Necromancer Class
Necromancer Class
4 January 2009
The Necromancer
TABLE II: SPELLS USABLE BY CLASS AND LEVEL -- NECROMANCER (MAGE)
Necromancer
1 2 3 4 5 6 7
Level
1 1
2 2
3 2 1
4 3 2
5 3 2 1
6 3 3 2
7 4 3 2 1
8 4 3 3 1
9 4 4 3 2 1
10 5 4 3 2 2
11 5 4 3 3 2 1
12 5 4 4 3 2 2
13 5 5 4 3 3 2 1
14 5 5 4 4 3 2 1
15 5 5 4 4 3 3 2
16 6 5 5 4 4 3 2
17 6 6 5 5 4 3 3
18 6 6 6 5 4 4 3
19 6 6 6 5 5 4 4
20 6 6 6 6 5 5 4
21 6 6 6 6 6 5 5
22 6 6 6 6 6 6 5
23 6 6 6 6 6 6 6
Necromancer Spells:
1st Level 2nd Level 3rd Level
1) Bleeding 1) Aid 1) Animate Dead (M-5)
2) Chill Touch (M-1) 2) Animate Corpse 2) Cause Light Wounds (C-1)
3) Cloak of Death 3) Bone Club (M-3) 3) Continual Darkness (C-3)
4) Control Undead 4) Choke (M-2) 4) Curse (C-3)
5) Corpse Link (M-1) 5) Detect Magic (I-2) 5) Darkfire
6) Corpse Visage (M-1) 6) Ghoul Touch (M-2) 6) Delay Death (M-3)
7) Darkness (M-1) 7) Hold Undead 7) Disrupt Life
8) Death Recall (M-2) 8) Life Seeking 8) Enervation (M-4)
9) Detect Life 9) Living Link (M-2) 9) False Face (M-3)
10) Evil Eye (M-1) 10) Moorak’s Empathic Healing 10) Life Leech
11) Exterminate (M-1) 11) Rain of Blood (M-2) 11) Mummy Touch (M-3)
12) Feign Death (M-3) 12) Ray of Enfeeblement (M-2) 12) Pain Touch (M-3)
13) Invisibility to Undead 13) Regenerate Minor Wounds 13) Paralyze (M-3)
14) Locate Remains (M-1) 14) Scare (M-2) 14) Revenance (M-3)
15) Pain 15) Sense Spirit 15) Spirit Armor (M-3)
16) Read Necromancer Magic 16) Slow Healing 16) Vampiric Touch (M-3)
17) Spectral Hand (M-2) 17) Spasm
18) Spectral Voice (M-1) 18) Speak with Dead (C-3)
19) Summon Undead 19) Unspoken Command
20) Unliving Light 20) Weaken Bone
January 2009 5
Footprints Magazine
Necromancer Spells (Continued)
7th Level
1) Blight
2) Clone (M-8)
3) Create Life
4) Energy Drain (M-9)
5) Finger of Doom
6) Greater Wraithform
7) Lichdom
8) Life Force Exchange (M-9)
9) Raise Dead (C-5)
10) Regeneration (C-7)
11) Wail of the Banshee (M-9)
12) First level MU spells
Bleeding: R: 3” + 1”/lvl; D: 3 rounds/level, AoE: one tar- saving throw versus this spell.
get. The target of this spell is allowed a saving throw
against magic and, if failed, will suffer one point of ad- The reverse of this spell, cloak of life, enables
ditional damage per wound per round due to blood the caster to hide the undead nature of weak undead
loss until the wounds are treated (bound, healed, etc) which do not have any ties with the Negative Material
or the spell expires. The reverse of this spell, slow bleed- Plane, such as skeletons, zombies, ghouls, ghasts, etc.
ing, will reduce hit points lost due to bleeding wounds With this spell in affect, undead are allowed a saving
(i.e. critical hits, bleeding, swords of wounding, etc) by throw versus death magic to avoid being turned, al-
one hit point per round per bleeding wound. though this roll terminates the spell.
Cloak of Death: R: touch; D: 1 turn/level; AoE: one tar- Both versions of this spell radiate outward from
get. With this spell, the necromancer enshrouds the the recipient in a 6 inch (1/2 foot) radius per levels of
target of this spell with an aura of unlife, effectively hid- the caster above first. An intelligent recipient of this
ing the target’s life force. While this spell is in effect, any spell may, at will, likewise selectively enshroud com-
undead being viewing the recipient of this spell must panions completely within this radius with the cloak of
save versus magic or believe the target to be dead or, death/life.
if obviously animate, undead. This spell will likewise fool
creatures which hunt warm blooded living things, such Neither version of this spell in any way changes
as stirges or leeches, as well as the spells and abilities the physical make-up, appearance, voice or other fea-
such as detect life (see below) or the psionic discipline tures of the recipient other than to cause the target’s
aura sight. Mindless and non-sentient creatures such apparent body temperature to decrease (for cloak or
as skeletons, zombies, stirges, and ticks do not get a death) or increase (for cloak of life). This temperature
6 January 2009
The Necromancer
change is enough to fool a cursory inspection, even if lects all the sensory information through a single organ
using infravison, but any sort of careful attention to such (eye, ear, nostril, half of the tongue or hand) belonging
details will reveal the cloaked being(s). The dweomer to the corpse or undead recipient. This organ need not
also partially masks the target’s scent to make it more be attached to the rest of the cadaver for the spell to
(or less) like that of a corpse, although this will not alter function properly.
any combat-related abilities.
While the spell is in effect, the wizard can still
Control Undead: R: 0”; D: 1 turn/level; AoE: special. This see/hear/smell/taste/touch normally through other
spell gives the caster the power to control undead as a (unlinked) organs. For example, a necromancer har-
cleric of equal level. The reaction of the undead is vests the left eye from a freshly cadaver and places it
based upon the alignment of the necromancer casting on a high ledge with a strategic view of a front door.
this spell. The duration of this spell does not in any way If the spell is now cast, the wizard’s left eye would be
limit the length of time the caster may control turned able to see through the left eye of the corpse and spy
undead. on any visitors, while his or her right eye remains nor-
mal.
Corpselink: R: 1”/level; D: 1 turn/level; AoE: caster. With
this versatile spell, a wizard establishes a sensory link be- Furthermore, if the target of the spell is a zom-
tween him or herself and a corpse or freshly animated bie, the magic enables the caster to issue simple com-
zombie of a human, demihuman or humanoid within mands to the undead creature via this link. The com-
the spell’s range. This link allows the caster to gather mands can be no longer than four words and can deal
sensory information from the vicinity of the cadaver or only with the creature’s movements (turn left, walk
undead being. For every three levels of experience forward two steps, and so on). If either the caster or
past the 1st, the wizard gains the ability to collect in- the undead creature moves beyond the range of the
formation from an additional sense via the corpse link. spell, the effects are negated. Corpse link does not im-
At 4th level, for instance, the wizard may choose up to part any animation to dead tissue; if cast on a regular
two senses (up to three at 7th level, four at 10th level cadaver, it remains stationary for the duration of the
and all five at 13th level). spell.
Sight: The caster can see what the corpse or undead The material component is a fresh corpse or
creature sees as if looking through one of the creature’s a newly-animated zombie. Unless some form of pre-
eyes. servative magic has been employed to protect the
corpse’s decaying sensory organs, this spell cannot be
Sound: The wizard can now hear through one ear ex- employed on the remains of one who has been dead
actly as if standing at the corpse’s current location (the for longer than 1 day per level of the caster. This spell
caster’s own Hear Noise percentage applies). also requires the appropriate sensory organ of an ani-
mal or monster noted for its keen senses (such as the
Smell: With one nostril, the wizard can now smell things eye of a hawk, ear of a rabbit, snout of a pig and so
exactly as if standing at the corpse’s current location. on).
The spell conveniently masks the putrefying stench of
the cadaver (if any) so that subtle variations of aroma Corpse Visage: R: touch; D: 1 round/level; AoE: crea-
(like the scent of a rose) can easily be detected. ture touched. This spell transforms the caster’s face or
the face of any creature touched by the caster into
Taste: The caster can taste any substance which is intro- the horrifying visage of a rotting corpse. The effect of
duced into the corpse’s mouth. The substance (which this illusion is so startling that when it is viewed by op-
may be solid or liquid) tastes exactly as if the wizard ponents, the wizard’s party adds a modifier of +2 to its
had placed or her own tongue. This can be especially surprise roll.
useful when checking for poison in food or identifying
unknown potions. Thankfully, the taste of the corpse’s Creatures with Low Intelligence of higher (abil-
own rotting flesh can be masked out by the spell. ity score of 5 or more) and with 1 Hit Die or less (or who
are 1st level of lower) must make a successful saving
Touch: The caster gains the ability to sense the textural throw when first viewing the corpse visage of flee in ter-
and environmental conditions, with a single hand, as ror for 1d4 rounds.
if standing at the corpse’s location. The wizard can
gauge the surface temperature and temperature of Corpse visage does not distinguish between
any object or substance which is placed in contact friend and foe, and all who view it are subject to its
with the corresponding hand of the corpse. effects. If the spell is cast upon an unwilling victim, the
victim is allowed a saving throw to avoid the effect.
The type and number of sensory signals is cho-
sen by the wizard at the time of casting and cannot be The material component is a rag or piece of
changed for the duration of the spell. The caster col- cloth taken from a corpse. The cloth must be prepared
January 2009 7
Footprints Magazine
by dotting it with paints of assorted colors. versus magic to shake off the dweomer.
Detect Life: R: 1”/level; D: 3 rounds/level; AoE: 6” path. Located Remains: R: 0”; D: 1 turn + 1 turn/2 levels of the
Locates and gives a general idea of range, size and caster; AoE: 30’ long + 5’/level. This spell attunes the
complexity of all living creatures within range more caster to the physical remains of dead beings in the
complex than an ameba. This spell will NOT reveal area of effect. Locate remains will thus easily detect
slimes and jellies or lycanthropes, demons, devas, el- the presence of unburied corpses or corporeal undead
ementals, golems or magically-created constructs. Us- (such as skeletons, zombies or ghasts), but has no effect
ing detect life, the caster can tell is a creature is alive, in on non-corporeal undead (such as ghosts or spectres).
a trance, feigning death, etc. Any form of mental pro- The area of effect extends in a 10’ wide path, facing
tection or thickness of metal will block this spell. Each forward from the caster. Scanning in a direction re-
foot of stone or wood between target and caster is quires one round during which time the caster remains
treated as 10’ of open space for determining whether motionless in concentration.
this spell functions.
Locate remains is mostly unaffected by walls or
The reverse of this spell, Detect Unlife, locates obstacles, though the area of effect is decreased (to
both active and inactive undead within the area of ef- 10’+1’/lvl) by more than three feet of solid stone, ten
fect as well as spells of the necromantic variety. feet of wood or packed earth or one inch of metal.
