it inflicts another 3LPs Physical Damage. Cause Serious Wounds Sphere: 2nd [Necromantic] Duration: 30 seconds / Instant Range: Touch Vocals: “Spirits of death I bid thee inflict serious harm here.” Mind Influencing: No Description: This inflicts 12LPs Spirit damage to a location and total body (6 Spirit Hits to monsters). Alternately the ritual may be used to cause 2 power damage. An invoker with ‘Utilise Harming Weapon’ (such as a Necromancer) can cast Cause Serious Wounds down an unenchanted or Necromantic weapon, thus inflicting +12LPs Spirit (+6 Spirit Hits to a monster) with the next blow. Without this skill the invoker can only utilise Cause Serious Wounds by touch. Upon invoking the ritual the invoker has thirty seconds to make contact or the spell is wasted. Multiple Cause Serious Wounds rituals can be cast upon a single weapon, but only one will discharge per blow struck and the 30 seconds limit to make contact applies in all cases. Curse of Shadows Sphere: 2nd [Necromantic] Duration: Permanent Range: 30ft Vocals: “Spirits of darkness, come forth and mar this spirit before thee.” Mind Influencing: No Description: This powerful curse has the following effects:

1. -3 Dexterity AC permanently 2. Cannot avoid a Shadow’s Strength Drain no matter how much Dexterity AC the victim has

Curse of Shadows can only be removed by the casting Necromancer, or by the use of a Permanent Bless miracle.

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January 2018

Damnation Sphere: 2nd [Necromantic] Duration: Permanent Range: 30ft Vocal: “Damned you’ll be, for so I decree.” Mind Influencing: No Description: A potent curse that has the following effects;

1. -2 Dexterity AC permanently. 2. -2 Spiritual AC vs. Evil Spiritual miracles only. 3. The spirit is sentenced to hell on death.

Damnation can only normally be removed by the casting Necromancer, the use of a Permanent Bless miracle or the Demonist’s Salvation ritual. Dismiss Sphere 2 Sphere: 2nd [Necromantic] Duration: Instant Range: 120 degree, 30ft arc Vocals: “Back to the void I cast thee.” Mind Influencing: No Description: Any corporeal undead of 4th level or below caught in the area of effect are instantly destroyed as the Necromancer dismisses the negative planar energy which animates their bodies. This ritual will affect a maximum of the caster’s level x 3 in numbers of undead. Embody Shadow Sphere: 2nd [Necromantic] Duration: 10 minutes Range: Self Vocals: “Fleeting Shadow, enter this soul” Mind Influencing: No Description: The Necromancer calls forth a shadow and binds it for a short while with their soul. Whilst the Shadow is embodied the Necromancer gains the ability to Shadow Shift 30ft. Each time this is done the Necromancer temporarily loses 1 point of Strength, which is returned when the Shadow leaves the Necromancer’s body. The Necromancer also gains Body Weaponry and the ability to Strength Drain as per a Shadow once per 4 levels. Body Weaponry allows the Necromancer to inflict base 6lps damage with hands and feet. NB. Anyone using this spell will be checked for safety in unarmed fighting. Fear Level: 2

nd [Necromantic]

Duration: 10 minutes Range: 30ft Vocal: “Spirit behold thy nemesis, and be thee now afeared.” Mind Influencing: Yes - Greater Description: This causes a single target who is of equal level or lower than the caster (5 hits per level) to be feared. The Necromancer must hold up his hands in a halting gesture at his victim who will then be forced to flee directly away from the Necromancer by the most direct route until a distance of not less than 30ft is reached. Once outside this distance the victim may opt not to flee, but must stay outside that distance for the duration and will not attack or cast at the invoker. If the casting Necromancer backs a victim into a dead end and encroaches the 30ft then the victim will berserk through fear against the Necromancer.

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Force Corporeality Sphere: 2nd [Necromantic] Duration: 10 minutes Range: 30ft Vocals: “Creature of wisps and ether, become solid once more.” Mind Influencing: No Description: The Necromancer’s target, if they are ethereal or incorporeal for any reason, is suddenly dragged back to Corporeality. This will affect, amongst other things, Incorporeal Undead (which will become vulnerable to Physical damage, if they were not already) and those using the Ethereality ritual or the Phantasmal Form spell, causing the effects of those mystics to be removed. The target may not become Incorporeal again until the ritual duration has passed. If the target is currently within a solid object at the point of returning to Corporeality, they are forcibly expelled in the quickest direction and suffer damage equal to half their remaining LPs/Hits. Hells Rot Sphere: 2nd [Necromantic] Duration: 30 seconds / Permanent Range: Touch Vocals: “Let Pestilence afflict thee, and the rot of the grave burn flesh to dust” Mind Influencing: No Description: The victim touched by the Necromancer will slowly become ill and take 1 permanent LP damage a day to total body. To cure this disease requires an Inner Flame of at least the 8th rank to cast the Cure Disease and Total Heal miracles on the inflicted. Treating the permanent damage with Athelas will halt the affliction, but will not heal any of the permanent damage taken unless multiple doses are used. Incendiary Sphere: 2nd [Necromantic] Duration: Permanent Range: Touch Vocals: “Fire and Bone await any who destroy you, my minion.” Mind Influencing: No Description: This enhances a Corporeal undead such that if it is destroyed it provides an additional surprise for its slayer. On death, the undead explodes in a 15ft radius fireball. This explosion will knock everyone in the area of effect to the floor and deals 6LPs Fire (3 hits to monsters) plus 6LPs (3 hits to monsters) for every 4 levels of the Necromancer. The Necromancer can keep 1 minion per 3 levels empowered with Incendiary at any one time. Protection from Living Sphere: 2nd [Necromantic] Duration: 10 minutes Range: Self Vocals: “Spirits of death ward me, the living will not stop my work.” Mind Influencing: No Description: Bestows +6 Necromantic AC (stackable) upon the ritualist specifically if attacked by a living creature. Restless Undead Sphere: 2nd [Necromantic] Duration: Permanent Range: Touch Vocals: “Restless creature, abomination, hear my call of hate” Mind Influencing: No Description: This enhances a Corporeal undead, with increased negative planar energies strengthening the creature’s abilities. It deals +6LPs damage with melee weapons and regenerates 1 Hit a minute. This regeneration ends if the creature is effectively killed. Holy damage cannot be regenerated. The Necromancer can keep 1 minion per 3 levels empowered with Restless Undead at any one time.

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Senses of the Dead Sphere: 2nd [Necromantic] Duration: 10 minutes Range: Self Vocals: “By the senses of the dead, all living and spirits will be revealed” Mind Influencing: No Description: The Necromancer gains senses and sights as per an Incorporeal Undead. This grants the Necromancer Sense Living (as per their Sense Undead ability, but this senses the presence of any living creature within 30ft of the Necromancer) and Spirit Sight. Summon Shadow Sphere: 2nd [Necromantic] Duration: Permanent Range: Touch Vocals: “Come forth flitting shadow, come forth to steal a soul.” Mind Influencing: No Description: The Necromancer summons forth a negative planar entity. Being composed of primarily negative planar energies, Shadows fear strong sunlight and are even destroyed by Light spells if unable to flee their radius. The Necromancer automatically gains control of the shadow for a period of 10 minutes after which alternative control methods must be employed.

Shadow 1. Shadows are incorporeal undead. 2. Shadows are affected by gravity and cannot move through solid matter. 3. 4 Hits plus one per level of the summoner. 4. Does 3 LPs spiritual damage with each blow. 5. Have 1 Shadowshift per 4 levels of the summoner, 6. Each time the shadow strikes, the victim takes a Strength drain.

Strength Drain (Shadow Ability) If the blow successfully by-passes the victims AC, the following will apply; 1. The victim temporarily loses 3 points of Strength per Strength drain. 2. The victim can never be reduced below 0 Strength. 3. If reduced to 0 Strength the victim will collapse unable to speak or act. While in this state

they will be only partially conscious breathing shallowly but may be aware of what is

going on around them. 4. Lasts for 5 minutes.

Shadowshift Using this ability instantly transports the Shadow up to 30ft in the direction desired. The

Shadow cannot change facing, but escaping from Glues, Entangle or through non-enchanted

walls and doors is possible. The Shadow must be in contact with darkness at the destination

point in order for this spell to work.

Weakness Sphere: 2nd [Necromantic] Duration: 10 minutes Range: 30ft Vocals: “Shadows of the Night lend me thy aid, take through me thy fill” Mind Influencing: No Description: Upon casting this ritual, the Necromancer’s victim is immediately drained of 3 points of Strength plus 1 additional point per level of the Necromancer.

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January 2018

3rd Sphere Rituals

Agitate Undead Sphere: 3rd [Necromantic] Duration: Permanent Range: Touch Vocals: “Restless creature, abomination, hear my call of hate” Mind Influencing: No Description: This enhances a Corporeal undead, with increased negative planar energies strengthening the creature’s abilities. It deals +12LPs damage with melee weapons and regenerates 3 Hits a minute. This regeneration ends if the creature is effectively killed. Holy damage cannot be regenerated. The undead’s skin and/or bone also strengthens, giving it +6 Physical AC (1 hit Physical AC for monsters). The Necromancer can keep 1 minion per 4 levels empowered with Agitate Undead at any one time. Berserk Undead Sphere: 3rd [Necromantic] Duration: 15 minutes Range: Touch Vocals: “Foul creations, fill with rage and torment and tear my foes apart.” Mind Influencing: No Description: This ritual causes a number of Corporeal undead to enter a tormented rage. They stop being commandable by the Necromancer and will instead attempt to slaughter anything living in the area. Only the Necromancer’s Aura of Death stops them also slaying him. The undead have their hits doubled and deal +6 LPs (1 hit) additional damage. They can also move faster. So a Zombie would move at normal human speeds and other Corporeal undead can now move at human berserker speeds. A Necromancer can cause 1 minion per 4 levels to enter this Berserk state per casting of the ritual. At the end of the duration of the ritual, the undead – if they have not already been destroyed – will collapse, all energies drained and leaving only an inanimate corpse behind. This corpse cannot be reanimated again. Cause Grievous Wounds Sphere: 3rd [Necromantic] Duration: 30 seconds / Instant Range: Touch Vocals: “Spirits of death I bid thee inflict grievous harm here.” Mind Influencing: No Description: This inflicts 36LPs Spirit damage to a location and total body (18 Spirit Hits to monsters). Alternately the ritual may be used to cause 6 power damage. An invoker with ‘Utilise Harming Weapon’ (such as a Necromancer) can cast Cause Grievous Wounds down an unenchanted or Necromantic weapon, thus inflicting +36LPs Spirit (+18 Spirit Hits to a monster) with the next blow. Without this skill the invoker can only utilise Cause Grievous Wounds by touch. Upon invoking the ritual the invoker has thirty seconds to make contact or the spell is wasted. Multiple Cause Grievous Wounds rituals can be cast upon a single weapon, but only one will discharge per blow struck and the 30 seconds limit to make contact applies in all cases. Commune Sphere: 3rd [Necromantic] Duration: 15 minutes or until questions are used up Range: Self Vocals: “Spirits of Undeath, reveal unto me thy secrets” Mind Influencing: No Description: This ritual calls forth a long dead spirit of knowledge and binds it within the Necromancer. The Necromancer may ask the spirit three questions which it will answer, if able. The spirit can only respond with single word answers and will tend to have a greater knowledge of things relating to the dead – but there are many places and things watched and known by those who are now dead.

