Necromancy

Necromancy By Jeff Sparks

Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.

Novice: You learn the spells Drain Life and Voices of the Dead.

Journeyman: You learn the spell Animate Corpse. You also gain the focus Intelligence (Necromancy Arcana).

Master: You learn the spell Summon Spectre. You can also choose one spell stunt you can perform for -1SP when casting Necromacy Arcana spells.

Drain Life
Requirements: Necromancy Arcana (Novice)
Spell Type: Attack
MP Cost: 4
Casting Time: Major Action
Target Number: 12
Test: Constitution (Stamina) vs. Spellpower
Ghostly mists pull life from a target within 20 yards and draw it into you through your arcane device. It inflicts 1d6+1 damage, healing you equal to the amount of damage inflicted.

Voices of the Dead
Requirements: Necromancy Arcana (Novice)
Spell Type: Utility
MP Cost: 4
Casting Time: 1 Minute
Target Number: 13
Test: Willpower (Self-Discipline) vs. Spellpower
You can contact a dead soul and question it. There is no language barrier, but the creature must have been sentient in life. You can ask up to three questions, but the spell fades after one minute. The soul can attempt to resist answering at any point in the process, but only once. A success means it breaks contact without answering any further questions. If you have a piece of the departed’s remains (bone, hair, etc.), your spellpower is effectively at +2. The soul can only speak to what it knew in life. It’s answers may be incorrect (telling what it believes to be true) but it cannot lie.

Animate Corpse
Requirements: Necromancy Arcana (Journeyman)
Spell Type: Utility
MP Cost: 10
Casting Time: Major Action
Target Number: 13
Test: None
You raise up a walking dead corpse (see Chapter 9: Adversaries) from a dead body or burial site within 10 yards of you. It is friendly to you and obedient to your commands for the duration of the encounter.
At the end of the encounter the spirit returns to the grave unless another 10 MP is spent, where it becomes bound to the world. An earthbound walking dead is still bound to obey you. You may have a number of walking dead under your control equal to your Willpower. Any additional bound walking dead will not obey you although they will not be hostile to you unless provoked.

Summon Spectre
Requirements: Necromancy Arcana (Master)
Spell Type: Utility
MP Cost: 15
Casting Time: Major Action
Target Number: 15
Test: None
You summon forth a Spectre (see Chapter 9: Adversaries) from a dead body or burial site within 10 yards of you. It is friendly to you and obedient to your commands for the duration of the encounter.
At the end of the encounter the spirit returns to the grave unless another 15 MP is spent, where it becomes bound to the world. An earthbound spectre is still bound to obey you. You may have a number of spectres under your control equal to your Willpower. Any additional bound Spectres will not obey you although they will not be hostile to you unless provoked.