Evil Eye: R: 1”; D: 24 hours/level; AoE: one creature. By In the most general application, the spell pre-
speaking a single word and glaring at the target, the cisely locates any and all physical remains of individu-
caster hurls a minor curse at the victim. Those affected als in the area of effect, regardless of sex, species and
gain a -2 saving throw and ability check penalty (10% undead status. This spell does not impart any knowl-
where applicable), an additional -1 saving throws ver- edge regarding the identity (or undead nature) of the
sus magic, an additional -2 saving throws versus curses remains; only the current locations of corpses within the
and a penalty of one category more negative regard- area of effect are learned. If a personal item or a small
ing all reaction checks (friendly becomes uncertain, fragment of the deceased individual is available at the
etc). A successful saving throw versus magic negates time of casting, the spell can be used to locate the re-
this spell. mains of that specific individual. In that case, the spell
does not register the presence of any remains except
Exterminate: R: 1”; D: permanent; AoE: 1 small crea- those of the desired individual.
ture or 1 cubic foot per level. In the hands of a novice
spell-caster, this spell instantaneously snuffs out the life Both the general and specific versions of the
forces of small rodents and vermin in the area of ef- spell have no effect if cast on a living creature of any
fect, including such normal pests as flies, mice, beetles, kind. The material component for this spell is either a
rats, spiders and the like. Only creatures with 1-3 hp per small piece of bone from a human cadaver (for the
level of the caster (9 hp maximum) and animal intel- general version) or else an article of clothing, personal
ligence can be exterminated. More powerful wizards possession or strand of hair (for the specific version).
can thus affect bigger pests, including huge spiders, This spell is popular in regions with strict burial customs.
stirge, poisonous snakes, and giant and huge centi-
pedes. If the targeted creatures are extremely small Pain: R: 2” + 1”/level; D: 4 rounds + 1 round/level; AoE:
(1 hp or less), then an area up to 1 cubic foot per level one target/3 levels. The victim of this spell is racked with
can be cleansed of pests. intense pain unless a saving throw versus spells is made.
This pain makes combat difficult, thus the victim incurs
This spell is well-suited to indoor and outdoor a -2 penalty to AC, to hit and saving rolls. One target
applications and is a favorite among necromancers may be affected for every three levels of the caster.
who live among pestilence. Occasionally, cruel mages
have been known to exterminate benign animals (and The reverse of this spell, abate pain, reduces the
sometimes even others’ pets) with the spell. The somat- sensation of pain in the target for the duration of the
ic gesture is a pointed finger, while the caster verbalizes spell. This in no way affects the amount of damage
a low zzzt sound. The material components are a pinch inflicted by a wound. Under normal circumstances this
of lavender and dried garlic. has little combat advantage, although it will wholly ne-
gate spells and effects such as pain, agony (q.v.), sym-
Invisibility to Undead: R: 0”; D: 1 turn/level, AoE: caster. bol of pain, pain touch, etc. Both versions of this spell
By means of this spell the caster is able to pass unseen will affect lycanthropes.
among the undead as if under the influence of an invis-
ibility spell. In addition, the necromancer may attack Read Necromancer Magic: R: 0”; D: 2 rounds/level;
a member of the undead freely without being seen, AoE: special. Allows the caster to read Necromancer
although greater undead (thinking creatures such as spells.
wraiths and vampires) are then allowed a saving throw
8 January 2009
The Necromancer
Spectral Hand: R: 3” + 1”/2 levels; D: 2 rounds/level; AoE: etc. Unliving light will not function on treants, sham-
1 opponent. This spell causes a ghostly, glowing hand, bling mounds, fungi, insubstantial creatures (spectres,
shaped from the caster’s life force, to material within wraiths, elementals), etc whether living or dead.
the spell range and move as the caster desires. Any
touch attack spell that is subsequently cast by the wiz- The intensity of the illumination of unliving light
ard can be delivered by the spectral hand. The spell is under the caster’s control. At the caster’s option,
gives the caster a +2 bonus to his attack roll. the light of unliving light can be as bright as a power-
ful torch (30’ illumination sufficient to read easily and
The caster cannot perform any other actions granting +2 to hit as per faerie fire) or as dim as a twin-
when attacking with the hand; the hand returns to the kling star (no combat effects) or anywhere in between.
caster and hovers if the caster takes other actions. The Each caster’s unliving light is a specific hue and cannot
hand lasts the full spell duration unless dismissed by the change. This color can be any shade (player’s choice),
caster, and it is possible to use more than one touch so long as it is not a bright or cheery color.
attack with it. The hand receives flank and rear attack
bonuses if the caster is in a position to do so. The hand SECOND LEVEL SPELLS:
is vulnerable to magical attack but has an Armor Class
of -2. Any damage to the hand ends the spell and in- Aid: Same as the clerical version but no bless bonuses
flicts 1d4 points of damage upon the caster. applies.
Spectral Voice: R: 1”; D: 1 turn/level; AoE: special. This Animate Corpse: Same as the third level spell animate
spell is similar to the 1st level spell ventriloquism in that dead except as noted. The corpse animated by this
it allows the caster to throw his voice. However, the spell may be no older than one day per level of the
caster’s voice issues only from the mouth of a speci- caster, usually resulting in zombies. The animated crea-
fied zombie or skeleton. The voice coming from the tures are not completely functional and are only ani-
undead creature will not sound like the caster’s voice, mate as long as the caster devotes some portion of his
but like a scratchy, raspy whisper. For the duration of attention to their existence. The spell instantly ceases if
this spell, the caster is unable to cast any spells requir- the caster loses consciousness. If the caster is stunned
ing verbal components. The caster can end the spell or otherwise unable to think clearly, the undead pause
at will. The material component for this spell is a pre- during this time. The necromancer may still cast spells
served tongue. freely while she has an animated corpse.
Summon Undead: R: 0”; D: 1 hour/level; AoE: 1 mile ra- Bone Club: R: 0”; D: 1 round/level; AoE: one bone. A
dius. Once this spell is cast, the necromancer rolls an wizard can use this spell to enchant a bone, causing it
attempt to turn undead as a cleric of the same level to become a magical club. This magical weapon acts
against each undead creature in the area of effect as a club +4 against undead, inflicting 5-10 (1d6+4) hit
(the DM may roll in groups for simplicity’s sake). Those points of damage, and a club +1 against all other op-
undead which are affected by the turn roll will be ponents, inflicting 2-7 (1d6+1) hit points of damage.
drawn to the center of the area of effect. Upon arriv- The bone can be from any animal, providing the bone
ing, the undead will behave according to their nature could normally be wielded as a club; for instance, a
(probably killing the necromancer unless she has some human femur could be enchanted by this spell, but a
additional magic on hand). skull could not. At the end of the spell’s duration the
bone club reverts to a normal bone. The material com-
The undead will not rush or hurry to the loca- ponents for this spell are an appropriately-sized bone
tion, but will move at a normal walking pace ignoring and a pinch of dirt from a grave.
incidental encounters. The undead will react normally
to hostile encounters and impediments along the way, Choke: R: 3”; D: 1 round/level; AoE: one target, ogre
thus vampires may ignore this call during daylight hours sized or less. By means of this spell, the caster causes
while zombies in a closed room would not know how to a pair of ghostly hands to appear around the throat of
open the door (although they might break down a fee- a single victim. The victim must be a human, demi-hu-
ble one!). At 10th level, the necromancer can center man, or humanoid of ogre size or less and must be with-
the spell on herself so the undead come to her, rather in 30’ of the caster. The hands will choke and strangle
than the point of casting. the affected victim for the duration of the spell. Each
round, the victim suffers 1d4 points of damage from the
Unliving Light: R: 4”; D: 1turn/level; AoE: special. This choking hands, however, a victim who makes a suc-
spell allows the necromancer to outline 12 linear feet of cessful saving throw suffers half damage each round
dead or undead creature(s) in light, similar to the first- (round up). The victim makes all attack rolls at a -2
level druid spell faerie fire (q.v.). Unliving light, howev- penalty while affected by the spell
er, only functions when applied to once living, animal-
based creatures or corpses such as skeletons, zombies, The choke spell can be negated by dispel
ghouls, vampires, magic or a similar spell; the victim cannot wrench the
January 2009 9
Footprints Magazine
ethereal hands away from his neck. The spell ends if from the vicinity of the target creature (sight, sound,
the caster dies or loses consciousness. The material smell, taste, or touch). For every four levels of experi-
components for this spell is a handkerchief or similarly ence past 1st, the necromancer can collect informa-
sized piece of cloth that has been tied in a knot. tion from an additional sense (up to two senses at 5th
level, three at 9th, four at 13th, and all five at 17th lev-
Death Recall: R: touch; D: 1 round; AoE: one corpse. This el).
spell enables the caster to visualize the final minutes of
the life of any creature or person that died within the The creature linked by this spell experiences
previous 24 hours. When the caster touches the sub- nothing to indicate that its sense have been tapped,
ject’s corpse, the caster goes into a trance. The caster and it remains in control of its own actions, entirely un-
then has a vision of the final 10 minutes of the subject’s aware of the magical connection to the necromancer.
life as seen by the subject himself. The vision ends with In other words, the caster cannot force the subject to
the last scene the subject saw before he died, at which look at something (listen at a keyhole, taste a glass of
time the caster awakens from his trance and the spell wine, pick up an object, and so on). This spell merely
is over. The material component for this spell is a frag- enables the caster to directly experience the world
ment from a shattered mirror. through another creature’s perceptions. For instance
looking through another creature’s eyes gives the wiz-
Ghoul Touch: (Mage 2): R: 0”; D: 1 round/level; AoE: ard all of its visual capabilities, such as infravision if the
caster. When this spell is in effect, the caster’s touch creature has that ability.
causes any single human, dwarf, gnome, half-elf or
halfling to become rigid for 3-8 (1d6+2) rounds unless While the spell is in effect, the living link over-
the victim makes a successful saving throw versus para- rides the wizard’s own sensory perceptions. Thus, a wiz-
lyzation. Additionally, the paralyzed victim exudes a ard seeing through another creature’s eyes is unable
carrion stench in a 10-foot radius that causes retching to see through his own. The spell can be ended at will
and nausea. Those within this area who fail to save ver- with no risk to the caster.
sus poison will make their attacks with a -2 penalty until
the spell reaches the end of its duration. The material Moorak’s Empathic Healing: R: touch; D: instant; AoE:
component for this spell is a small scrap of cloth taken one target. By means of this spell a magic-user is able
from the clothing of a ghoul or a pinch of earth from a to emulate, in a limited way, the healing abilities of a
ghoul’s lair. cleric or druid. This spell allows the caster to restore hit
points to another creature by transferring the damage
Hold Undead: R: 12”; D: 2 rounds/level; AoE: 1 to 4 tar- to himself. Only creatures capable of being affected
gets. With this spell a necromancer may hold up to four by a clerical cure wounds spell (c.f.) can benefit from
undead creatures immobile. Skeletons and zombies this spell. When cast on targets not meeting the above
are not allowed saving throws, all other undead may criteria, the spell simply fails.
roll. Saving throw(s) are made at -3 for one target, -1
for two targets and at par for three or four targets. Up to one hit point per level of the caster can be
empathically healed by means of this spell. For each
Life Seeking: R: 0”; D: 3 rounds + 1 round/level; AoE: hit point restored to the target creature, the caster los-
special. With this spell, a necromancer can enchant es two hit points. This loss is not permanent and can be
one weapon per two levels of experience to home in regained just as any other damage. As the wounds of
on the life force of foes the weapons are used against. the target creature are healed, similar wounds appear
This effect gives the weapons a +4 to hit versus living in the same location on the caster.
creatures and +1 per die of damage. If the wielder
fumbles with this weapon, the above bonus will still ap- For example, a 20 hit point, seventh level mage
ply. Note, the bonus of this spell do not function against casts this spell on a fallen fighter to heal an 8 hit point
undead, golems, lycanthropes or extra-planar beings gash on her leg. The mage attempts to remove as
such as demons, devils, elementals, devas, etc. much damage from his friend as possible so she can
face a troll menacing the party. The mage empathi-
Living Link: R: 9” + 1”/level; D: 1 round/level; AoE: one cally assumes 14 hit points of damage (7 x 2), leaving
creature. With this spell, a necromancer establishes him at only 6 hit points. The fighter, meanwhile, regains
a sensory link between him- or herself and any living 7 hit points. The wounds on her leg are almost gone
creature within range. If the caster knows a specific (only 1 hit point worth of damage remains). The mage,
creature or person within range, then the spell can however, now bears an extremely painful wound on
take effect on that specific creature. Otherwise, the the same leg the fighter did.
living link will be established with any sapient creature
within range, determined randomly. The wounds transferred by this spell are roughly
comparable from target to caster, but the process of
Like the 1st level spell corpse link, the living link the transfer is extremely painful, thus the caster suffers
spell allows the caster to gather sensory information double damage.