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De-animation Sphere: 3rd [Necromantic] Duration: Instant Range: 30ft Vocals: “Deanimation” Mind Influencing: No Description: Upon shouting the words, all non-intelligent Corporeal undead within 30’ of the caster are instantly destroyed, and will fall to the ground dismissed. Any ‘intelligent’ undead are repelled 30’ and lose any casting capabilities they may possess for 30 seconds. Hex Attacker Sphere: 3rd [Necromantic] Duration: 15 minutes Range: Self Vocals: “Enemies of my dark ways, Reapers of my soul, Cursed into frustration, Hexed and Vexed” Mind Influencing: No Description: This ritual conjures forth a hexing field around the Necromancer, which causes any melee attacks directed at the Necromancer to be reduced in power as the field hampers the attacker’s skill with a weapon. This means any melee attacks against the Necromancer are reduced by 6LPs (1 Hit) in damage. If this is enough to reduce the attack to 0LPs then the attack misses and not even bruising will occur. This ritual may be cast multiple times upon the Necromancer to increase the effect. However, the total of any Hexing effects on a Necromancer may never be more than half of their level. Power Drain Sphere: 3rd [Necromantic] Duration: 15 minutes Range: Self Vocals: “Hallows call, Essences hall, Spirits critic, Wights blight” Mind Influencing: No Description: The Necromancer calls forth a Wight and binds it with their own soul temporarily. While the Wight is embodied the Necromancer gains Body Weaponry and the ability to Power Drain by touch. Every time the Necromancer repeats the vocal and touches a victim they will drain 3 points of power from the victim, one point of which is permanently lost. For each Power Drain 2 points of the drained power is given to the Necromancer. The Necromancer can surpass their maximum power level with this ritual, but at the end of the ritual any excess power will be lost to the Wight as it departs. Raise Ghoul/Ghast Sphere: 3rd [Necromantic] Duration: Permanent Range: Touch Vocals: “Spirits at my command, I summon thee forth in the form of a Ghoul/Ghast” Mind Influencing: No Description: The Necromancer upon touching a corpse and incanting the ritual vocals summons forth an undead servant. The corpse can be in any condition to be raised as a Ghoul. It is also possible to use this ritual to create a Ghast, but this can be a matter of complex timing, please read the Ghast details below for further details. The Necromancer automatically gains control of the Ghoul/Ghast for a period of 15 minutes after which alternative control methods must be employed. Ghouls 1. Ghouls are corporeal undead. 2. 8 Hits plus one per level of the caster. 3. Deals 6LPs Spiritual damage. 4. Each time the ghoul lands a blow upon a victim it delivers a dose of paralysis toxin. 5. The body used to create a ghoul may be in any condition in order to be raised. 6. May move freely to any distance but will not enter sunlight. 7. Has the ghoul howl ability once per day per four levels of the summoner. 8. Has forearm parry at will. This allows the Ghoul to turn a physical blow aside and take no

damage from the blow. The area of parrying is knuckles to elbow and an attempt must be

made to parry the blow. This does not work on any mystical blows.

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9. Will attempt to paralyse all living targets within about 15-20 feet of it, after which it will

spend its time eating its paralysed victims. It will disregard others outside of this

immediate area unless they approach. 10. Will regenerate 1Hit per 6LPs flesh eaten. Holy damage cannot be regenerated.

Ghoul Paralysis (Ghoul Ability) If the blow successfully by-passes the victims AC, the following will apply; 1. Prevents the victim from moving (at all) for five minutes, irrespective of any damage

taken (I.e. being damaged will not remove the paralysis). 2. The victim can see and hear what is going on around them (bearing in mind that they will

be unable to move their head). 3. The paralysis is caused by spiritual toxin; it is therefore considered both spiritual and a

toxin. It is not mind influencing.

Ghoul Howl (Ghoul Ability) Is effectively a single target ranged paralysis. 1. Has a range of 30 feet. 2. Will cause the target to be paralysed for 30 seconds or until struck for damage. 3. This is a spiritual fear effect. In order to be immune to the effects the subject must be

completely immune to both spirit and fear.

Ghast 1. Ghasts are corporeal undead. 2. Has 15 Hits plus one per level of the caster. 3. Causes 9LPs Spiritual damage with its claws. 4. Each time the ghast lands a blow upon a victim it delivers a dose of ghast paralysing

toxin. 5. The body used to create a ghast must be elven. 6. As elemental elves leave no bodies as such, the miracle must be cast at the point of death

in order to turn them into a ghast. This often involves dealing the finishing blow in the

process. 7. May move freely to any distance. They fear sunlight, though they may be commanded to

enter it. 8. Has the ghoul howl ability once per day per 4 levels of the summoner (see Raise Ghoul). 9. The Ghast emits a nauseating aura, Stench of Death. 10. Has both forearm and shin parry at will. This allows the Ghast to turn a physical blow

aside and take no damage from the blow. The area of parrying is knuckles to elbow, knee

to toe, and an attempt must be made to parry the blow. This does not work on any

mystical blows. 11. Will attempt to paralyse all living targets within about 15-20 feet of it, after which it will

spend its time eating its paralysed victims. It will disregard others outside of this

immediate area unless they approach. 12. Will regenerate 1 Hit per 6LPs of flesh eaten. Holy damage cannot be regenerated.

Ghast Paralysis (Ghast Ability) If the blow successfully by-passes the victims AC, the following will apply; 1. Prevents the victim from moving (at all) permanently, irrespective of any damage taken

(I.e. being damaged will not remove the paralysis). 2. The victim can see and hear what is going on around them (bearing in mind that they will

be unable to move their head). 3. The paralysis is caused by a spiritual toxin, it is therefore considered both spiritual and a

toxin. It is not mind influencing. 4. Once the ghast is destroyed, all of its victims are released from the paralysis.

Stench of Death (Ghast Ability) 1. Ghasts emit a putrid smell which sickens those around them, this is highly distracting in a

combat situation and thus reduces the Dexterity AC of those around them. 2. The aura extends for 5 feet around the ghast. 3. The amount of Dexterity AC lost depends upon the characters race as follows; Elves: -3 Dexterity AC Dwarves: -2 Dexterity AC Humans: -1 Dexterity AC

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Reanimation Sphere: 3rd [Necromantic] Duration: Instant Range: Geographical Location Vocals: “Minions destroyed rise once more, Re-animation!” Mind Influencing: No Description: Upon the cry of ‘Reanimation’ all corporeal undead creatures recently destroyed within the specified location (to a maximum of 1 hour ago) are instantly resummoned as their base undead type. Undead summoned back this way will not have any enhancement spells that may have been cast on them prior to their destruction. Shield Against Undeath Sphere: 3rd [Necromantic] Duration: 15 minutes Range: Self, 10ft radius Vocals: “Minions of cold, my wardings will hold, non so bold, I bid thee told” Mind Influencing: No Description: This powerful ritual invokes an invisible positive planar barrier that reaches out from the Necromancer and forms a 10ft radius aura around the caster. This barrier repels any undead within 10ft of the Necromancer outside the shielded area and they cannot return inside. Any undead attempting to enter the area is continually repelled. The warding is upon the Necromancer and moves with them. If the area moves and touches an undead spirit then the spirit must move away from the Necromancer and still cannot enter. If the Necromancer ends up in a position where an undead is trapped and cannot move any further away, then the Necromancer similarly cannot move any closer to the undead. This ritual will affect any of the Necromancer’s own summoned creations. It is not known of any Necromancer to have been foolish enough to cast this ritual while they themselves are an Avenging Spirit… Spirit Bolt Sphere: 3rd [Necromantic] Duration: Instant Range: 30ft Vocals: “By the power of my spirit I smite thee … Spirit Bolt.” Mind Influencing: No Description: The ritual unleashes a bolt of Spiritual energy that shoots from the invoker’s finger to the designated target (which must be visible to the invoker). Spirit Bolt inflicts 18LPs Spiritual Damage to total body (9 Spirit Hits to monsters). Suspend Undead Sphere: 3rd [Necromantic] Duration: Special Range: 30ft Vocals: “Wink of an eye, I bid thee now sleep until called forth once more.” Mind Influencing: No Description: This ritual has two specific uses for the casting Necromancer.

1. If cast upon one of the Necromancer’s controlled minions it will suspend them back on the Negative Plane where they will await to be summoned back, with the command “Return!” Whilst on the Negative Plane any Necromantic enhancements upon them will remain regardless of remaining duration. This costs the Necromancer 4 temporary permanent power per suspended undead. This power is returned when the minion is returned.

2. If cast upon an undead being which is not controlled by the Necromancer, it will be suspended for a limited duration. This duration is 15 minutes minus the undead level of the creature to be suspended.

A Necromancer cannot suspend an undead of higher level than themselves.