10 January 2009
The Necromancer
It is not possible for a mage to absorb enough damage come infected and life-threatening. Each turn, the
to kill himself by using this spell; the caster passes out target sustains one point of damage until the duration
due to pain upon reaching zero hit points. Only divine expires, all wounds are healed or the target dies (-10
magics can reduce the painfulness of sharing wounds hit points or less). There is no saving throw against this
with this spell. spell.
If the caster of this spell loses one half or more of Sense Spirit: R: 6” +1”/level; D: 1 turn/level; AoE: cast-
his full hit points by healing another creature, he must er. Allows the necromancer to sense the existence of
save versus death magic or black out for 1d6 rounds spirits such as ghosts, poltergeists, phantoms, haunts,
due to pain. Even if the save is successful, the mage will etc within the area of effect. This spell will also reveal
still be incapacitated due to pain for one full round. spectres, wraiths, shadows and other non-corporeal
undead. The caster will have an idea of the general
Empathic healing will only restore damage to attitude of the spirit (playful, vengeful, fixated, etc), its
flesh and blood. Bleeding or critical wounds, broken nature (good, evil, neutral), its direction, its range and
bones, diseases, poisons or curses cannot be healed or a rough number of how many are there (one, two, a
transferred. The pain and damage inflicted by these few, several, etc). Finally, sense spirit also detects the
sources can be empathically healed, but the root existence of any extra-planar beings (devas, devils,
cause will remain. etc) in the area. This spell reveals no other information
regarding such beings.
Rain of Blood: R: 1”/level; D: 1 round/level; AoE: 5’/level
radius. This spell calls forth a cloudburst of deadly blood Slow Healing: R: 1”/level; D: 1 day/level; AoE: one tar-
from the Negative Material Plane. The blood is sticky get. By means of this spell a necromancer can effec-
and red, far more red than any mortal blood. Where it tively arrest the healing process in a single target who
strikes bare flesh, the rain leaches out vitality. The drop- fails its saving throw versus spells. The victim recovers
lets remain on flesh for one round before caking into a one less hit point per day; under normal circumstances
gray dust and falling to the ground. only magical healing is possible. Proficiencies such as
herbalism and/or healing can offset the effects of this
Every round that a character remains in the spell.
area of effect and is not completely sheltered from
the rain, damage is taken. The exact damage is de- The reverse of this spell, speed healing, allows
termined by the armor worn. Each creature suffers a the target to regain twice as many hit points per day.
number of points of damage equal to its Armor Class Herbalism and/or healing can increase this value fur-
for every round that it remains in the area of effect. ther.
A successful saving throw will reduce this damage by
one half. Creatures with an Armor Class of 0 or less take Spasm: R: 2” + 1”/level; D: 4 rounds + 1 round/lev-
1 point of damage per round. Dexterity-based Armor el; AoE: one target. The victim of this spell is racked
Class adjustments are ignored when determining dam- with intense muscle spasms unless a save versus spells
age. is made. These spasms make combat extremely dif-
ficult. Spasm negates any beneficial adjustments for
The material component for this spell is a small strength and dexterity, halves movement and further
vial of pure water that darkens and turns to blood as the victim incurs a -2 penalty to AC, to hit and saving
the spell is cast. As the last syllables of the spell are spo- rolls. In addition, as the muscles of the victim twist and
ken, the vial is hurled into the air. knot, they inflict damage on the target equal to the
target’s damage bonus due to strength.For example
Regenerate Minor Wounds: R: touch; D: 3 turns/level; an ogre (18/00 strength) would do 6 points of damage
AoE: creature touched. This spell causes the recipient’s per round to itself.
natural healing abilities to accelerate. Each turn, the
target regains one hit point of damage sustained. If Spasm will affect any creature with a muscle
the target is unwounded, the effect is wasted. This re- system of any sort, whether a doppleganger, mimic,
generation continues until the duration expires or the mycanoid or lycanthrope or even a flesh golem or
target dies (-10 hit points or less). Targets slain by poi- other muscle-using construct. This spell will not function
son are allowed an additional saving throw each turn against undead, elementals or targets not composed
this spell is in effect to overthrow the toxin’s effects. This of organic matter. The material component for this
spell has no effect on missing limbs or organs nor will it spell is a piece of raw hide twisted into a knot.
restore the dead to life. Critical wounds received while
this spell is in effect can be reduced and the target will Unspoken Command: R: 6” + 3”/level; D: 3 rounds/level;
not suffer from normal bleeding wounds. AoE: caster. This spell allows the caster to mentally send
any previously controlled or commanded undead fresh
Fester minor wounds, the reverse of this spell, instructions so long as the undead remain in range. The
causes any fresh (one day old or less) wounds to be- undead receive the commands silently and instantly.
January 2009 11
Footprints Magazine
The caster may choose to send a command to a spe- Furthermore, if a creature burning with darkfire
cific creature or any combination of creatures within touches or is touched by any other living creature, the
the area of effect. This spell only grants one-way com- non-burning being must make a saving throw versus
munication with already controlled undead, no other paralyzation or burn as well.
abilities.
Delay Death: R: 3”; D: 1turn/level; AoE: one creature.
Weaken Bone: R: 3”; D: 3 rounds + 1 round/level; AoE: This spell enables one person or creature to postpone
one target. The bones of the target of this spell weak- death. If delay death is cast before the indicated
en. Each time the victim is hit, there is a percentage creature or person reaches 0 hit points, he is able to
chance equal to the damage inflicted that one or fight, cast spells, communicate and take all other nor-
more of the victim’s bones will crack or break. If dam- mal actions until he reaches -10 hit points. However,
age is inflicted by crushing weapons, double the per- from the time he reaches 0 hit points until he is reduced
centage. If piercing weapons are used, halve the per- to -10 hit points, the affected person or creature makes
centage. all attack rolls and saving throws at a -2 penalty and his
movement rate is reduced by half.
To determine the effects of the break, roll an im-
pact critical hit each time (or inflict double damage). When the subject reaches -10 hit points, he is
The DM may either roll or decide hit location. If an un- dead and delay death is no longer in effect. Note that
likely or unusual hit is indicated, the DM should feel free the spell has a limited duration; if the spell expires after
to adjudicate using the following criteria. Suggestions the affected subject has reached 0 hit points but be-
include loss of strength and constitution for chest hits fore he has been reduced to -10 hit points, the subject
and mental retardation / loss of intelligence and wis- dies instantly. A deceased subject previously under the
dom for head shots. Note, there is no saving throw ver- effect of a delay death can be raised normally by raise
sus this spell. dead and similar spells. The material component for
this spell is a chip from a tombstone or a sliver of wood
THIRD LEVEL SPELLS: from a coffin.
Darkfire: R: 3”; D: 1 round/level; AoE: one target. Upon Disrupt Unlife: R: 3” + 1”/level; D: instantaneous; AoE: 3”
casting this spell, which may only be cast by living crea- x 3”. This spell causes necromancy spells in the area of
tures, the necromancer creates a patch of darkfire in effect to cease functioning as if hit by dispel magic.
her outstretched hand. Darkfire is insubstantial with re- If directed against members of the undead, it will cause
spect to non-living objects and burns the life-force of 1d6 damage per level of the caster if a saving throw
whatever it touches as fuel. Upon casting this spell, the versus death magic is failed. Unintelligent undead, such
necromancer suffers one hit point of damage. If the as skeletons and zombies, are not permitted a save.
caster does not immediately throw the darkfire away,
she will be engulfed in the darkfire herself, see below. The reverse of this spell, restore unlife, actually
repairs undead creatures in the area of effects and im-
The darkfire can be thrown up to 30’ away. The bues them with renewed necromantic energies. Re-
caster must make a successful to hit roll against the tar- store unlife heals all undead in the area of effect 1d6
get, ignoring armor, but keeping magical and dexterity hit points plus one additional hit point per level of the
adjustments. If the caster hits, the darkfire will ignite the caster. There is no saving throw against the reversed
life force of the target (no save), causing the victim to version of this spell.
visibly burn with a blackish light. If the caster misses,
grenade rules should be used to determine where (and Enervation: (Mage 4): R: 1”/level; D: 1d4 hours + hour/
possibly on whom) the darkfire lands. level; AoE: one target creature. This spell temporarily
suppresses the subject’s life force. The necromancer
Darkfire without a living host to consume will die points his finger and utters the incantation, releasing a
in one round. Otherwise, the darkfire will continue to black bolt of crackling energy. The subject must roll
burn until the spell’s duration has expired or it exhausts a saving throw versus spell, adjusted for dexterity, to
its fuel (kills its victim). Darkfire inflicts 1d4 hit points per avoid the bolt. Success means the spell has no effect.
round and causes enough pain to penalize AC, saving Failure means the subject is treated exactly as if he had
throws, to hit and damage of the victim by one. been drained of energy levels by a wight, one level
for every four levels of the caster. Hit dice, spells, and
Darkfire is not real flame, thus fire resistance of- other character details dependent on level are lost or
fers no protection against this spell. Likewise, water, ice, reduced. Those drained to 0th level must make a sys-
smothering, etc are ineffective this dweomer. Since tem shock check to survive and are helpless until the
darkfire is immaterial to most non-living objects, doors, spell expires. The spell effect eventually wears off, either
tables, gloves, shields and armor offer no protection. after 1d4 hours plus one hour per level of the caster or
A minimum of one foot of stone or earth is needed to after six hours of complete and undisturbed rest. Level
stop this spell. abilities are regained, but lost spells must be rememo-
12 January 2009
The Necromancer
rized. Undead are immune to this spell. Undead are immune to the effects of mummy
touch, as are other creatures who would not normally
False Face: R: 1”/level; D: 1 turn/level; AoE: caster. This be affected by the attack of a mummy (such as iron
spell enables a necromancer to copy the face of an- golems or xorns). Mummy touch cannot be granted to
other human, demi-human, or humanoid, either living another individual. The disease functions only by direct
or dead. It has no effect on undead. The wizard gains touch -- it cannot be used to “poison” food or drink.
the facial features of the chosen individual of either sex, The caster can be damaged normally by mummies,
providing the subject lies within range and the caster but if slain will not rot. Those slain by the caster using
can clearly see the face he or she is trying to emulate mummy touch will not rot as well. The material compo-
nents of this spell are a pinch of mummy dust and drop
The caster does not gain any sensory abilities of blood.
(or disabilities) associated with the new face. For ex-
ample, if the caster copies a blind man’s face, the wiz- Pain Touch: R: touch; D: 1 round/level; AoE: 1 target.
ard still retains his or her normal sight. The caster retains Pain touch enables the caster to touch an opponent is
his or her normal voice, too, as well as height, bodily such a way as to induce extreme pain. The spell works if
appearance, spells, and spell-like abilities. the caster touches any exposed part of an opponent’s
body. The caster must be within arm’s length of the op-
The false face serves as an effective disguise, ponent for the spell to work. The spell requires a normal
though it radiates a magical aura of necromancy. attack roll.
Spells that detect or banish illusions have no effect on
this disguise; the false face is not illusionary. It may be The pain causes no damage, but for the next
reversed with dispel magic. The material components 1d4 rounds, the opponent’s attack rolls and Armor
are a small ball of natural rubber and a small mirror, Class are penalized by 2. The caster can cast the spell
both of which are consumed in the casting. and touch the victim in the same round. Pain touch is
only effective on human, demi-human, and humanoid
Life Leech: R: 1”; D: 1 round/level; AoE: one target. This opponents. The material component for this spell are a
spell allows the caster to drain the life out of another needle and the finger from a scorched glove.
living creature. The caster drains 1d6 hit points from
the victim per round unless the target saves versus Paralyze: R: touch; D: special; AoE: caster. Upon cast-
death magic at -2. A new saving throw is allowed each ing this spell, a wizard gains the ability to paralyze those
round. Once the victim’s hit points are below zero, the touched. The caster must make a successful attack
victim gains a bonus of +2 on his save. At -10 hit points, roll in order to strike an opponent with the paralysis.
the spell ends as there is no more life left within the tar- Those touched must make a saving throw versus spell
get to leech. to avoid the effect.
Mummy Touch: R: touch; D: 1 round/level; AoE: crea- If the saving throw is successful, the creature
ture touched. Upon casting this spell, the necroman- is unaffected. Creatures immune to paralysis, as well
cer gains two abilities. First, he is immune to the rotting as undead and unliving creatures such as golems, are
disease carried by mummies for the duration of the not affected by this spell. Failure means the creature is
spell. He also is empowered with the ability to inflict paralyzed for 2d4 rounds. The material component of
this rotting disease on others by touch for the duration this spell is a piece of ghoul flesh.
of the spell.
Revenance: R: touch; D: special; AoE: undead within
Mummy rot causes the flesh of the victim to pu- 15’ of caster. By means of this spell the necromancer
trefy and decay. This causes a loss of 2 points of Cha- can enhance the internal willpower of undead crea-
risma per month and is fatal in 1-6 months if untreated. tures, making them temporarily immune to turning at-
Mummy rot can be cured by cure disease and more tempts and disruption by priests, paladins and others
powerful magics which duplicate cure disease. While capable of turning undead. The spell does not provide
under the effects of mummy rot, the victim cannot be immunity to magical items such as the mace of disrup-
healed using cure light wounds or cure serious wounds tion nor to magical spells such as protection from evil.
and normal healing takes place at 10% of the regular
rate. The caster can affect one undead per level of
experience with this spell. The spell lasts until a turning
The caster’s appearance does not change as attempt is made which would otherwise turn or destroy
a result of this new ability and no other abilities are al- the undead. An undead cannot receive another rev-
tered or improved other than the two noted above. enance spell if one is currently operating. The affected
The mummy touch affects everyone the caster touches undead will radiate a faint aura of magic. Once a suc-
during the duration of the spell. The caster can choose cessful turning attempt is blunted by this spell, the spell
to end the spell prematurely, but once ended, the abil- is no longer in effect for that particular undead and it
ities are lost. can be turned normally. The material component of
January 2009 13
Footprints Magazine
this spell are a flake of ash, a pinch of dust and a drop the target can make a saving throw versus spell with a
of blood. -3 penalty. If the save is made, no additional damage
is inflicted by the spell.
Spirit Armor: R: 0; D: 2 rounds/level; AoE: caster. This
spell allows the wizard to surround himself with a portion The caster does not need to touch or even see
of his own life essence, which takes the form of a shim- the target, so long as the individual meets the require-
mering aura. The spirit armor offers protection equiva- ments above and is in range of the spell. Individuals
lent to splint mail (AC 4) and grants the wizard a +3 bo- in the Ethereal Plane are immune to attacks from the
nus to saving throws versus magical attacks. The spirit Prime Material, but not from attackers on their own
armor’s effects are not cumulative with other types of plane. Creatures that have changed shape or passed
armor or magical protection, but Dexterity bonuses ap- into other objects (such as a tree or rock) are still vulner-
ply. able to the spell. Creatures and individuals with regen-
erative abilities or spells can save at the normal chance
The spirit armor is effective against magical and to prevent further damage. The material component
non-magical weapons and attacks. It does not hinder of this spell are the presence of exposed blood and a
movement or add weight or encumbrance. It does pinch of saltpeter.
not interfere with spell-casting.
Brainburn: R: touch; D: permanent; AoE: one creature.
When the spell ends, the aura dissipates and A wizard using this spell, which operates much life a
the caster must make a successful saving throw versus forget spell, can permanently burn from the memory
spell or temporarily loses a bit of his life essence, suffer- of any one creature all knowledge either of a specif-
ing 2d3 points of damage. No damage is sustained ic place or person or a time period of up to one year
if the save is successful. The lost hit points can be re- (the spell-caster may choose the desired result). The
gained only through magical healing. spell works on any intelligent creature by destroying a
portion of its brain, but a victim is entitled to a saving
Vampiric Touch: (Mage 3) R: 0”; D: one touch or one throw versus death magic to resist the effects of the
turn; AoE: caster. When the caster touches an op- spell. If successful, the creature suffers only a painful
ponent in melee with a successful attack roll, the op- headache, which dissipates in 1-4 hours but is other-
ponent loses 1d6 hit points for every two levels of the wise harmless. If failed, the victim suffers 1-6 points of
caster, to a maximum of 10d6 for a 20th level necro- damage from an excruciating headache, leaving him
mancer. The spell is expended when a successful or her with selected gaps in his or her memory.
touch is made or one turn passes. The hit points are
added to the caster’s total, with any hit points over the Brainburn can affect only the victim’s memory
caster’s normal total treated as temporary additional and ability to recall factual information. For example,
hit points. Any damage to the caster is first subtracted a person thus affected might be completely unable to
from the temporary hit points first. After one hour, any remember details of a place, the name, appearance,
extra hit points above the caster’s normal total are lost. or any traits of a person, or might have a one-year
The creature originally losing hit points through this spell blank in his or her memory. The spell has no effect on a
can regain them by magical or normal healing. Un- person’s learned abilities or skills. For instance, suppose
dead creatures are unaffected by this spell. an individual gains a swimming proficiency six months
before coming under the influence of this spell. While
FOURTH LEVEL SPELLS: the victim will no longer recall the swimming lessons,
he or she still retains the ability, thought it might not be-
Beltyn’s Burning Blood: R: 1”/level; D: 3 rounds; AoE: come evident until the victim jumps into a large body
one target. By means of this spell, a wizard can cause of water. Aside from relearning it as best as one can,
the open, bleeding wounds of any creature to burst the knowledge and memories can never be regained
into flame, converting the blood into a corrosive mix except by a wish. This spells requires one full round to
that inflicts 3d4 additional points of damage per round. cast.
“Open wounds” is defined as those wounds created
by an edged weapon that have not been dressed or Cannibalize: R: 0; D: special; AoE: caster. This danger-
healed. ous spells allows a necromancer to trade his long-term
well-being for a temporary boost in abilities. As such,
Obviously, the creature must have blood in the this spell is rarely used save in the most dire of circum-
first place in order to be affect by this spell. This ex- stances
cludes undead and extraplanar creatures that do not
have obvious blood (like elementals). Similar, creatures When cast, the necromancer chooses to per-
that are resistant to fire are immune to the effects of manently lose one point of Constitution or Strength
this spell. (whichever is higher else Constitution over Strength) as
well as age one year. In exchange, the caster regains
Each of the three rounds the spell is in effect, 20% to 80% (2d4 x 10) of her lost hit points and spells
14 January 2009
The Necromancer
(roll for each spell level individually, dropping all frac- in life plus additional information based on its interests.
tions below .5). In no way can this spell grant the caster This additional information will reflect what the spirit
more hit points or spells than she has normally. has learned in the afterlife. The spirit of a king will have
knowledge of his kingdom and descendants. The spir-
This spells requires a single segment to cast, but it of a cleric will have knowledge of her faith and her
under normal conditions, the effects are felt for the rest god’s will, etc. Assume a 90% chance to know com-
of the necromancer’s life. Moreover, this spell can only mon facts, 75% chance to know uncommon facts, 50%
be cast once in a 24-hour period. to known any other pertinent information.
Contact Dead: R: 1”; D: special; AoE: one spirit. This The spirit cannot lie, but a negative reaction
dweomer brings back a spirit of the dead. The caster means the spirit won’t tell much or will distort the truth.
may choose which entity she wishes to speak with, al- If a friendly spirit doesn’t know the answer to a ques-
though the actual spirit which arrives may not be the tion, it can seek the answer in the spirit world. No other
one sought, see below. The spirit must make a reaction questions may be asked that month and this option is
check, adjusted for any feelings the spirit had for the not without risks (see below). The chance of success
caster while still alive. The caster may then question the is 10% plus 10% if particularly applicable to the spirit
spirit who will answer based on its reaction. plus another 5% to 15% based on the commonality of
the knowledge sought from the point of view of the
The chance of contacting the spirit desired is dead. For example, the location of the lost pyramid of
the same as the chance of successfully scrying an in- Pharaoh Borlon is sought. The spirit of one of Borlon’s
dividual (100% if personally well known, 85% if previous- friends is asked to search the spirit world. The chance
ly encountered, 50% if pictured, 50% if a piece of the of success would be 10% + 10% (spirits keep tabs on
spirit’s corpse is present, 25% if an item of the spirit’s is each other) + 15% (lots of dead slaves helped build the
present, 25% if the spirit is well described, 20% if the spirit place!) for 35%.
is partially described). This is further modified by a -10%
per alignment place difference between the caster Each time this spell is used, the caster draws
and spirit, a +/- 10% if the spirit liked/disliked the sum- the attention of potentially hostile spirits and undead.
moner while alive, a +2% per level of the necroman- There is a 10% chance per casting that something un-
cer and by the length of item dead. Long-dead spirits fortunately will accompany the casting. This chance
know a lot, but have less interest in the material world jumps to 25% if a question is asked of the spirit world.
and are far removed from it. Spirits more than 10 years Roll a d10 to determine unfortunate events adding +2
dead are -10%, 100 years dead -20%, 1000 years dead to this roll if the spirit searched the spirit world.