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Ward of Pain Sphere: 3rd [Necromantic] Duration: 15 minutes Range: Geographical Location Vocals: “Essence of death, aura of fear, creep forth to restrict and distract the living” Mind Influencing: No Description: Upon casting the ritual and designating the area, a negative planar essence will seep into the place. This essence will attack any living creature within the area (Necromancers due to their Aura of Death are unhampered by this ritual.) All living beings in the area of effect will take 3LPs Necromantic damage for every minute they remain. This makes spell casting impossible. Wrack of Death Sphere: 3rd [Necromantic] Duration: 1 minute per level of the invoker Range: 30ft Vocals: “Wrack of Death!” Mind Influencing: No Description: Upon invoking this ritual, the Necromancer nominates a target who will instantly suffer intense agony all over their body. This effectively incapacitates them as they writhe around on the floor in agony. For the duration of the ritual they take 6LPs Necromantic damage to total body each minute. If the victim is rendered unconscious the pain will cease and the damage stop, however if the victim is awoken before the duration of the ritual has expired the pain will begin once more. Each point of Necromantic AC will provide 10 seconds of grace before the Wrack of Death begins to cripple the victim. A Priestly Total Heal miracle cast on the victim will remove the Wrack of Death, but not heal any wounds.

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4th Sphere Rituals

Banishment of Death Sphere: 4th [Necromantic] Duration: Instant Range: 30ft Vocals: “Banishment of Death” Mind Influencing: No Description: Upon shouting the words, all non-intelligent Incorporeal undead within 30’ of the caster are instantly destroyed, and will dissipate into nothing. Any ‘intelligent’ undead are repelled 30’ and lose any casting capabilities they may possess for 30 seconds. Bind Intelligence Sphere: 4th [Necromantic] Duration: Permanent Range: Touch Vocals: “Evil incarnation from Skelos’ hall, inhabit this empty vessel, entity of destruction hear my call!” Mind Influencing: No Description: Upon casting this ritual upon one of the Necromancer’s controlled minions, a secondary spirit is called to co-exist with the undead spirit. This entity is highly intelligent and will willingly work with the summoner. The spirit, while bound with the minion, can speak and act intelligently to the degree of using battle tactics, setting traps, etc. The spirit has the equivalent abilities of any 4th level Base Class chosen by the Necromancer. The Necromancer can keep 1 minion per 5 levels empowered with Bind Intelligence at any one time. Call Vampire Sphere: 4th [Necromanticl] Duration: Permanent Range: Touch Vocal: “Spirit of Evil come hither at my call, for I do summon the Lord of Darkness, Master of the Undead. In the name of bat, rat, and wolf come forth abomination of hell from thy dark citadel, come forth to mar this land.” Mind Influencing: No Description: A complex ritual is required in order to summon forth the Vampire, summoning this creature is to say the least risky as this life hating beast is as prone to destroy summoner as victim; 1. The summoner must inscribe a circle of protection in the blood of all those who wish to be protected

from the fanged slayer. 2. Once the vocal is incanted the blood of a human virgin of at least 4

th level must be spilt (killing the

victim). 3. Five minutes later a vampire will appear, it cannot enter the circle of protection if inscribed properly. When the vampire appears it will have the following characteristics.

Vampire 1. Vampires do not count as either corporeal or incorporeal undead as described in the

special miracle descriptions section. 2. They have Hits and Power as in life (20 Hits and 20 Power as base) 3. Suffer permanent damage from holy water. 4. Are Immune to physical damage. 5. Possess Vampiric Regeneration (see below) 6. Damage dealt is 12 LPs Spiritual damage Through Mantic I. 7. May perform a Double Level drain by touch twice a day (see below). 8. May perform a Vampiric Bite (Physical Double Level drain) by biting its victims 8 times

ever (see below). 9. May cast Grav or Anti Grav (see below). 10. May cast Beguile at will, though it may only cast it upon one target at any one time. This

is physical and spiritual in nature. 11. May assume Gaseous form. (2 power to shift either into or out of a gaseous state.) (see

below).

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12. May cast Planestep three times per day (see 4th Sphere ritual on the same name).

13. Suffer no effects from gravity (i.e. they can walk on ceilings, walls, etc.). 14. Retain all abilities and spell casting that they possessed during life. 15. Can assume Fylgia form (see below). 16. Will not approach within 20 feet of garlic. 17. A blessed holy symbol will repel a vampire back 30 feet once ever, after which the

symbol will no longer be effective. 18. A vampire will be incapacitated (put comatose) by having a wooded stake impaled

through the heart. 19. A vampire will be permanently destroyed by direct sun light 20. Grave Moss will have no effect. Double Level Drain (Vampire Ability) If the blow successfully by-passes the victims AC, the following will apply; 1. The victim instantly and permanently loses two full levels and all of the life points, skills

and abilities associated with those levels. 2. As part and parcel of the loss of the levels the character loses the associated XP for the

levels that they have lost. 3. The XP loss is permanent but may be regained through adventuring. Vampiric Bite (Vampire Ability) 1. The victim instantly and permanently loses two full levels and all of the life points, power,

skills and abilities associated with those levels. 2. The vampire permanently gains all of the life points, power, skills and abilities that the

victim has lost. 3. As part and parcel of the loss of the levels the character loses the associated XP for the

levels that they have lost. Grav / Anti-Grav (Vampire Ability) 1. The vampire may cast either version of this ability on either an animate or inanimate

object within 30 feet, the effects are as follows; 2. Grav - The gravity around the subject is increased exponentially, this forces the subject

prone to the floor unable to move or speak, though they may cast any spell that does not require vocals or somatic.

3. Anti - Grav removes the effect of gravity from the subject which causes them to float wildly into the air, whilst in this state they will not have enough composure to act or cast. The height to which they rise is determined by the vampire.

4. Taking damage does not release the victim. 5. The duration is permanent until released or the vampire is destroyed or rendered

unconscious. 6. The vampire may cast this upon one target at any one time. If he should re-cast it at

another target whilst it is still in effect on someone else then the previous target will be released.

Gaseous Form (Vampire Ability) 1. The vampire is able to turn into/from a cloud of mist at a cost of 2 power. 2. Whilst in this form he is able to move at a slow walking pace. 3. Whilst in this form he cannot be targeted by spells or blows. 4. Is able to remain in this form indefinitely. 5. Cannot cast whilst in this form. 6. Gains no other benefits Fylgia Form (Vampire Ability) 1. The vampire may change his physical form into that of a rat, bat or wolf. 2. He may assume each form once each per day. 3. Upon changing (either to or from Fylgia form) will act as a Total Heal. 4. Cannot wield weapons or cast. 5. Is affected by damage as if he was in his normal form, i.e. he retains the same number of

Hits and any immunities gained.

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Vampiric Regeneration (Vampire Ability) 1. Once slain by a particular damage type (e.g. magic, spirit, necromantic, etc). The

vampire regenerates at 3 Hits / minute. 2. After it has regenerated to full health it is now permanently immune to that type of

damage. 3. They are NOT immune to non-damaging effects (e.g. non damaging spells) of a given

type, only the damage. 4. A Vampire can never gain immunity to Holy damage. Dealing with Vampires: Vampires have a great hatred of life and will attempt to destroy all life. However, they are highly intelligent and will not take any stupid or self-destructive acts. They will respect powerful spirit users, such as Good Priests, Paladins, Cavaliers or Inner Flames and realise they must be wary around them and will not reveal their nature if it is currently unknown. Around powerful evil spirit users, such as Evil Priests, Anti-Paladins, Necromancers, Slayers or Reavers they will work with them if their aims coincide for the moment but once they are done they will be happy to destroy their prior allies, or perhaps turn them to the undead if they have shown a similar zeal for the destruction of the living. Ethereality Sphere: 4th [Necromantic] Duration: 20 minutes Range: Self Vocals: “By the powers of the Barrow, Strip away my bone and marrow, With wraithlike form I throw, my whole self into Limbo” Mind Influencing: No Description: On casting this ritual, the Necromancer shifts himself between the physical plane and the negative material plane, becoming wraithlike in the process. The caster’s clothes and personal objects also become ethereal, although they may be less than useful in that state! For the duration the Necromancer is effectively a wraith – of mortal mystics only Spirit and higher types of Spirit will be able to affect him. He may move at will through inanimate, solid matter with a two second delay on entering and leaving as he pushes his mostly incorporeal form through the corporeal object. Ethereality should only be cast at night time, as if a Necromancer in this form is struck by daylight they dissipate at a rate of 6LPs (3 hits) permanent damage to tb per minute until destroyed. Additionally, the Necromancer should stay out of sphere of mystically created Light, be that Magical or otherwise – why? Suffice to say, no one in Ethereality has ever been able to tell the tale of what happened to them when they entered such an area. Exocet Sphere: 4th [Necromantic] Duration: 30 seconds Range: Touch Vocals: “Exocet!” Mind Influencing: No Description: This ritual causes a number of Corporeal undead to enter a very short lived, but powerful berserk-like state. They stop being commandable by the Necromancer and will instead attempt to slaughter anything living in the area. Only the Necromancer’s Aura of Death stops them also slaying him. The undead deal +18LPs (3 hits) additional damage and instantly regenerate any damage sustained for the 30 second duration of the spell. They can also move incredibly fast. Even a Zombie may now move at human berserker speeds. A Necromancer can cause 1 minion per 5 levels to enter this Exocet state per casting of the ritual. At the end of the 30 seconds the undead collapses, consumed by the massive amount of negative planar energy that has been channelled through them. These inanimate corpses cannot be reanimated.

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Gaseous Form Sphere: 4th [Necromantic] Duration: 20 minutes Range: Self Vocals: “With the touch of the old Lords, I turn this body into mist.” Mind Influencing: No Description: Upon casting this ritual, the Necromancer gains the ability to transform into a gaseous state, as per a Vampire. In fact, any Discern Undead on the Necromancer for the duration of the ritual will report Vampire in addition to anything else the Necromancer may discern as. For 2 power the Necromancer may enter a gaseous state and for a further 2 power, they may return to solidity again. If the Necromancer ends up in the gaseous form without 2 power to become solid again, they must wait for the ritual to end to become corporeal once more. While in Gaseous Form the Necromancer may only move at a walking pace, but may pass through walls, doors, etc. as long as they are not sealed to gasses. While in this state, the Necromancer cannot be directly targeted with melee attacks or spells, but can still be affected by any Area of Effect spells they are caught in. These spells will deal damage directly to the Necromancer’s total body. Necromancers killed in Gaseous Form are spiritually annihilates and leave no corpse – hence losing their Avenging Spirit. To enter and leave Gaseous Form takes 2 seconds; while entering the Necromancer is able to move/run, however whilst resuming corporeality the Necromancer must remain stationary as the gas coalesces. Planestep Sphere: 4th [Necromantic] Duration: 20 minutes Range: Self Vocals: “Planestep” Mind Influencing: No Description: The Necromancer calls forth a Wight and binds it with their own soul temporarily. While the Wight is embodied the Necromancer gains Body Weaponry and the ability to Planestep. Body Weaponry allows the Necromancer to inflict base 6lps damage with hands and feet. NB. Anyone using this spell will be checked for safety in unarmed fighting. Each Planestep costs the Necromancer 2 power. Planestep allows the Necromancer to travel to another plane taking all his equipment with him.