-30%, etc. If the roll fails the spell fails and at least one
month must pass before the caster can try for that spirit Unfortunate Side Effects Table
again. d10 Roll Result
For example, a 10th level, chaotic evil necro- The caster angers the spirit; it will never
1-2
mancer attempts to contact the spirit of a paladin he answer another summons.
killed a decade ago. The chance for success is 85% A poltergeist begins haunting the caster or
3-4
(known) - 40% (alignment difference) -10% (bad blood location (50% chance either).
between them) +20% (caster’s level) -10% (long dead) All undead within one mile are drawn to
for a 45% chance of success. If the desired spirit can- 5-6
the spot.
not be contacted, there is a 10% chance that some
A ghost arrives and may attack all living
other, usually malicious, spirit answers this spell. Such a 7-8
things (roll reaction)
spirit will provide erroneous information, but cannot lie.
A wraith or spectre appears and attacks
9
The reaction of a contacted spirit is rolled nor- (50% chance of either).
mally. This roll is modified by a -10% per alignment place Caster struck with random insanity or loses
10
difference between the caster and the spirit, a +/- 10% a level (50% chance of either).
if the spirit liked/disliked the summoner while alive and A lesser demon or devil appears and at-
another +5% to 15% for offerings likely to have ap- 11
tacks or possesses someone present.
pealed to the spirit while still alive (for a paladin’s spirit,
promises to save an orphanage, donations to charity, The caster angers all the spirit world and
12
etc). The reaction roll is re-rolled each time the spell must perform a quest.
is cast.
Contagion: R: 3”; D: permanent; AoE: one creature. This
Based on the reaction of the spirit, it will answer spell causes a major disease and weakness in a crea-
up to one question per level of the necromancer per ture. The afflicted individual is immediately stricken
month. Not all questions need be asked at one cast- with painful and distracting symptoms; boils, blotches,
ing. The spirit will automatically know everything it did lesions, seeping abscesses, and so on. Strength, Dex-
January 2009 15
Footprints Magazine
terity and Charisma are reduced by 2. Attack rolls are While the link is in effect, both creatures will know the
decreased by 2. The effect persists until the character relative strength and health of each other. Each can
receives a cure disease spell or spends 1d3 weeks tak- voluntarily transfer hit points to the other, providing the
ing a complete rest to recover. Characters ignoring number does not drop the donator below 0 hit points.
the contagion for more than a day or so may be sus- Hit points cannot be transferred so as to bring the re-
ceptible to worse diseases at the discretion of the DM. cipient above his normal maximum.
A successful saving throw vs spell negates this spell.
If either of the targets dies while this spell is in ef-
Disrupt Life: R: 3” + 1”/level; D: instantaneous; AoE: 3” x fect, both experience it. This can be devastating to the
3”. This dweomer taps into the negative material plane, survivor. The survivor must immediately make a save
disrupting all life in the area of effect. This spell causes versus death or lose half of his remaining hit points and
1d6 damage per level of the caster to living creatures. permanently lose a point of constitution. A successful
If a saving throw versus death is successful, no damage saving throw merely results in the loss of constitution un-
is inflicted. Unintelligent life forms, such as plants, fungi til 2-8 days of bed-rest. Those that failed the first saving
(including slimes and jellies), and (normal) insects, are throw must roll again. Success means no additional af-
not allowed a save. fect. Failure indicates BOTH spell recipients share in the
death of the first.
Improved Empathic Healing: R: touch; D: instantaneous;
AoE: one target. This spell functions exactly as the 2nd There is no saving throw against this spell (al-
level version of the spell, Moorak’s empathic healing, though it is of limited usefulness when cast on an unwill-
except that the caster takes exactly as much damage ing target).
as she heals, not twice as much and further, there is no
maximum to how much damage the caster can take Little Death Spell: R: 1”/level; D: instantaneous; AoE:
on, short of death. Thus, a very daring necromancer 1/2” square/level. This spell performs exactly as per the
(perhaps under the influence of regenerate wounds) 6th level spell, death spell, except with regard to the
could take on enough damage to bring her to -9 hit number and hit dice of creatures affected. Little death
points. spell slays the same hit dice/level spread of creatures
Lasting Wounds: R: 1”/level; D: 1 day/level; AoE: one as a sleep spell effects (i.e. up to 4+4 hit dice).Crea-
target. If the target of this spell fails her saving throw tures with half a hit die or less (i.e. kobolds, rats, small
versus spells, then she cannot be magically healed of children) count as half their number for purposes of this
any physical damage for the duration of this dweomer. spell. There is no saving throw against this spell. The
Wounds will still heal naturally (usually one hit point per material component for little death spell is a black
day), but nothing short of a heal spell will affect the tar- pearl worth 250gp.
get. This spell can be dispelled normally. Note that this
spell is particularly effective if cast in conjunction with Negative Plane Protection: R: touch; D: 1 turn/level;
slow healing, above. AoE: one creature. This spell shields the target from the
baneful effects of the Negative Material Plane. Rather
Life Link: R: touch; D: 1 turn/level; AoE: special. This than offset the attack with magic from the Positive Ma-
dweomer forges a link between the life forces of two terial Plane, this spell merely allows energy draining ef-
creatures. This link allows either creature to transfer fects to pass through the target harmlessly. Any attack
some portion of its own life force to the other so long which would drain levels, strength or the like automati-
as the link is active. This link remains active as long as cally fails. This protection continues until the spell dura-
both creatures remain within range of one another on tion expires or the dweomer has foiled the caster’s level
the same plane of existence. in level-draining attempts.
When the spell is initially cast, the necroman- Wasting: R: 1”; D: 1 day/level; AoE: creature touched.
cer must touch both of the targets in the same round The target must save versus death magic or suffer a
(usually at the same time). From then on, the distance wasting disease. Each day the target will weaken, los-
the link will apply to the two targets is a function of the ing one point of strength and constitution or one hit dice
caster’s level, as shown below: (if a creature without a Strength or Constitution score)
until it dies or the spell ends. There is a 1% cumulative
Level Distance chance per day that a limb will wither and fall off (c.f.
wither, reverse of the 7th level clerical spell regenera-
7-9 one mile tion). Lost hit dice/ability points are regained at a rate
10-12 5 miles of one per day. Only a remove curse by the original
13-15 25 miles or a higher level spell caster can halt this dweomer. If
the caster touches the target during casting, the save
16-18 150 miles
versus this spell is made at a -4.
19+ 1,000 miles
16 January 2009
The Necromancer
Wounding: R: 3”; D: 2 rounds/level; AoE: special. This Cause Insanity: R: touch; D: permanent; AoE: one tar-
spell can affect one to three creatures of the caster’s get. This spell causes the recipient to receive one ran-
choice which are all within 3” of each other. Targets dom form of insanity if a successful saving throw versus
are allowed a saving throw versus death magic to spell at a -2 penalty fails. At the DM’s option, this form
avoid this dweomer. This spell causes those who fail of insanity could reflect the dominant personality of the
their saving throw to be subject to wounding, as per victim such that violent barbarians become homicid-
a sword of wounding. For the duration of the spell, all al maniacs, withdrawn spell casters become autistic,
attacks cause one additional hit point per round per thieves become kleptomaniacs, rulers become para-
wound until tended to (c.f. bleeding, above) and fur- noid megalomaniacs, etc.
thermore, magical healing cannot close these wounds
(c.f. lasting wounds, above). The material component for this spell is a piece
of brain matter from either an insane being or a be-
Healing, the reverse of this spell, instantly ne- ing possessing psionic abilities (mind flayer, intellect de-
gates the effects of wounding in the target, regardless vourer, titan, etc).
of whether those effects were brought about by the
spell, a sword disease, or other related magics (bleed- The reverse of this spell, cure insanity, restores
ing, lasting wounds, etc). the faculties of the target, so long as the target’s brain is
not physically damaged. Cure insanity cannot rebuild
FIFTH LEVEL SPELLS: brain matter no longer existent; a cleric spell is needed
for that. Cure insanity can heal brain injuries due to
Age: R: 1”; D: see below; AoE: one living target. By psionic attack, magical effects or disease. The mate-
means of this spell, a necromancer causes the victim rial component for cure insanity is the hair of an infant
of this spell to spontaneously age. The victim is allowed of the recipient’s race and the cocoon of a moth.
a saving throw versus death magic and if successful
ages only a single year. If the saving throw fails, the tar- Create Unlife: R: 1”, D: permanent; AoE: special. With
get ages 2 to 20 years, with all the appropriate physical this spell, a necromancer can create undead creatures
changes. Furthermore, there is a 1% chance per year other than skeletons and zombies. The limiting factor
aged that the target falls victim to some other age- is the level of the necromancer. A necromancer can
related calamity, such as acute arthritis, memory loss, only create a creature whose hit dice are a third of his
weakened bones, loss of energy, etc. The DM is en- level or less. Furthermore, each casting of this spell can
couraged to take advantage of any former or current only animate as many hit dice as the caster has lev-
injury. If a dispel magic is cast within one day, the ag- els. Thus, a 9th level necromancer could animate four
ing effects of this spell may be canceled, otherwise the ghouls (2 hit dice each) or three shadows (3 hit dice
duration is permanent. each), but would have to wait until 12th level to create
any ghasts (4 hit dice). With this spell the necroman-
Agony: R: 2” + 1”/level; D: 4 rounds + 1 round/level; cer can create no more undead of a given type than
AoE: one target/3 levels. Similar to the first-level spell he has levels of experience. Thus a 11th level necro-
pain, agony is a more potent and intense spell. The mancer could have 11 ghouls, 11 ghasts, 11 shadows,
victims of this spell is racked with intense pain unless a etc. These creatures in turn could create additional
saving throw versus spells is made. This excruciating undead, but these new creatures would NOT be under
pain makes combat extremely difficult. Agony halves the control of the spell caster.
movement and attacks per round and further the vic-
tims incur a -4 penalty to AC, to hit and saving rolls. In The material component of this spell is a piece
addition, each round the spell is in effect, each victim of the type of undead to be created. For non-material
of agony takes 1d4 damage. entities such as shadows, wraiths and spectres, this spell
must be cast over the fresh essence of such creatures.
The reverse of this spell, painlessness, complete- The essence of such creatures remain for one turn at
ly negates the sensation of pain in the target for the the site the creature was destroyed by magic or weap-
duration of the spell, similar to the first-level spell abate onry -- undead blasted out of existence by a cleric or
pain (q.v.). This does affect the amount of damage the mace of disruption don’t leave an essence. The cast-
recipient can receive. The target gains an extra two hit ing time for this spell is one round.
points per die for the duration of the spell. However,
once the spell wears off, so too do these additional hit Decay: R: 1”; D: permanent; AoE: 1/2” cube/level. This
points. This can drop the spell recipient to a negative spell causes all non-animate matter within the area of
number of hit points, resulting in death. In addition, effect to suddenly decay, as if several centuries had
those under the effect of this spell cannot be stunned passed in only a few seconds. Organic, non-living ob-
by any means and can function similar to an automa- ject in the area of effect decomposes and transforms
ton or mindless undead. Both versions of this spell will into inert matter within one round. Metallic objects sub-
affect lycanthropes. ject to oxidation are reduced to flakes of rust. Glass
and other super-cooled fluids discolor and flow into sol-
January 2009 17
Footprints Magazine
id puddles while liquids evaporate, leaving a decayed Life Bind: R: touch; D: 1 day/level; AoE: two creatures.
residue. Permanent magical items are immune to this This spell is very similar to the 4th level spell, life link, but
effect, otherwise only stone or other time-proof materi- life bind is usually used more as a life insurance policy.
als can resist this dweomer without a successful saving In short, any pain or damage suffered by either crea-
throw versus disintegration. ture affected by the spell is felt and received by both,
regardless of range (so long as both remain on the
The reverse of this spell, preserve, protects those same plane of existence). Similarly, if one dies, both
object in the area of effect from spoilage. In this re- do. If the necromancer is not at least 11th level, the
gard, the spell function exactly as the 2nd level mage spell-caster must be one of the two linked, otherwise
spell of the same name. In addition, preserve naturally any two living beings can be bound using this spell. Un-
foils the effects of a decay spell. like life link, each target of life bind is allowed a saving
throws against magic to avoid this spell’s effects, but
Force Shapechange: R: 1”/level; D: instantaneous; the roll is made at -4.