1. The Necromancer appears on the target plane in the exact location that he left the previous plane i.e. no movement occurs when he steps.

2. The Necromancer may travel to any plane with which he is familiar (Ref’s Discretion). 3. A separate Planestep is required to return to the plane of origin. 4. The Necromancer instantly leaves the ‘starting’ plane. 5. When ‘arriving’ on any given plane, the Necromancer will suffer from a 2 second ‘phase in’, during

which time the following apply: The Necromancer may not act on either plane (e.g. move, speak, etc.) The Necromancer will take only half effect from physical damage.

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Possession Sphere: 4th [Necromantic] Duration: Permanent Range: Touch Vocals: “Dark spirit of control, go forth and enter here to do my will.” Mind Influencing: No Description: The invoker must place his open palm on the victim’s forehead while incanting the vocal. A spirit is summoned that enters the victim’s body, which henceforth co-habits with the victim’s spirit. It is similar to a wraith’s spirit and is intelligence; it also obeys the invoker to the letter. The victim has no power to resist the wraith. Therefore the victim is at the whim of the possessing invoker. When not given instructions the spirit will lose its grip and the victim may go about his business as he wishes, save that he will always follow previous instructions. The following rules apply to possessed individuals:

1. A possessed character cannot cast good aligned spells or miracles. 2. Possession destroys all Blesses on the victim 3. A character that dies whilst possessed cannot be Resurrected. 4. Detect Evil will reveal a ‘yes’ answer along with a true answer. 5. Spirit sight will reveal the presence of two spirits. 6. On the release of the Possession, the most common methods of which are it being removed by

the Invoker or Exorcism, the victim will remember nothing of the time he was possessed. 7. Possession will only affect characters of lower level than the invoker (5 Hits per level). Should the

victim pass the level of the invoker they will automatically be released. 8. Although a possessed character will hand over wealth, betray or even kill friends, they will never

do anything self-destructive. If ordered to do so they will simply refuse – the Possession is NOT broken.

9. Possession costs the casting invoker 1 Permanent Power per victim until the victim is released. Should the victim be released from the possession by a method other than ‘Remove Own Ritual’ the Power is lost Permanently.

Repulsive Blast Sphere: 4th [Necromantic] Duration: Instant Range: 30ft Vocals: “Power that I wield, powers of the lore, repulse these my enemies, and so aid me once more.” Mind Influencing: No Description: Then the Necromancer must throw out his clenched fist towards his enemy. The enemy is then struck by a wave of power. Effects are as follows:

1. The victim of this power is physically thrown 30ft. This is a Repulsion effect. 2. The victim suffers 24 pts spiritual damage (12 Hits to monsters). 3. Finally the victim must stand paralysed for 30 seconds or until struck (minimum 1 life point

damage). This is spiritual in effect, but does not apply if the spirit has been repulsed from the body.

Revelation Sphere: 4th [Necromantic] Duration: 20 minutes or until questions used up Range: Self Vocals: “Spirits of Undeath, reveal unto me thy secrets three, My soul is bound, I have paid my fee…” Mind Influencing: No Description: This ritual calls forth a long dead spirit of knowledge and binds it within the Necromancer. The Necromancer may ask the spirit three questions which it will answer, if able. The spirit can respond with comprehensive answers in any way it sees it. The spirit will have a greater knowledge of things relating to the dead – but there are many places and things watched and known about by those who are now dead.

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Shadow of the Night Sphere: 4th [Necromantic] Duration: 20 minutes Range: Geographical Location or 15ft radius around the Necromancer Vocals: “Come shadows, come night, come darkness, come fright. Come now in twilight form, come to bring the harbinger’s storm. Come to weave, come to reave, weaken my foes, lessen their blows.” Mind Influencing: No Description: Upon casting the ritual and designating the area, a negative planar essence will seep into the plane. This essence will attack any living creature within the area (Necromancers due to their Aura of Death are unhampered by this ritual.) All living beings within the area of effect upon casting or whom willingly enter the area are weakened by 6pts of Strength. Note – if the spell is cast upon the Necromancer and through moving he engulfs a living target in the area of effect that target will be unaffected unless they move out of the area and return of their own volition. Summon Spectre Sphere: 4th [Necromantic] Duration: Permanent Range: Touch Vocals: “Vile thing, Evil beast, Dark child of corruption. Come forth at my command and appear now in the form of a spectre.” Mind Influencing: No Description: The symbol below must be inscribed, and then the blood of at least a 6th level (30 hit) sentient creature must be spilled.

Then, with the invocation, the Spectre will appear. Finally the Necromancer must incant, “Spirits of Darkness, I bid thee be free.”. This allows the creature out of the summoning triangle. The Necromancer automatically gains control of the Spectre for 20 minutes after which alternative control methods must be employed.

Spectre 1. Spectres are incorporeal undead. 2. 15 Hits plus three per four levels of the summoner. 3. Spectres are only affected by spiritual damage (or higher forms of spirit e.g. Holy). 4. Does 18LPs Spiritual damage with each blow. 5. Spectres can either

1. Quad Level Drain by touch twice ever. 2. Drain Power by touch twice ever. (4 points Irrevocable each time)

Quad Level Drain (Spectre Ability) If the blow successfully by-passes the victims AC, the following will apply; 1. The victim instantly and permanently loses four full levels and all of the life points, skills

and abilities associated with those levels. 2. As part and parcel of the loss of the levels the character loses the associated XP for the

levels that they have lost. 3. The XP loss is permanent but may be regained through adventuring.

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Summon Wraith/Wight Sphere: 4th [Necromantic] Duration: Permanent Range: Touch Vocals: Wraith: “Spirits of Death, evil in life, come forth now with trouble and strift.”

Wight: “A foe while living, a foe once slain, death to men, the livings bane, come forth I command three from dark domain.”

Mind Influencing: No Description: This ritual has two uses depending on the situation. Firstly, it can be used to summon a Wraith with a simple incantation. Secondly, via a ritual and the sacrifice of a living sentient, the more powerful Wight can be summoned to do the Necromancer’s dark bidding. Once the ritual is complete the Wight will appear 5 minutes later. Both creatures are composed of purely spiritual negative planar energy and therefore fear direct sunlight and light spells even though not directly destroyed by such. The Necromancer automatically gains control of the Wraith/Wight for 20 minutes after which alternative control methods must be employed. Wraith 1. Wraiths are incorporeal undead. 2. 9 Hits plus one per three levels of the summoner. 3. Wraiths are only affected by spiritual damage (or higher forms of spirit e.g. Holy) or ‘iron

or steel‘ damage. 4. Does 6 LPs Spiritual damage with each blow. 5. Wraiths are able to ‘freeze with fear’ by touch at will. 6. Can level drain by touch six times ever.

Freeze with Fear (Wraith Ability) If the blow successfully by-passes the victims AC, the following will apply; 1. Prevents the victim from moving (at all) for five minutes, irrespective of any damage

taken (I.e. being damaged will not remove the effect). 2. The victim can see and hear what is going on around them (bearing in mind that they will

be unable to move their head). 3. The paralysis is caused by fear, and is considered greater mind influence. 4. Immunity to all cold effects or fear affects grants immunity to this ability

Level Drain (Wraith Ability) If the blow successfully by-passes the victims AC, the following will apply; 1. The victim instantly and permanently loses one full level and all of the life points, skills

and abilities associated with that level. 2. As part and parcel of the loss of the level the character loses the associated XP for the

level that they have lost. 3. The XP loss is permanent but may be regained through adventuring.

Wight 1. Wights are incorporeal undead. 2. 12 Hits plus one per two levels of the summoner. 3. Wraiths are only affected by spiritual damage (or higher forms of spirit e.g. Holy) or ‘steel‘

damage. 4. Does 9LPs Spiritual damage with each blow. 5. Wraiths are able to ‘freeze with fear’ by touch at will. 6. Can Double Level Drain by touch nine times ever. 7. Can Ghoul Howl at will. 8. Can Planestep once per two levels of the summoner, although this has a two second

disorientation effect upon them regardless of which plane they are stepping to (see 4th

Sphere Ritual).

Freeze with Fear (Wight Ability) If the blow successfully by-passes the victims AC, the following will apply; 1. Prevents the victim from moving (at all) for five minutes, irrespective of any damage

taken (I.e. being damaged will not remove the effect). 2. The victim can see and hear what is going on around them (bearing in mind that they will

be unable to move their head). 3. The paralysis is caused by fear, and is considered greater mind influence. 4. Immunity to all cold effects or fear affects grants immunity to this ability

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Double Level Drain (Wight Ability) If the blow successfully by-passes the victims AC, the following will apply; 1. The victim instantly and permanently loses two full levels and all of the life points, skills

and abilities associated with those levels. 2. As part and parcel of the loss of the levels the character loses the associated XP for the

levels that they have lost. 3. The XP loss is permanent but may be regained through adventuring.

Ghoul Howl (Wight Ability) Is effectively a single target ranged paralysis. 1. Has a range of 30 feet. 2. Will cause the target to be paralysed for 30 seconds or until struck for damage. 3. This is a spiritual fear effect. In order to be immune to the effects the subject must be

completely immune to both spirit and fear.

Suspended Animation Sphere: 4th [Necromantic] Duration: Instant Range: Touch Vocals: “Spirits of death come forth to cause thy harm here. For with thy power I cease this life and snuff the inner flame.” Mind Influencing: No Description: On touching the victim this harming miracle will draw all the life force from the victim and reduce him to 0 life points. The following will apply; 1. The only way a victim may be revived is by receiving a ‘Cure Grievous’ or higher-level curing spell. 2. Otherwise the victim is in suspended animation indefinitely. 3. Discern nature of wounds will reveal death (although this is untrue). 4. The body will not deteriorate and can stay in such a state for thousands of years. 5. While suspended a victim is immune to all other damage than spiritual, although as the victim is

(technically) on 0 life points they have their full remaining life points (that they had at the time of Suspension) against spirit damage only. E.g. If at the point of Suspended Animation a character has 13 life points remaining, they will be slain by 14 or more points of spiritual damage.

Suspended Animation is a Harming ritual and as such can also be cast down the blade with ‘Utilise Harming Weapon’. The call in this case should simply be Suspended Animation – no additional damage is caused to the victim by the blow. Multiple Suspended Animation rituals can be cast upon a single weapon, but only one will discharge per blow struck and the 30 seconds limit to make contact applies in all cases. Vulnerable Soul Sphere: 4th [Necromantic] Duration: 20 minutes Range: 30ft Vocals: “I bare your soul to all and sunder.” Mind Influencing: No Description: This cursing ritual causes the target to take double the normal effect from all spiritual sources. If the source is a Harming miracle, the target will also take the power damage in addition to the doubled spiritual damage.

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Wither Sphere: 4th [Necromantic] Duration: 20 minutes Range: Touch Vocals: “Howlers from without, wanderers of the grave, Lords of the Barrow, Break bone warp marrow. By the Barrow Lords I warp this …. “ Mind Influencing: No Description: The Necromancer after incanting the vocal may then touch with both hands the victim’s limb causing it to become withered and useless. A Necromancer can Wither 1 limb per 2 levels. The only easy way to cure a withered limb is to cut it off (causing 3pts perm damage to that location) and having it Regenerated by an Inner Flame with the require knowledge. This ritual is reversible to instantly restore missing or withered limbs.

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5th Sphere Rituals

Affirmation of Death Sphere: 5th [Necromantic] Duration: Permanent Range: Touch Vocals: “Minion of Death, Creature of Grief, A boon given, souls thief. Bone like steel, claw so fine, The living to kill, bloods thrill.” Mind Influencing: No Description: Upon casting this ritual upon one of the Necromancer’s controlled minions, a powerful spirit is called upon to co-exist with the undead spirit. This entity is highly intelligent and will willingly work with the summoner. The spirit, while bound with the minion, can speak and act intelligently to the degree of using battle tactics, setting traps, etc. The spirit has the equivalent abilities of any 6th level Base Class chosen by the Necromancer. Additionally, the strong negative planar energies the spirit brings with it strengthen the host undead by an incredible amount. The creature gains 12 points of Physical AC (2 Hit) and also a 12LP Hexing Field. The creature begins to regenerate 10 Hits per minute and this can even regenerate the creature back from apparent destruction! Holy damage cannot be regenerated. In addition the creature gains +24 points of Strength and Immunity to Physical and Mantic I attacks and effects. The Necromancer can only keep 1 minion empowered with Affirmation of Death at any one time. Aspect of Death Sphere: 5th [Necromantic] Duration: 25 minutes Range: Self Vocals: “Aspect of Death” Mind Influencing: No Description: This powerful defensive ritual has two effects on the Necromancer.

1. The Necromancer becomes Immune to Physical. 2. A powerful hexing field is conjured forth around the Necromancer that causes any melee attacks

directed at the Necromancer to be reduced in power as the field hampers the attacker’s skill with a weapon. This means any melee attacks against the Necromancer are reduced by 24LPs (4 Hits) in damage. If this is enough to reduce the attack to 0LPs then the attack misses and not even bruising will occur. Aspect of Death cannot be stacked with itself, but can be stacked with any other Hexing fields the Necromancer may have. E.g. Hex Attacker or Hexing Field. However, the total of any Hexing effects on a Necromancer may never be more than half of their level.

Bind Minion Sphere: 5th [Necromantic] – 100 XP is Lost Upon Casting This Ritual Duration: Permanent Range: Touch Vocals: “Evil incarnation from Skelos’ hall, inhabit this empty vessel, entity of destruction hear my call. Genius from beyond death’s halls, come forth and spread thine ruin.” Mind Influencing: No Description: Upon casting this ritual upon one of the Necromancer’s controlled minions, an incredibly intelligent spirit is called upon to co-exist with the undead spirit and take on the role of the Necromancer’s Lieutenant. This spirit willingly works with the summoner. The spirit can act and speak, plot and plan, scheme and muse as well as the Necromancer – perhaps better than! The spirit has the equivalent abilities of any 10th level Base Class chosen by the Necromancer, and in addition the casting of the 6th rank Necromancer as well. The Necromancer can only keep 1 minion empowered with Bind Minion at any one time.

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Create Lich Sphere: 5th [Necromantic] – 100 XP is Lost Upon Casting This Ritual Duration: Permanent Range: Touch Vocals: “A willing spirit gives its soul to thee great … , Take this mortal shell and devour it with your power, I anoint thee …. and cast your being to sunder on the rocks of the dead.” Mind Influencing: No Description: This lengthy ritual must be undertaken using a willing caster subject. The Necromancer chants the ritual vocals constantly whilst undertaking the scribing of the summoning circle with the subject on the inside of the circle. The Necromancer then abandons the target to their fate. Over the next 24 hours the target will undergo a horrific and painful transformation as they slowly starve to death. Throughout the entire process the subject must hold an object of great sentimental importance – usually a piece of jewellery, although it can be anything. If the subject attempts to leave the summoning circle they will be instantly struck dead by the undead lords for failing the final test. If the subject remains in the circle they die after the 24 hours are up, leaving the object as their Phylactery. After resting for 1 day per level, the new Lich can form a new body within 100ft of the Phylactery.

Lich 1. A Lich does not count as either corporeal or incorporeal undead as described in the

special miracle descriptions section. 2. Have hits equal to their total body in life 3. A Lich is only affected by their own casting type (or types) 4. Has all abilities and casting as per life. 5. If a Lich is destroyed their spirit returns to their Phylactery. After resting for 1 day per

level, they can once again form a new body within 100ft of the Phylactery. 6. To destroy a Lich entirely, their Phylactery must be destroyed. This can be done by

reversing a Create Lich ritual or by certain rare other methods. 7. A Phylactery does not age and is immune to normal damage. It does detect as

Necromantic. Death Shield Sphere: 5th [Necromantic] – 100 XP is Lost Upon Casting This Ritual Duration: 25 minutes Range: Self Vocals: “Darkest powers of my Lords, Wrap me now in death so black, Shield me from my living foes.” Mind Influencing: No Description: This ritual wraps the Necromancer in a foul black aura, so thick it becomes difficult to see the man underneath. Any living creature near the Necromancer feels the aura trying to tear away at them, to devour their living essence if it could only reach them. A Death Shield has 50 points of ‘total body’ (25 hits) and blocks all incoming mortal damage dealt to the Necromancer. The only known way to remove a Death Shield is to feed it with life energies – which can be from living creatures, or from Spiritual Curing Miracles. A Curing Miracle will ‘damage’ the Death Shield for the appropriate amount of healing it normally does. E.g. A Cure Serious will reduce the Death Shield by 12 points. A Total Heal will reduce the Death Shield by as much total body as the Necromancer has. Non Spiritual Healing will have no effect on the Death Shield. The other way to remove a Death Shield is if it touches living creatures – willingly or unwillingly. The Death Shield will immediately consume as much total body (or hits) as the target currently has, with each point consumed ‘damaging’ the Death Shield by the same amount. This is a Necromantic effect, and if the target is Immune to Necromantic the Death Shield will do nothing to them. If a living creature is killed by the Death Shield in this way, they are Spiritually Annihilated. If a living creature survives contact with the Death Shield they will find that all the damage it did to them is Permanent. The only safe way to touch a Death Shield is with an active Curing Miracle to hand. When the Death Shield is reduced to zero remaining ‘total body’ it dissipates.

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Disintegrating Cloud Sphere: 5th [Necromantic] – 100 XP is Lost Upon Casting This Ritual Duration: Instant Range: 30ft Vocals: “Minion of the dark, creatures of the night, servitor of Barrow, I invoke thee to strike forth in Necros’ name and take my Enemy to thine lord’s lair. Ashes to ashes, dust to dust. Disintegrate!” Mind Influencing: No Description: This ritual grips the victim in a black cloud, which tears away at their body and soul and leave them in intense pain as they begin to disintegrate. This process takes 1 minute per level of the victim. The only known way to remove Disintegrating Cloud from a victim (apart from convincing the Necromancer to remove it!) is to cast a Resurrection on the victim. If removed in this way the target is saved, but has still lost 1 level per minute they were in the disintegrating cloud. (Minimum of one level.) Lay to Rest Sphere: 5th [Necromantic] Duration: Instant Range: Touch Vocals: “Spirit of hatred, Spirit of undeath, Give up your trials, Give up your vengeance, It is time for you to sleep, It is time to be Laid to Rest!” Mind Influencing: No Description: With this ritual a Necromancer may Dismiss any single undead. It will even work on Intelligent undead and on Undead Returning Spirits of lower level than the casting Necromancer. Life Surge Sphere: 5th [Necromantic] Duration: 25 minutes Range: Self Vocals: “Let me tear the life from my enemies, Let me heal with their blood, Let me smite my foes with pain, Let them run from me in terror.” Mind Influencing: No Description: This ritual allows the Necromancer to be healed from any damage they cause to a victim via Harming Rituals they cast down their Harming Weapon. In addition, it allows any 1st to 4th sphere Harming Rituals to be cast at a range of 30’ for the duration. Pact of Shadows Sphere: 5th [Necromantic] Duration: Permanent Range: Touch Vocals: “An Offering to thee, a soul for thee Great (Insert applicable Patrons Name), this soul I hold under the Pact of Shadows.” Mind Influencing: No Description: This ritual is cast as a ritual cut is being enacted. Instead of the soul being taken by the Lords of Undeath and a part of the soul being stored by the Necromancer, the whole soul is ripped from the victim’s body and placed within a gem (minimum value 1000 GC) to create a Soul Gem. A Soul Gem can be used for the Soul Burn or Devour Souls abilities, but counts for the costs of those abilities as 1 soul per 2 levels of the victim. However, the entire soul will be consumed when using it for any means. Any excess power is wasted. E.g. A Necromancer uses Pact of Shadows to create a Soul Gem from a 10th rank Warrior. This Soul Gem counts as 5 souls for the purposes of Soul Burn or Devour Souls. The Soul Gem could be used to restore all the Necromancer’s 3rd sphere rituals via Soul Burn but it would consume the whole soul, despite that the normal cost to restore 3rd sphere rituals is only 3 souls. A Soul Gem will trap a soul for a maximum duration of a year and a day, after which the gem will crack and the soul will escape to whatever afterlife it should have departed to normally upon death. A Necromancer may hold a maximum of one Soul Gem per four levels. If a Resurrection is cast upon a Soul Gem, the spirit will be returned to life.