AoE: 3” radius. With this spell, the caster can force any
shapechanger or magic-wielder using any form of a Life Leech: 10’ radius: R: 0”; D: round/level; AoE: 10’
shapechanging spell to instantly revert to his true radius. As per the fourth-level spell life leech, but all
form (or his most common form). To use the spell, the creatures (friend or foe) within 10’ of the caster are sus-
caster points at creatures he knows or believes to be ceptible to this spell.
shapechangers. The spell affects one creature per
level in the area of effect. If the creatures are indeed Regenerate Major Wounds: R: touch; D: 3 rounds/level;
shapechangers, they must make a successful saving AoE: creature touched. This spell causes the recipient’s
throw versus spell or immediately revert to their true natural healing abilities to accelerate. Each round, the
form and suffer 3d10 points of damage from the wrack- target regains one hit point of damage sustained, until
ing pain caused by the forced change. The change full hit points are reached. If the target is unwounded,
takes a full round, during which time a victim can take the effects are wasted. This regeneration continues un-
no other actions. If the saving throw was successful, til the duration expires or the target dies (-10 hit points
the victim does not change form, but still suffers half or less). Targets slain by poison are allowed an addi-
damage. tional saving throw each round this spell is in effect to
overthrow the toxin’s effects. This spell has no effect on
The material component for this spell are a hair missing limbs or organs nor will it restore the dead to life.
from the hide of any lycanthrope and a live butterfly, Critical wounds received while this spell is in effect can
released when the verbal component is uttered. This be reduced and the target will not suffer from normal
spell has a single segment casting time. bleeding wounds.
Lich Touch: R: 0”; D: 1 round/level; AoE: caster. By Fester major wounds, the reverse of this spell,
means of this spell, the necromancer gains both the causes any fresh (one day old or less) wounds to be-
chill touch of the lich and invulnerabilities to several come infected and life-threatening. Each round, the
lich-like attacks and effects. The caster is immune to all target sustains one point of damage until the duration
forms of paralysis and fear, including those generated expires, all wounds are healed or the target dies (-10
by liches, for the duration of the spell. hit points or less). There is no saving throw against this
spell.
The necromancer casting this spell can touch
individuals and affect them as a lich would, inflicting Revive Dead: R: touch; D: 1day/level; AoE: one human-
1-10 points of damage and paralyzing the target. The oid creature. This spell allows the caster to temporar-
touched creature receives a saving throw versus spells ily restore dead creatures to life. Only those creatures
to avoid the paralysis, though the victim still takes dam- which could be affected by a raise dead spell (q.v.) are
age even if not paralyzed. Undead and creatures not subject to revive dead. The target will behave exactly
affected by paralysis are not affected by the touch according to the raise dead spell, including requiring
and do not take 1-10 points of damage. Individuals bed rest and losing constitution. In addition, however,
who are paralyzed by this spell remain so for 2-8 hours if the target fails a saving throw versus death magic,
or until the paralysis is dispelled by a dispel magic, re- it will be compelled to perform a service for the nec-
move paralysis or similar spells. The spell cannot be romancer raising it. Until this service is performed, the
ended before its duration expires and the caster will af- subject cannot harm the caster in any way. Although
fect everyone he touches with the lich touch. The ma- the subject of this spell appears alive, even to itself,
terial component of this spell are a drop of the caster’s there are certain things that give away its nature. The
blood and a scrap of rotting meat or fish. When the lich subject cannot be detected by a detect life spell nor
touch is in operation, the hands of the caster glow with can it be affected by certain necromantic spells, such
an unearthly greenish brilliance. as cure light wounds or death spell. At the expiration of
the spell’s duration or when the spell’s caster wills it, the
creature raised “dies” again. For purposes of raising
18 January 2009
The Necromancer
or resurrection, this spell has no effect on constitution, zombie wolves, and ghoul rats if such a corpse can be
length of time dead, etc. found to start with.
The reverse of this spell, temporary death, causes The spell requires a corpse or skeleton and a sil-
the victim to temporarily enter of state similar to feign ver ring that is placed on one of the familiar’s fingers or
death (q.v.). For the duration of the spell the target is, digits. The casting time is one turn.
for all intents and purposes, dead. No amount of dam-
age will cause the target significant harm (although this Wall of Bones: R: 6”; D: 1 turn; AoE: 1” square/level, 6-
damage may prevent the target from remaining alive inch thick/level. This spell causes a wall of bones to
once the spell expires!) and no amount of prodding or erupt from the earth in whatever shape the caster de-
inspection will reveal otherwise. Poison and disease re- sires within the limits of the area of effect. The wall is
main completely inert while this spell is in effect and a random construction of bones from many types of
the recipient cannot be level drained. The “corpse” creatures. The wall need not be vertical, but it must
will, however, radiate a faint dweomer of necromantic rest upon a firm foundation or it will collapse. Since the
magic. A successful resurrection survival roll is required wall has many small openings and gaps, it provides
at the end of this spell. Casting time for either version only 50% cover. Missiles can easily be fired from be-
of this spell is three rounds. hind the wall, and creatures of small size (less than 4
feet tall) can wriggle through opening in the wall at the
Undead Familiar: R: touch; D: permanent; AoE: one rate of 10 feet per round. However, the wall has many
corpse or skeleton. Using this spell, a necromancer sharp edges and creatures wriggling thought it suffer
animates a corpse to act as his familiar. The “subject” 1d8 points of damage per 10 feet traveled.
can be in any stage of decay to the point of being
nothing more than a skeleton. In addition to animals, If the spell is cast in an area occupied by crea-
any human, demi-human, or humanoid corpse can be tures, the wall of bones appears everywhere except
animated. where the creatures stand. Creatures in the affected
area suffer an immediate 2d8 points of damage when
The resulting zombie or skeleton has the same the wall appears. The wall can be smashed by crea-
abilities and immunities as a normal undead creature tures with Strengths of 18 or greater that wield blunt
of its type, but has 1d3 points of Intelligence. The wiz- weapons. Every 10 points of damage causes a 5 by
ard has an empathic link with the familiar and can is- 5 by ½ foot section of the wall to collapse. The wall of
sue mental commands at a distance of up to one mile. bones is unaffected by the animate dead spell. The
Empathic responses from the familiar are basic and material component for this spell is the branch of a
unemotional, and such a familiar is unlikely to be dis- withered tree taken from a cemetery
tracted from its task.
SIXTH LEVEL SPELLS:
If separated from the caster, the familiar loses
1 hit point each day, and is destroyed when reduced Animate Undead: R: touch; D: permanent; AoE: special.
to 0 hit points. When the familiar is in physical con- By means of this powerful bit of necromancy, the cast-
tact with the wizard, it gains the wizard’s saving throw er can transfer his consciousness into an undead host.
against special attacks; it suffers damage as normal, While the caster is in his new undead body, he has all
according to whether or not it makes it saving throw. If of the abilities of that host creature save those based
the familiar is destroyed, the caster must immediately entirely in the mind. Once is this new form, the nec-
make a successful system shock check or die. Even romancer can cast spells normally (assuming the host
if he survives this check, the wizard temporarily loses 1 has the appropriate limbs!). Psionic abilities cannot be
point from his Constitution for 1d6 days when the famil- transferred but neither can the caster be turned.
iar is destroyed.
The undead host is subject to disruption, either
An undead familiar can be turned normally, by magic item, spell or high-level clerical ability. If dis-
but cannot be destroyed by turning. If within sight of its rupted, the caster dies and his soul is forever separated
master, it is turned as a wight. from his body, although reincarnation is still possible.
No saving throw is allowed other than that normally af-
A wizard can have only one familiar of any type forded the undead creature.
at any time. An undead familiar accepts more abuse
than would a normal familiar. Since the caster chooses While the necromancer inhabits an undead
the familiar, he knows precisely the kind of compan- host, his own body is in a state of suspended animation
ion he will receive. Spells that augment normal famil- where it is quite vulnerable to possession, attack, etc.
iars can also be used to improve an undead familiar, Destruction or possession of the caster’s original body
so long as the undead familiar has the form of some merely maroons the necromancer in his undead host.
small animal. Through ritual preparations, necroman- The undead host can be any corporeal undead crea-
cers have been known to animate mummy cats, juju ture under the necromancer’s command, either by
January 2009 19
Footprints Magazine
spell or creation. Most commonly, this spell is used on Create Greater Unlife: R: 1”; D: permanent; AoE: special.
mindless undead, such as juju zombies or wights. If the This spell is similar to the fifth level spell create unlife, but
host undead is only temporarily controlled and the allows for the creation of more powerful undead. Un-
time of control elapses while it is an undead host, the less noted below, this spell has all the same abilities and
two consciousness’ will battle for control of the body as limitations of the fifth-level spell. With create greater
per the fifth-level spell, magic jar (c.f.). If the undead unlife a necromancer can create a creature whose hit
host is a vampire, each time the vampire drains levels, dice are half of his level or less. Thus, a 12th level nec-
it gets another chance to break free, adding the levels romancer could animate two wights (5 hit dice each)
drained to its own. or two crypt things (6 hit dice each), but would have to
wait until 16th level to create any vampires (8 hit dice).
The material component of animate undead is With this spell, the necromancer can create up to half
a drop of blood and a bit of flesh from another crea- his level in a given type of undead. For example a 15th
ture of the caster’s race. level necromancer could make seven wights and sev-
en wraiths, etc. The casting time for this spell is three
Blackmantle: R: 6”; D: 1 turn/level; AoE: 15’ radius. The rounds.
blackmantle spell creates a shimmering aura around
each creature within the area of effect that fails a sav- Darklightning: R: 6”; D: 1 round/level; AoE: one target.
ing throw versus spell. The aura negates all healing and Similar to darkfire, this spell conjures a bolt of lightning
regeneration while the spell effect lasts. For instance, formed of negative energy and keyed to neural im-
a potion of healing has no effect on a creature under pulses. Upon casting this spell, the necromancer suf-
the influence of a blackmantle spell, a troll cannot re- fers one hit point of damage. If the caster does not
generate lost hit points, and a cure light wounds spell or immediately release the darklightning at a target, the
staff of curing is useless. bolt will strike her and she will suffer the full effects her-
self, see below.
If the saving throw is failed, the creature is af-
fected for 1 turn per level of the caster. If the creature The darklighting can be thrown up to 30’ away.
is still alive at the end of the spell’s duration, any ac- The caster must make a successful to hit roll against
tive curative forces will operate normally; for instance, the target, ignoring armor, but keeping magical and
a ring of regeneration resumes its function. Healing dexterity adjustments. If the caster hits, the darklight-
magic applied after the spell wears off works normally. ning will rush up and down the nerves of the target
(no save), causing every neuron in the victim’s body
The material component for this spell is a small to fire as painfully as possible, with muscles twitch and
mummified animal, such as a mouse or toad. The cast- convulsing appropriately. If the caster misses, grenade
ing time is one round. rules should be used to determine where (and possibly
who) the darklightning strikes.