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Polarity Shift Sphere: 5th [Necromantic] – 100 XP is Lost Upon Casting This Ritual Duration: Permanent Range: Touch Vocals: “Soul of light/dark, Creature of good/evil, Be transformed, Polarity Shift!” Mind Influencing: No Description: This ritual forces a massive surge or either positive or negative energy through the target. If the target is a negatively aligned undead spirit/summoned creature they will be struck down and become positively aligned. If cast upon a positively aligned being/summoned creature they will be struck down and being negatively aligned. Certain powerful creature may be able to resist this ritual. e.g A “Spirit of Light” or “Angel of War” struck with Polarity Shift will be converted to a “Wraith” or “Devil of War” and vice versa. This as always is up to Referee’s Discretion. Revenant Sphere: 5th [Necromantic] – 100 XP is Lost Upon Casting This Ritual Duration: Permanent Range: Touch Vocals: “Spirit of the dead, Creature of the chill halls, Wrap yourself around this spirit before me, Take it and all its powers for your own, Arise now, Take form of man, Walk and Tear and Burn and Slay, A Revenant will walk this day!” Mind Influencing: No Description: When cast upon a recently deceased and resurrectable corpse, an evil necromantic spirit comes forth and binds itself to the spirit of the deceased. This spirit steals the skills, powers and memories of the victim’s spirit but binds and subdues all free will. The victim’s spirit is bound in constant torment, while the Revenant takes over their life. A Revenant is highly intelligence and while not controlled by the summoning Necromancer, does feel some kind of gratitude for the one who summoned him and will willingly work together with the Necromancer for at least a time before going on his own way.

Revenant 1. A Revenant does not count as either corporeal or incorporeal undead as described in the

special miracle descriptions section. 2. Have hits equal to twice their total body in life 3. Has all abilities and casting as per life. 4. All abilities and casting refresh as in life. 5. Is highly intelligent and independent and does not have to remain in any range of the

summoning Necromancer. Shadow Death Angel Sphere: 5th [Necromantic] – 100 XP is Lost Upon Casting This Ritual Duration: Instant Range: Geographical Location Vocals: “Come Angel, Come Slaying Lord, Bring forth thy soul stealing Rune Sword. But strike ye not a single blow, For in thy shadows alone Death must go. Spirit behold thy nemesis and be now afeared … To the Death!” Mind Influencing: No Description: By loudly and clearly incanting the vocal, the Necromancer summons a visible shadow of the death angel himself, who will appear over the Necromancer. This is an image locked within primordial memories of all living beings and the spirit will flee in terror and escape the body, effectively rendering the victim dead. If a character has no immunities they are struck dead on the spot. This is a fear and sight based attack, if a viewer is completely Immune to Fear they will remain unaffected, as will any target who possesses no Physical or Spiritual sight. When casting this ritual a Necromancer must wear a Ceremonial Blindfold (cost 100 GC) or suffer the effects of their own ritual. A Necromancer may also create additional Ceremonial Blindfolds for their allies to protect them from the ritual. Note that each Blindfold is individual – do not expect that the Blindfold from one Necromancer will work on another’s Shadow Death Angel!

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Summon Damnable Army Sphere: 5th [Necromantic] – 100 XP is Lost Upon Casting This Ritual Duration: Special Range: Battlefield Vocals: “Lord to whom I am bound for all my days, Send me from Hel through winding ways, The slain and the dying, the dead and the lame, As once for Grimyr the slaying horde came, I call forth the Undead in Necros’ name, As Grimyr did so I the same, Arise the fallen Oh! Souls hand picked, To fight for thy masters in Unholy conflict. Come forth …. (type of undead) … I command thee!” Mind Influencing: No Description: When cast over a recent battlefield (72 hours maximum time elapsed), all slain bodies there will arise as undead under the control of the Necromancer. This undead army will fight from dawn til dusk or dusk til dawn or until destroyed. Up to 1000 undead can appear, dependant on the number of corpses available. The type of undead that rises depends on the level of the Necromancer:

Rank Avenging Spirit 8 Zombie 9 Skeleton 10 Ghoul/Ghast 11 Skeletal Knight 12 Revenant

The undead have hits and abilities as if directly summoned by the casting Necromancer. Summon Sending Sphere: 5th [Necromantic] – 100 XP is Lost Upon Casting This Ritual Duration: Permanent Range: Touch Vocals: “Creature of Night, Soul’s Terror Flight, Murder yet foul, hidden shadowed cowl. Take a soul, steal mine enemies spirit. Lights rending, Summon Sending.” Mind Influencing: No Description: Upon casting this ritual the Necromancer summons forth a Sending. This is a Necromantic undead assassin that upon arriving awaits to be told its chosen target. Once designated by the Necromancer, the Sending will stop at nothing to find and destroy them.

Sending 1. A Sending does not count as either corporeal or incorporeal undead as described in the

special miracle descriptions section. 2. Have 2 hits per level of the summoner 3. Are immune to Physical 4. Can only be injured on a random bone 5. Does 36LPs Spirit damage with hands 6. Has ‘Death’ vs designated target 7. Always knows exactly where the designated target is 8. Can duplicate any transportation spells the designated target uses

Summon Skeletal Knight Sphere: 5th [Necromantic] Duration: Permanent Range: Touch Vocals: “Evil born with skeletal grasp, come forth to complete mine grim task, Warrior of desolate battlefield, come forth with armour and shield, Souls I bid thee take, your enemy the living, sworn to hate. Summon Skeletal Knight.” Mind Influencing: No Description: The Necromancer upon touching a corpse wearing Plate Armour and incanting the ritual vocals summons forth an undead Skeletal Knight servant. The corpse may have been deceased for any amount of time as long as the bones remain intact, fresh corpses slough off any remaining skin and muscle on raising. The Necromancer automatically gains control of the Skeletal Knight for 25 minutes after which alternative control methods must be employed.

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Skeletal Knight 1. Skeletal Knights do not count as either corporeal or incorporeal undead as described in the special

miracle descriptions section. 2. Skeletal Knights wear rusted plate armour over as many locations as in life. (Minimum of one location,

maximum of six locations.) 3. 30 Hits plus three per level of the summoner. 4. The Skeletal Knight is affected by blunt and/or Spiritual damage. 5. The Skeletal Knight is immune to all damage on armoured locations. (Through will bypass armour.) 6. Skeletal Knights do 36LPs Damage with weapon, hands or bite. 7. Additionally, Skeletal Knights have Necromantic casting as per a 4th rank Necromancer. Terrorize Sphere: 5th [Necromantic] Duration: 25 minutes Range: Geographical Location Vocals: “Spirits of Evil and Fear and Pain, I call you. Come to my voice, fill this land with your terror. Come inhabit this place here and now. Terrorize!” Mind Influencing: No Description: This ritual causes an aura of Necromantic energy to spread out and infest the area. This aura will affect anyone who is not negative plane aligned (this obviously does not include the Necromancer or any summoned undead.) Any living creatures within the area upon its casting or attempting to enter the area after the initial casting will be subject to the following effects. 6th level or below (<30 hits) – Instantly feared and must leave the area immediately

7th to 10th level (31-50 hits) – May enter the area but they will be subject to attack from malevolent spirits and will take 12LPs Spiritual damage (6 Spirit Hits) every minute that they are within the area of effect. This damage will prevent any casting of spells. 11th level or higher (51+ hits) – Unaffected by the ritual.

Touch of Death Sphere: 5th [Necromantic] Duration: Instant Range: Touch Vocals: “Spirits of evil come hither at my call for here is a death and a haven for you all. By my power and by my might I demand of you as is my right. A slaying I require, a killing as of old. A death most swift a body stiff and cold. Now by my power hear me I command that you shall die.” Mind Influencing: No Description: This ritual is the ultimate Harming ritual. All of the vocals must be spoken audibly out loud in order for the ritual to take effect. The victim must be touched by both the caster’s hands for the ritual to take effect. The effect is that the victim dies, instantly, and is spiritually annihilated. As with all other Harming rituals, this is a Spiritual effect. Touch of Death cannot be cast down a blade using Utilise Harming Weapon. Upon invoking the ritual the invoker has 30 seconds to make contact or the spell is wasted. Walking Death Sphere: 5th [Necromantic] Duration: Permanent Range: 30ft Vocals: “Skelos cometh, living’s bane, Nightmares waking, Putrid Rain, Ancient Wraith Breath, Walking Death.” Mind Influencing: No Description: This ritual is the pinnacle of Necromantic diseases. The disease will take hold of the victim after only five minutes, at which point the target will be unable to use any abilities or casting, to speak or move of their own volition. The disease will turn the target into a Walking Dead in two minutes per level of the victim. Once a Walking Dead the victim will become permanently under the Necromancer’s control and will conduct any order given them, including self-destructive acts. This disease is slowed by a Cure Disease miracle that will reset the time taken to transform the victim. It can be removed by casting a Resurrection miracle on the victim, which does not cost the casting Priest a level, but does cost the victim a half level. An Immaculate Total Heal will remove the disease for no cost to the victim.

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Walking Dead 1. Walking Dead do not count as either corporeal or incorporeal undead as described in the special

miracle descriptions section. 2. Each of the Walking Dead’s locations can effectively be considered a separate creature, whilst they are

all attached to each other, each has its own number of Hits and each can operate independently even if

all of the other locations have been disabled or removed. This is commonly referred to as having

‘Zombie Locations’. 3. If the Walking Dead takes damage that is not targeted at a specific location, e.g. a rune blast, then the

Hits are distributed across all of the Walking Dead’s remaining locations. 4. Hits per location equal to total body in life. 5. Walking Dead keep all abilities and casting as per in life. Note that casting is slow for a Walking Dead,

as they tend to slur their speech given their Zombie-like nature. 6. Walking Dead are very slow ambling creatures, they move at approximately half the speed of a normal

human, even when fighting. Ward of Dismissal Sphere: 5th [Necromantic] Duration: 25 minutes Range: Touch Vocals: “No creatures of death will pass this line. I decree it.” Mind Influencing: No Description: This ritual allows the Necromancer to inscribe a warding not more than 15ft in length. Any non-intelligent undead creature that attempts to cross the warding will be Dismissed. Any intelligent undead creature that attempts to cross the warding will be Feared. Any Avenging Spirit or creature with an Undead spirit inside them (including the casting Necromancer!) which attempts to cross the warding will bounce.

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Necromantic Rites

The Necromantic Rites provide the Necromancer with the ability to permanently increase their

abilities in various ways. These rites often require sacrifices to the Lords of Undead, be that of

personal powers of the Necromancer or of innocents slaughtered in the Necromancer’s quest for

power.

Regardless of the cost, a Necromancer may only enact one Rite per level gained from 8th rank.

For example, a 10th rank Necromancer may have cast and gained the permanent effects of three

of the Necromantic Rites, if they have been willing to pay the costs for those Rites. No Rite may be enacted more than once, unless the Necromancer loses that Rite for some

reason and must re-enact it to regain the effect.

Aura of Undeath With this rite, the Necromancer strengthens their Aura of Death and becomes even closer to the

Negative energy plane. The Necromancer now takes damage from spiritual Healing miracles, but

is healed by spiritual Harming miracles. Additionally, they can drink Unholy water to heal

themselves by 6LPs to location and total body to their worst affected location. Cost: The sacrifice of 250 unspent xp.

Claws of the Nightwalker To perform this rite, the Necromancer must know the Raise Ghoul/Ghast ritual. With this rite,

the Necromancer takes the spirit that would normally inhabit a corpse and embodies it

permanently within him. If the Necromancer is an Elf, they embody a Ghast – they gain Forearm

and Shin Parry and can perform a claw attack that deals 6LPs (1 Hit) Spiritual damage to the

target and causes Ghast Paralysis. If the Necromancer is not an Elf, they embody a Ghoul – they

gain Forearm Parry and can perform a claw attack that deals 6LPs (1 Hit) Spiritual damage to the

target and causes Ghoul Paralysis. The Forearm/Shin parry does not cause any bruising damage

to the Necromancer, as the Ghoul or Ghast will take that damage itself. If the Necromancer is

ever in the range of an Exorcism miracle, the Ghoul or Ghast will be torn from them and the

Necromancer will fall unconscious from shock for 1 minute. If this is done, the Necromancer will

have to re-enact the rite and pay the cost again to embody a new Ghoul or Ghast. Note: Claws of the Nightwalker cannot be enacted if the Necromancer is already under the

effects of Hate of Wraiths or The Unyielding Flesh. Cost: The sacrifice of 100 unspent xp.

Death Perception To perform this rite, the Necromancer must know the Senses of the Dead ritual. With this rite,

the Necromancer sacrifices that ritual and ritual slot and their eyes and senses become

permanently attuned to the powers of undeath. The Necromancer gains Sense Living and Spirit

Sight at will. Cost: The sacrifice of 50 unspent xp, the Senses of the Dead ritual and the ritual slot it

occupied.

Death’s Warm Embrace To perform this rite, the Necromancer must first have performed the Aura of Undeath rite. With

this rite, the Necromancer fully embraces their Avenging Spirit. Relinquishing their mortal body,

the Necromancer takes on their undead form permanently – as if they were 12th

level their

abilities refresh at midnight and there is no time limit on this incarnation. The Necromancer may no longer gain any levels, but may still gain xp. This xp may be used to

bond to items, create mystical items or to power rituals that normally cost a level to cast. Cost: The sacrifice of 150 unspent xp and the irrevocable sacrifice of the Necromancer’s

living body.

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Hate of Wraiths To perform this rite, the Necromancer must know the Summon Wraith ritual. With this rite, the

Necromancer takes the just summoned Wraith and embodies it permanently within him. The

Necromancer may now Level Drain by touch, six times ever. Any Spiritual based damage taken

by the Necromancer may also be transferred to the Wraith as per an Absorption effect. The

Wraith may be healed through any Necromantic healing sources, or will regain 1 Hit (6LPs) every

time the Necromancer attacks a living target with a touch attack. This touch attack deals 6LPs (1

Hit) Spiritual damage to the target and will Freeze with Fear the victim. If the Necromancer is

ever in the range of an Exorcism miracle, the Wraith will be torn from them and the

Necromancer will fall unconscious from the shock for 1 minute. If this is done, the Necromancer

will have to re-enact the rite and pay the cost again to embody a new Wraith. Note: Hate of Wraiths cannot be enacted if the Necromancer is already under the effects of

Claws of the Nightwalker or The Unyielding Flesh. Cost: The sacrifice of 100 unspent xp.

Hexing Field With this rite, the Necromancer wraps themselves in a permanent Hexing Field. This causes any

melee attacks directed at the Necromancer to be reduced in power as the field hampers the

attacker’s skill with a weapon. This means any melee attacks against the Necromancer are

reduced by 12LPs (2 Hits) in damage. If this is enough to reduce the attack to 0LPs then that

attack misses and not even bruising will occur. The effects of this rite will stack with other

hexing effects, such as Hex Attacker and Aspect of Death. However, the total of any Hexing

effects on a Necromancer may never be more than half of their level. Cost: The sacrifice of 150 unspent xp and 2 irrevocable power.

Strength of the Eternally Damned Performing this rite, the Necromancer must sacrifice a spiritually good person (Priest, Paladin,

Templar, etc.) of at least 6th rank (30 hits). This then irrevocably damns the Necromancer’s soul

to the Lords of Undead (effects as per Damnation) and the Necromancer gains the incredible

strength of the Eternally Damned. This is a total of 36 points of Strength. Please note that the

Necromancer’s Stress Resistance does not increase! Cost: The sacrifice of a spiritually good person of at least 6

th

rank, 150 unspent xp and

irrevocable Damnation.

The Last Laugh With this rite, the Necromancer may choose any one of their Rituals to be automatically cast

upon their death. The ritual and target (if applicable) of the ritual is fixed at the point of casting

this Rite. It may be ‘the one who killed me’, ‘the nearest living target’, ‘where I died’, etc. Cost: The sacrifice of 100 unspent xp, plus any applicable other costs for casting the Ritual

as if it was cast now.

The Unyielding Flesh To perform this rite, the Necromancer must know the Raise Zombie ritual. With this rite, the

Necromancer takes the spirit that would normally inhabit a corpse and embodies it permanently

within him. The Zombie spirit makes it so that the Necromancer’s limbs and locations will

continue to operate until ‘off’. The Necromancer will not die until a vital location is taken ‘off’ or

they have taken twice their total body in damage across their body. If the Necromancer is ever in

the range of an Exorcism miracle, the Zombie will be torn from them and the Necromancer will

fall unconscious from the shock for 1 minute. If this is done, the Necromancer will have to re-

enact the rite and pay the cost again to embody a new Zombie. Also, if the Necromancer has

locations which are ‘out’ or has taken more total body damage than they could normally stand,

they will immediately lose the use of those locations and/or die as the effects of The Unyielding

Flesh are lost as the Zombie spirit is expelled. Note: The Unyielding Flesh cannot be enacted if the Necromancer is already under the effects of

Claws of the Nightwalker or Hate of Wraiths. Cost: The sacrifice of 100 unspent xp.

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Touch of the Grave With this rite, the Necromancer permanently changes their Avenging Spirit. Which Avenging

Spirit they now gain depends on their level when enacting this rite, as listed in this table. This

Avenging Spirit is now fixed, and no longer changes as the Necromancer gains or loses levels.

Rank Avenging Spirit 8 Coffer Corpse 9 Vampire Lord 10 Skeletal Lord 11 Arch Lich 12 Dire Sending

Generally, it is not possible to identify one of these Avenging Spirits as being any different to

their base type.

Coffer Corpse All stats as per Zombie apart from the following: 1. Has 1/4 of total body in hits to each location. 2. Even if a location is reduced to zero hits, it may still be used. 3. All locations must be reduced to zero to kill the Coffer Corpse. 4. If killed and not left in sunlight, will rise again from the dead after a period of one week. 5. Takes 1/2 effect from blades. 6. Deals +12LPs damage with melee weapons 7. Does 24LPs Necromantic Damage with hands and feet. 8. Does 36LPs Necromantic Damage Through with bite. 9. Can Cause Disease a/w by touch 10. Can Life Drain x 1 by touch (does 1/2 tb necrotic to target and total heals Coffer Corpse) 11. Cannot leave the earth by any means (jump, fly, anti-grav, etc) 12. Can move at normal speed.

Vampire Lord All stats as per Vampire apart from the following: 1. Does not take perm damage from Holy Water. 2. Immune to Physical, Magic and Spirit damage. 3. Damage dealt is 24 LPs Spiritual damage Through Mantic I. 4. May have up to three targets Beguiled at once. 5. Suffers no effects from garlic, holy symbols or direct sun light. 6. Is Immune to Wooden Stakes.

Skeletal Lord All stats as per Skeletal Knight apart from the following: 1. Gains 1 warrior skill point per level. 2. Armoured locations are resistant to ‘Through’.

Arch Lich All stats as per Lich apart from the following: 1. Counts as +2 levels for purposes of rituals (or other casting types) gained and the casting

thereof.

Dire Sending All stats as per Sending apart from the following: 1. Counts all those directly involved in their death (i.e. who struck or affected them

detrimentally in the events leading to their death) as ‘targets’ for their ‘Death’ blow and

will always know where they all are. 2. Regenerates 20% of hits per minute.

Cost: The sacrifice of 250 unspent xp.

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Necromantic Relics

Necromantic Relics are powerful traditional items of Necromancy. Each Necromancer crafts their

own relic. All relics require the Necromancer to have knowledge of a specific 5th sphere

necromantic ritual, and some may require additional materials or costs to create them.

All Relics are automatically Bound to the creating Necromancer, and can only be used by them.

Blood Sword Ritual required: Life Surge Taking a normal Mastercrafted Sword, the Necromancer must drench it in the blood of innocents

to consecrate a Blood Sword. 50 people must die to the blade – frequently a Necromancer will

simply slaughter a village to do this, it is actually better for the creation of the relic if they are

unable to fight back. The Blood Sword thus created has a constant flow of blood dripping down

it, leaving a bloody trail wherever the Necromancer steps. It is now a +2 Necromantic Sword with

the ability to cause Necrotic wounds for 5 minutes a day. Additionally, it can restore all the

Necromancer’s spent Harming rituals ONLY twice a day.