Caernon’s Wrath: R: touch; D: 1 turn/level; AoE: one
target. This spell turns a creature’s natural regenera- Darklightning without a living host to run through
tive powers against itself, such that the healthy tissue of will vanish in a single segment. Otherwise, the dark-
the target’s own body is treated as damaged, foreign, lightning will continue to race through the victim’s
and in need of repair. As a result, the target takes as nerves until the spell’s duration has expired or it burns
much damage each round as it would normally heal out its fuel (kills its victim by destroying her nervous
and demonstrates all the symptoms of having a severe system). Darklightning inflicts 3d4 hit points per round
allergic reaction. In order to function, however, the tar- and causes enough pain to penalize Dexterity, move,
get must be actively regenerating and the caster must AC, saving throws, to hit and damage of the victim by
touch an open wound or blood coming from such a three. Victims who fail a saving throw versus death will
wound (in general roll to hit AC 7, modifying further for also be effectively slowed due to pain and lack of mus-
Dexterity, speed, magic, and even number and sever- cular control for the duration of the spell.
ity of wounds, but not armor). Thus a wounded troll
would lose the ability to reattach limbs and suffer 3 hit Darklightning is not real electricity, thus light-
points of damage per round. A successful saving throw ning resistance offers no protection against this spell.
versus spell shortens the duration to rounds instead of Likewise, water, grounding, etc are ineffective against
turns, but otherwise does not reduce damage. this dweomer. Since darklightning is immaterial to most
non-living objects, doors, tables, gloves, shields and
Create Flesh Golem: R: 0”; D: permanent; AoE: one armor offer no protection. A minimum of one foot of
golem. This spell allows the necromancer to create a stone or earth is needed to stop this spell. Furthermore,
flesh golem without the need for a tome. This spell re- if a creature burning with darklightning touches or is
quires several fresh corpses, 50,000 gp worth of non-re- touched by any other living creature, the non-affected
usable equipment and two months of time. being must make a saving throw versus paralyzation
or the spell will jump into their body to affect them as
well.
20 January 2009
The Necromancer
Ghoul Gauntlet: R: touch; D: special; AoE: special. This new limb will perform within the parameters of the new
rare and horrible spell causes the victim to be slowly body it belongs to. Thus if an orc’s hand were granted
transformed into a ravening, flesh-eating ghoul. The to an elf’s arm, the only differences would be cosmet-
transformation process usually begins at the limb or ex- ic. If, however, a hobbit received an ogre’s fist, she
tremity (usually the hand or arm) closest to the location would suddenly gain incredible gripping strength. She
touched by the caster at the onset of the spell. The vic- would also need to make an additional system shock
tim suffers 1-2 hit points of damage each round while check to avoid rejecting the new hand. Any time the
the body slowly dies and transforms into a ghoul’s cold, new limb is substantially different from that of the origi-
undying flesh. nal, a system shock roll must be made. If this is failed,
the new member does not function. Furthermore, the
The victim is entitled to an initial saving throw target must make a saving throw versus death or die
vs death magic to resist this deadly transformation. If within one hour from the tissue incompatibility.
failed, only a limited wish, wish, or restoration will end
the condition. A dispel magic or remove curse may This spell can also be used to add new limbs to a
be effective, but only if cast within three rounds of the target. Giant eagle wings could be added to a dwarf
touch that confers the ghoul gauntlet. During the early or a poison stinger could be grafted on to a horse. In
stages of the spell, the original afflicted extremity may addition to the first system shock roll to survive the spell
be severed and burned to terminate the spell. and a second such roll to be able to use the limb, the
target of such experimentation would need make a
If the extremity affected by the ghoul gauntlet successful saving throw versus death just for its body to
is amputated while the victim has lost less than 20% of continue functioning with such an alteration. Further-
his or her total hit points, then only a hand or foot may more, if the new member substantially alters the nature
need to be severed (inflicting 1d4+1 hit points of dam- of the target, then the target must roll another saving
age, requiring a system shock roll to remain conscious, throw versus death, this time to resist going insane.
and resulting in the loss of the limb’s mobility and func-
tion). After the victim has lost 20% - 50% of his or her hit This spell obviously has several limitations and its
points, however, an entire limb will have to be cut, with use must be carefully considered by any but the most
the loss of 1d12+4 hit points and a system shock roll. arrogant spell casters. The casting time for this spell is
Initially, the transformed flesh of the victim has no para- 2 to 5 hours. All components of this spell must be very
lytic powers or any of the special abilities associated fresh and in excellent condition. The limb to be grafted
with ghouls. As the spell unfolds, the advancing front can be no more than an hour old or the spell will fail.
of dying flesh inexorably traverses the entire body, and Likewise, only those living tissues from creatures na-
the victim immediately dies once the ghoul gauntlet tive to the Prime Material Plane can be used. The DM
reaches the heart or brain (upon reaching 0 hit points should be the final arbitrator with regard to the limita-
due to the spell). Healing spells, potions, or magical tions of this spell.
items have no power to cure of reverse this affliction
while the ghoul gauntlet runs its course. Life Anchor: R: touch; D: 1 turn/level; AoE: special. Simi-
lar to the fourth-level spell life link (q.v.), this dweomer
One full day after the victim had died (unless forges a link between the life force of the caster and
the remains are burned), the subject awakens as a full- another creature. In all respects save those noted be-
fledged ghoul (see MONSTER MANUAL). The undead low, the two spells are identical.
is now a fawning slave, utterly under the control of the
necromancer who cast the nefarious spell. What makes life anchor different is that the
caster can draw life energy from the other creature,
The material components include the freshly whether that creature is willing to give up those hit
harvested fingernails of a corpse and a pinch of an- points or not. In essence, the other creature becomes
drake root. Both of these are consumed by the casting a hit point reserve for the necromancer casting this
of the spell. spell. The victim of this spell still cannot have her hit
points siphoned past zero.
Graft: R: touch; D: permanent; AoE: target creature.
This spell allows a necromancer to add to or alter the Like life link, if either of the targets dies while this
limbs of any living creature. It is this spell which allows spell is in effect, both experience it with the same ef-
a mage to create new (and usually warped) life-forms, fects noted for the lower level version of the spell (q.v.).
such as bullettes and owlbears. As this spell is extremely There is no saving throw versus life anchor.
painful, few creatures will submit to it willingly. A suc-
cessful system shock roll is needed merely to survive. Life Force Transfer: R: 1”; D: special; AoE: one crea-
This spell has many different uses, detailed below. ture. Upon completion of this long and highly-versatile
incantation, the caster permanently transfers a crea-
With this dweomer, a necromancer can graft ture’s life force (even his or her own) into a specially
a new limb in place of one that has been lost. The fabricated item, a magical receptacle, or the body of
January 2009 21
Footprints Magazine
another individual. Once the mental transfer has been at all times. Furthermore, the wizard usually must leave
completed, the recipient’s body falls into a catalep- behind clues or encrypted instructions so that his or her
tic state, and remains in a death-like trance or coma allies may later restore the wizard to his or her normal
for 2-7 days. Unless the subject’s life force is magically state, whatever that may be. While the spell is in its un-
reunited with the body during that time period, his or finished state, the wizard cannot make use of one spell
her body dies, and the life force remains permanently of this spells level. Aside from this limitation, however,
trapped within the physical object or new body. the caster remains unaffected by the pending spell.
While in the physical receptacle, the recipient may Less scrupulous wizards may use this rite to per-
perform any action permitted by the new form. In an manently transfer the recipient’s life force (often their
item such as a ring or a sword, the subject may com- own) into the body of a younger individual, thereby ex-
municate with the user when the receptacle is held or tending their own existence. The victim is entitled to a
worn properly. The extent of communication depends saving throw versus death magic with a -4 penalty to re-
on the subject’s Intelligence: sist the effects. If failed, the subject’s life force departs
(resulting in the apparent death of the victim. In truth,
Int Communication however, the victim’s spirit is trapped and buried in its
own mind, but unaware of anything and unable to act,
3-11 None save perhaps in a very minor way when the recipient
12-13 Semi-Empathic dreams), and the recipient’s life force takes permanent
14-16 Empathic possession of the victim’s body. If the saving throw is
successful, the spell fails without any ill effect to either
17+ Telepathic
the victim or recipient (though it may be recast at a lat-
er date). Thus an ancient necromancer may transfer
Individuals of low or average Intelligence can-
his or her life force into the body of a vigorous, younger
not communicate, and those of above-average Intel-
person, thereby gaining all of the victim’s physical attri-
ligence can communicate using a primitive form of
butes, manual skills, hit points and extended life span.
empathy (usually limited to a throb or tingle of vary-
ing intensity). At the discretion of the DM, the life force
The spell requires either an expertly-crafted
might animate a specially prepared statue or golem,
item or any living human, demi-human, or humanoid
perhaps even enabling the recipient to employ memo-
(preferably young and healthy) to house the subject’s
rized spells.
life force. The remaining material components include
a scroll inscribed with special rare inks and a massive
Life force transfer is sometimes the final step in
blood red garnet (worth 5,000 gp or more). The exact
the manufacture of a powerful magical item or minor
nature of any physical receptacle should be decided
artifact (usually a sword). In this process, a victim’s life
by the DM, but it must be of quality suitable for en-
force is transferred into a magical item (unless he or she
chantment. The garnet (but not the scroll) is consumed
saves versus death magic at -4), which is finally sealed
in the casting. This spell cannot be dispelled normally
with a permanency (a spell not normally available to
(even in its “pending” state). If the receptacle was not
necromancers!).
sealed with a permanency, then the subject’s life force
may be driven out with a spirit release or dispel evil
In such an enchantment, the recipient’s body
(in the event of a permanent magical receptacle, the
is frequently destroyed afterward by the caster, forever
item’s permanency must be first overcome with dispel
trapping the victim’s life force in the item (unless the
magic).
permanency is first reversed and a new body prepared
using a clone, wish, or similar means). If the item is de-
If the possessing entity of the host body is some-
stroyed while the recipient’s life force is in it, the crea-
how dislodged (via exorcise, dispel evil, or wish), then
ture may regain its body by making a system chock
the original victim can regain its life and body if it sur-
roll if it lies within 1 mile per level of the original caster;
vives a resurrection survival roll. Memories of the time
otherwise, the subject’s life force dissipates, and the
possessed will be like a vague dream, if any (DM’s op-
creature dies.
tion).
Sometimes, a wizard may employ this spell as
The reverse of this spell, revoke life force trans-
a final measure to protect his or her own life. In this
fer, requires the original scroll (the one used in the life
version, the entire incantation and receptacle are pre-
force transfer spell to be revoked), the construct, and
pared and cast beforehand, but only the final syllable
the body of the recipient. Providing that the spell is
of the spell is left unfinished. The wizard may pronounce
cast before the body physically dies (within 2-7 days of
this short (single segment) syllable at any later time,
the original separation), the reversal process requires a
casting his or her life force into the receptacle – pro-
system shock roll in order to be successful. If failed (or if
viding that it lies within range. Obviously, this strategy
the body has already perished), the newly released life
only works if the receptacle is kept close to the wizard
force dissipates, and the subject dies. The casting time
22 January 2009
The Necromancer
is eight turns. casting, stunned 2 to 5 rounds, save or unconscious,
permanently deafened and/or Intelligence damage.
Shatter Bone: R: 3”; D: 3 rounds + 1 round/level; AoE:
one target. This spell allows the caster to point at a tar- • Shattered skull: stunned for 3 rounds, no action pos-
get and shatter its bones. The victim is allowed a sav- sible, slow and agonizing death due to brain damage
ing throw against spell and if successful, it is affected and severe hemorrhaging
as if by a weaken bone spell, above. Otherwise, the
target’s bones shatter and explode. Roll two d6 and The effects of this spell heal in either 2-5 weeks
consult the table below. The target takes 1d8 for mi- or months, if at all. Damage to attributes is determined
nor breaks, 2d8 for major breaks and 4d8 for critical by rolling a d3. All additional saving throws are against
breaks. death. A heal spell will negate the effects of this spell
and a cure serious/cure critical wounds will reduce
d6 Roll Severity and d6 Effect of Wound the damage by one/two categories, respectively. A
shattered skull still results in 1d3 damage to all stats until
d6 Severity Results fixed with a restoration.
Minor (1-3)
Major (4-5) Spectral Twin: R: 1”; D: 1 day/level; AoE: special. This
Critical (6) spell is similar to the 2nd level spell spectral voice in that
it allows a corpse to speak. The key difference is that
Effect 1-2 this spell is cast on a pair of twins of any species ca-
pable of speech. The pair can then be separated and
• Clean break: leg useless for weeks, save or stunned what is said to one is repeated from the lips of the oth-
1 to 3 rounds. er and vice-versa. Each speaks with a voice that is a
• Bad break: leg useless for months, stunned 1 to 3 scratchy, raspy whisper, not the voice the other hears,
rounds. though inflection, tone, and intonation are somewhat
matched. The twin corpses can be separated and
• Shattered leg: cannot heal without magic, stunned continue to communicate as a function of the necro-
1 to 3 rounds. mancer’s level:
• Clean break: arm useless for weeks, save or stunned 11-13 one mile
1 to 3 rounds. 14-17 10 miles
18-21 100 miles
• Bad break: arm useless for months, stunned 1 to 3
rounds. 21+ 1,000 miles
• Shattered arm: cannot heal without magic, stunned The material components for this spell are two
1 to 3 rounds. somewhat intact bodies of a pair of twins.
24 January 2009
The Necromancer
quire additional components and time. Any other abili- The victim must save versus spell to avoid death
ties also require a system shock roll and double the cre- due to cardiac arrest in the first round of this spell. Even
ation time. Abilities which are magical in nature triple if that roll is successful, however, the target is still takes
the creation time and additionally require a successful 1d8 damage and is unable to act due to intense chest
saving throw versus magic to function, although if this pains for the remainder of the round.
roll fails the life form merely losses the ability; it’s life is
not is danger. The following round, the dweomer, having failed
to kill the target by attacking her heart, moves on to her
Non-magical animal life takes two to five days lungs. During the second round, the target must again
to create plus two days per hit die. This assumes either save versus magic or die due to its lungs rupturing and
a simple form with a working model to study from (such filling with blood, effectively drowning the victim. Even
as a house cat with several other cats as models) or if this save is made, the target takes 1d6 damage due
a new life form with no offensive abilities, animal intel- to blood loss and cannot perform any physical actions,
ligence and minimal movement abilities (1”). Adding such as moving, fighting, spell casting, speaking, etc,
more abilities such as claws, fangs and/or other abilities although innate abilities, magical items requiring only a
each requires a system shock roll with a doubling of the silent act of will to engage, and psionic powers can be
casting time. used.
When adding armor class, each point above On the third and final round of finger of doom,
AC 10 takes an additional two days and requires the the spell moves from the lungs to the stomach. The
system / saving roll to be made at -1, cumulative. Thus target again gets a saving throw versus spell to avoid
to create a wolf with a shell granting it AC 3 (base AC its entrails torupturing explosively and spewing acid in
7, assuming a model is used) would take an additional a 3’ radius. Even if this final save is made, the target
eight days and require the roll at -4. takes 1d4 damage due to tearing and acid damage
and further may act only at a -4 penalty to hit and to its
In a related way, any attack which can causes armor class.
more than 10 hp damage is treated as two different
abilities. Attacks capable of causing more than 20 hp A target that survives this spell cannot be af-
are treated as three abilities, more than 30 hp is treat- fected by another casting of finger of doom by the
ed as four abilities, etc. This is per attack; i.e., an ettin, same necromancer for at least a day. This spell can be
which has two 10+ hp attacks is considered to have dispelled normally at any time prior to the death of the
four abilities. target.
The material components of this spell include The casting time of this spell is a full ten seg-
the basic shape and structure of the life form, various ments and the material component is a 1,000 gp value
alchemical ingredients (costing 1,000 to 3,000 gp for black opal.
vegetable life and 2,000 to 5,000 gp for animal life, per
hit die) and the appropriate materials for duplicating Greater Wraithform: R: 0”; D: 2 rounds/level; AoE: caster.
any special abilities granted to the creation. Similar to the fourth-level spell wraithform, this powerful
dweomer actually transforms the necromancer into a
Example: to create a displacer daisy would re- powerful wraith for the duration of the spell. In this form
quire one to three thousand gold pieces, a displacer the necromancer has AC 4, MV 12”/24”, 1-6 + level
beast pelt and four days. This assumes a mindless plant drain attack (hits transferred to the caster), +1 better
with one hit dice, no movement abilities and a single weapon to hit (not silver), can strike creatures as a +1
special ability. weapon, is immune to sleep, charm, poison, cold, etc.
The caster should be treated as undead although at-
Example: to create a winged bull with AC 0 tacks which would slay undead (disruption, higher level
would require eight to twenty thousand gold pieces, cleric’s turn, etc) allow a save versus death to end the
several bulls to use as models, the wings of a huge bird, spell prematurely.
the hide of a creature with great AC (such as a drag-
on) and 48 to 54 days. This creation would need to Lichdom: R: 0”; D: permanent; AoE: caster. This spell
make two extra system shock rolls (one for wings and transforms the caster into a lich. The spell requires a
the other at -35% (-7) for AC 0). full night to cast and can only be used on the three
nights of a full or new moon. Upon completion of the
Finger of Doom: R: 6”; D: special; AoE: one target. This spell, the necromancer must make a successful saving
spell is similar to finger of death in that it too attempts to throw versus death magic. If successful, a new lich is
instantly slay the target. Unlike the lower-level finger of “born”. If the roll fails, the caster has blasted himself out
death, finger of doom doesn’t merely stop the target’s of existence. The material components for this spell are
heart; that is only the beginning of this fearsome dweo- vampire dust, the blood of a virgin and unholy water or
mer! the body of a freshly slain lich.
January 2009 25
Footprints Magazine
Life Force Exchange: R: 6”; D: special; AoE: two crea- ness, etc) may be targets, but cannot be affected and
tures. This spell permanently switches the life force of are considered to automatically make their saving
two creatures (one of which may be the caster). Both throws. The material component is a lock of hair from
subjects must be within range at the spell completion, an evil female elf.
or it fails automatically. When employed correctly,
both creatures are surrounded by a radiant green aura First level MU spells: Gain four first level MU spells, as per
and must save versus spells at -6 to avoid the effects Illusionists
(obviously, willing subjects may forego the saving throw
to consciously accept the spell). End.
The spell functions properly only if both subjects One Hundred Names for Taverns and Inns
fail their saving throws. If only one fails the save, then By C. Wesley Clough
the one who made the saving throw is automatically
stunned (reeling and unable to take action) for 1 round. Taverns and inns often play an important role in
Meanwhile, the other (the one who failed the save) is AD&D games, whether they are places where adven-
stunned for 1d4 rounds. turers are approached by potential employers, plac-
es for the adventurers to go to gather information, or
In the event of a successful transfer, both life simply places where the adventurers can let off some
forces retain all of their original mental abilities and be- steam after their trials in the local dungeon. Taverns
havioral patterns, although their physical abilities are and inns are commonplace in most game worlds, but
limited (or possibly enhanced) by their new forms. For coming up with names for them on the spot when the
instance, a decrepit necromancer uses this spell to ex- adventurers enter a new town can be a bit trying at
change bodies with a hale young warrior in the prime times, especially if the Dungeon Master wants each to
of his health. While the wizard gains a young and vig- be fairly unique, and the journey to the new town was
orous body (and all of the benefits that go with it), the not something that he or she had counted on before
unfortunate youth finds himself trapped in the withering hand and thus prepared for. To help with situations
shell of a dying old man. Creatures unaccustomed to like this, a random table of Tavern or Inn names could
being shifted in this way are stunned for a minimum of come in handy. Below are listed some 100 different
1 round after the transfer. names (each with a description of the establishments
signboard in parenthesis behind the name). When
The effects of this spell are permanent and can confronted by the need for an on the fly tavern or inn
be reversed only by a full wish or by the reverse of the name, the Dungeon Master can simply roll 1d100 and
spell. If one of the bodies is slain before reversal can have a ready made result.
take place, the life force inhabiting that body departs.
That spirit and its new body are dead, just as if the spirit Roll 1d100
was in the body that actually belonged to it in the first 01: The Grinning Gargoyle
place. The life force originally belonging to the slain (A gargoyle head with a goofy grin)
body is now irreversibly trapped in its new form. Short 02: The Hanged Hobgoblin
of expending a wish (to transfer its consciousness into a (A hobgoblin hanging on a gallows)
copy of its former body), the only way to now restore 03: The Cock and Crock (A rooster standing on a pot)
the subject to his or her rightful body is by cloning the 04: The Boar’s Bristles
original body and casting the reversed form of this (The profile of a boar with a hunched back)
spell. 05: The Last Call (“Last Call” written in golden script)
06: The Stalwart Blade (A rapier, pommel downward)
The reversed form, revoke life force exchange, 07: The Flowering Rod
undoes the effect of the spell. Both versions of this spell (A wooden rod with apple blossoms blooming from it)
require nine segments to cast. 08: The Rat’s Nest
(A bowl of sticks with a rat looking out)
Wail of the Banshee: R: 0”; D: instantaneous; AoE: 3” ra- 09: The Six Silvers (Six silver coins arranged in a circle)
dius. At the culmination of this dreadful, nine-segment 10: The Gate Key (A silver skeleton key)
spell, the wizard screams like a banshee (groaning spir- 11: The Fish and Kettle (A large trout over a cauldron)
it). For each level of the caster, one listener within 30 12: The Tankards High
feet hears the wail. Those who fail a saving throw ver- (A long blue field with a brown mug at the top)
sus death magic die instantly. 13: The Blown Gale
(A white field with blue swirling lines)
The caster is not affected by the spell, but can- 14: The Castle
not choose who will be affected. If there are more (The silhouette of a castle with an imposing tower)
potential victims than the level of the caster, the DM 15: The Old Timer (A rocking chair)
randomly determines which creatures are affected. 16: The Dreaming Dragon
Creatures who cannot hear (due to ear plugs, deaf-
26 January 2009