Bone Armour Ritual required: Summon Skeletal Knight Some Necromancers craft themselves a suit of Bone armour. This armour must be made from

the bones of a Good aligned person of at least the 8th rank. (For some reason, traditionalist

Necromancers favour the use of Ranger bones.) Any mortal blow striking the Bone armour will

have no effect unless it is made with a Blunt weapon. Bone Armour counts as +2 Necromantic

Plate Armour.

Disrupting Dagger Ritual required: Lay to Rest The Necromancer must first obtain a dagger made of Iron or Steel to create this Relic. A

Disrupting Dagger is a +1 Necromantic Dagger, which can Disrupt any Incorporeal Undead on

touch. This can be used once a day per level of the Necromancer. A Disrupted Undead is

completely destroyed.

Dorianic Portrait Ritual required: Aspect of Death A Dorianic Portrait is an empowered portrait of the Necromancer at their most powerful. This

must be commissioned from an artist at a cost of no less than 5000 GC, to represent the

expensive oils, paints and other materials that must be used in its construction. Once the

portrait is obtained, the Necromancer may complete the Relic and will usually hang it in their

crypt. A Dorianic Portrait will absorb the Necromancer’s total body in damage each day, as per

an absorption effect. It will also take 1 absolute damaging effect per 5 levels of the

Necromancer per day. The Portrait also allows the Necromancer to see through the eyes of his

portrait and watch whatever the Portrait can see inside his crypt. Or, when the Necromancer is

looking at his portrait, it allows the Necromancer to see through the eyes of his undead

minions.

Dread Periapt Ritual required: Terrorize This is a simple, tiny amulet. So simple, it costs nothing to craft. So simple, it can’t be anything

special. Once a day, it can become so much more. For 5 minutes per day, the Necromancer

takes on a hideous visage – anyone looking upon him loses 10 Sanity and, if they are of equal or

lower level than the Necromancer, they are also Permanently Feared of the Necromancer. This

Fear does not wear off naturally and given its permanent nature cannot be removed by normal

methods.

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Lich Bell Ritual required: Ward of Dismissal A Lich Bell is an ornate bell with great power over Corporeal undead. To create a Lich Bell

requires only a simple bell to be enchanted, so there is no component cost. A Lich Bell may be

rung once per two levels of the Necromancer per day. With each peal of the bell, the

Necromancer may Deanimate or Reanimate (as per the 3rd Sphere rituals) any undead spirits

which hear the bell being rung.

Phylactery Ritual required: Create Lich Choosing a suitable item, the Necromancer binds it to their very soul as a Phylactery. This

requires the sacrifice of a caster of at least 8th rank to the Lords of Undeath during the creation

of the Relic. Now, the Necromancer’s Undead spirit is bound to the Phylactery as per a Lich. If

they die and their undead avenging spirit it similarly destroyed, then after resting for one day

per level, they may form a new undead body within 100ft of the Phylactery. All other limitations

and rules for Avenging Spirits continue to apply.

Plague Censer Ritual required: Walking Death Using an ornate censer costing at least 500 GC and inlaid with gold leaf, the Necromancer can

create a plague burner. The smoke from the censer, when lit, will fill a room within 10 seconds

and any living creature that breathes in the smoke will be affected. Only those living creatures

with an Aura of Death are unaffected, or those completely immune to Disease. The smoke

causes immediate coughing and watering of eyes, leaving anyone in the room stricken to move

at half speed and effectively blinded in combination with all the smoke. This also prevents

casting. Anyone who remains inside the smoke will succumb after a minute and collapse

unconscious to the floor. They and anyone who escapes from the smoke will still be diseased

and will continue to feel terrible and with a great need to vomit as soon as possible. After 5

minutes, their skin will begin to develop blotches of red and yellow as pustules begin to form

and burst. After 10 minutes, blood will begin to weep from the victims’ eyes as internal

haemorrhaging takes hold. As the victim dies over the next few minutes, they convulse and

spread blood and fluids around the area in horrific agony as they succumb to the disease. To

die from this disease means spiritual annihilation. Anyone who is touched by any of the pus,

vomit or blood from an infected victim will become diseased. This disease can be removed with

the application of a Mantic 1 or better Remove Disease, but note that this does not provide

immunity to reinfection!

Throne of Bones Ritual required: Affirmation of Death The Necromancer constructs themselves a massive Throne from the bones of those he has

Ritually Cut and sent to his Undead Lords. This requires the collection of 10 sentient victims to

be Ritually Cut on the altar of his Crypt and then their bones stripped from the corpses and

constructed into an ornate Bone Throne from which the Necromancer may sit and brood and

think dark thoughts. While sat on their Throne, the Necromancer can raise any viable corpse in

his crypt as undead without the need to touch the corpse and may summon incorporeal undead

at any location within the crypt. They may also cast enhancement rituals on any undead within

their crypt. The Throne of Bones allows the Necromancer to cast his undead enhancement spells

on twice as many Undead as normal, as long as any excess undead remain inside his crypt.

While inside the Crypt, none of the Necromancer’s Undead can be Exorcised. Additionally, all

Corporeal undead in the crypt gain an additional 6 points (1 hit) of Physical AC and +6 points of

Strength. All Incorporeal undead in the crypt gain 6 points (1 hit) of Necromantic AC, become

immune to the effects of Light and cannot be forced to leave the crypt by any means in addition

to the immunity to Exorcism (e.g. Dismissal).

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Soul Catcher Ritual required: Pact of Shadows To create this foul relic, the Necromancer must sacrifice an Inner Flame of at least 8th rank

upon the altar of this crypt, while casting Pact of Shadows to trap the Inner Flame’s soul in a

Soul Gem. This Soul Gem is then set in an ornate diadem (costing no less than 10,000 GC).

When the Necromancer wears the Soul Catcher, any sentient creature killed within 15ft of the

Necromancer by Undead creatures has their soul automatically delivered to the Lords of Undead

and a portion of that soul is gifted to the Necromancer, as if he had personally Ritually Cut that

slain person. Any limits the Necromancer has for the number of stored souls still apply. Some

say that the cries heard when a Soul Catcher is in operation is not the cry of the souls torn from

the victims, but instead the scream of the trapped Inner Flame as their soul is used again and

again for horrific acts of murder and desecration of the living.

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Necromantic Cantrips

Belay Undead Catch Conceal Them Conceal Spirit Elder Sign Last Rites Locate Grave Locate Spirit Locate Undead

Plane Bar Resist Disease Resist Fear Resist Paralysis Resist Strength Drain Summon Servitor Tag Non Corp Trepidation

Belay Undead Level: Cantrip Duration: 1 minute Range: 15ft Mind Influence: No Description: Casting this upon one undead of equal or lower level than the caster will cause that undead to ignore the caster for the duration. If the caster attacks the affected undead it will instantly break the effect. Catch Conceal Them Level: Cantrip Duration: Instant Range: Self, 15ft Radius Mind Influence: No Description: When cast this cantrip will give a ‘yes’ or ‘no’ answer to whether there are any animate beings hidden from the caster within the area of effect. Conceal Spirit Level: Cantrip Duration: 1 minute Range: Self/Touch Mind Influence: No Description: This cantrip can be cast on something or someone to prevent it/them from detecting as spirit for the duration. Elder Sign Level: Cantrip Duration: Special Range: Touch Mind Influence: No Description: Drawing a symbol on a wall, floor, ceiling, door, etc will block the next shifting attempt which would pass through it. If a being does attempt to shift/transport through and Elder Signed area they will bounce and the Elder Sign will be dispelled. They may try again after 5 seconds.

Last Rites Last Rites Level: Cantrip Duration: Instant Range: Touch Mind Influence: No Description: The caster speaks over the body of someone recently deceased to give them Last Rites. Henceforth the willing spirit will move on and the body cannot be raised again in any way. Locate Grave Level: Cantrip Duration: Instant Range: Self, 15ft Radius Mind Influence: No Description: Gives the caster a radar blip of all buried remains within 15ft radius of them. Locate Spirit Level: Cantrip Duration: Instant Range: Self, 15ft Mind Influence: No Description: Gives the caster a radar blip of all spirits within 15ft radius of them. Locate Undead Level: Cantrip Duration: Instant Range: Self, 15ft Radius Mind Influence: No Description: Gives the caster a radar blip of all undead within 15’ radius of them. Plane Bar Level: Cantrip Duration: 30 seconds Range: 15ft Mind Influence: No Description: Pointing at a target and calling “Plane Bar” will cause the target’s next attempt to mystically leave the plane where the cantrip was cast upon them to be blocked. This does not prevent them mystically leaving this plane. This will not affect the ability to D-jump or Plant Shift as the caster does not leave the plane to move.

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Resist Disease Level: Cantrip Duration: 1 minute Range: Self Mind Influence: No Description: Makes the caster immune to the next Disease attack they are hit with for the duration. If hit with such an attack the cantrip then ends. Resist Fear Level: Cantrip Duration: 1 minute Range: Self Mind Influence: No Description: Makes the caster immune to the next Fear attack they are hit with for the duration. If hit with such an attack the cantrip then ends. Resist Paralysis Level: Cantrip Duration: 1 minute Range: Self Mind Influence: No Description: Makes the caster immune to the next Paralysis attack they are hit with for the duration. If hit with such an attack the cantrip then ends. Resist Strength Drain Level: Cantrip Duration: 1 minute Range: Self Mind Influence: No Description: Makes the caster immune to the next Strength Drain attack they are hit with for the duration. If hit with such an attack the cantrip then ends.

Summon Servitor Summon Servitor Level: Cantrip Duration: Instant Range: Special Mind Influence: No Description: This will advise one currently summoned creature under the control of the caster that they are required to return to the caster. Intelligent and/or poorly controlled creatures may ignore this however. Tag Non Corp Level: Cantrip Duration: 1 minute Range: 15ft Mind Influence: No Description: The caster points at the incorporeal target to be tagged and speaks the cantrip’s name. For the duration the caster knows where the target is. This can be re-cast before the duration ends as long as the target is still in range. Trepidation Level: Cantrip Duration: 30 seconds Range: 15ft Mind Influence: Yes - Lesser Description: This is a minor fear which when cast will cause the victim to attempt to stay clear of the caster for the duration. This can also be cast on an entrance to make others afraid to enter for the duration.