Necromancy — a school of magic —
Fear of death, an obsession with attaining immortality, a desire to divine the secrets known only to the dead, or some darker motive could explain why someone would risk awakening Lord Death’s wrath by dabbling in these dark arts. Necromancy offends the god for it dabbles in the domain He claims: chiefly death and dying things. The spells it offers create abominations, undead that pervert life, or sap life force from others on which the necromancers feed. Most students of the tradition deserve…
Necromancy Spells listed by level
— Reference during playNecromancy Talents
DEATH’S DOOR (Magical): You can use an action to target one incapacitated creature you can see within 5 yards. Either the target dies and you heal 1d6 damage or the target heals 1d6 damage. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. ENERVATION (Magical): You can use an action to sap life force from a creature. Target one creature within 5 yards. If the creature has a Health score of 5 or more, make an Intellect roll against the target’s Strength. On a success, the target takes 1d6 damage and you heal 1d6 damage. At level 3, the target takes 2d6 damage and you heal 2d6 damage. At level 7, the target takes 4d6 damage and you heal 4d6 damage. On a critical success, the target also becomes weakened until the end of your next turn. PRESERVE CORPSE (Magical): You can perform a ritual to safeguard a dead creature or repair an undead creature. Target one dead creature or one undead within 5 yards. When you finish, the target becomes immune to decay and emits no odor for 1d6 days. An undead target also heals 4d6 damage. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. ROUSE CORPSE (Magical): You can use an action to animate a dead creature that is not already undead. Target one Size 1 dead creature. When you finish, the target stands up if it can and becomes undead for 1 minute. The undead is your controlled companion.
| WEAK UNDEAD |
|---|
DEFENSE: 8, HEALTH: 10 ATTRIBUTES: Strength 9 (-1), Agility 6 (-4), Intellect -, Will – SIZE: 1, SPEED: 3 (no running) IMMUNE: asleep, poisoned NATURAL WEAPONS: The undead uses its claws as natural weapons that deal 1d6 damage. The undead rolls to attack with 1 bane. NATURAL DECAY: The undead loses 1 Health at the end of each round.
You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.
Novice Necromancy Spells
Animate Corpse
| ANIMATED CORPSE |
|---|
DEFENSE: 8, HEALTH: 15 ATTRIBUTES: Strength 9 (-1), Agility 8 (-2), Intellect 3 (-7), Will 15 (+5) SIZE: 1, SPEED: 3 (no running) IMMUNE: asleep, frightened, poisoned NATURAL WEAPONS: The animated corpse uses its hands as natural weapons that deal 1d6 damage. The corpse rolls to attack with 1 bane. NATURAL DECAY: The animated corpse loses 1 Health at the end of each of your rests.
You can expend a casting of this spell to target one undead within 15 yards. The target heals 3d6 damage.
Bone Burst
Corpse Scream
Grave Grasp
Osseus Blade
Pieces and Parts
Expert Necromancy Spells
Blood Blister
Bone Carapace
Death Smoke
Eaters of the Dead
Rot Hulk
| ROT HULK |
|---|
DEFENSE: 8, HEALTH: 45 ATTRIBUTES: Strength 13 (+3), Agility 8 (-2), Intellect 3 (-7), Will 15 (+5) SIZE: 2, SPEED: 4 (no running) IMMUNE: asleep, frightened, poisoned STENCH OF THE GRAVE: Each enemy not immune to the poisoned affliction within 1 yard of the rot hulk is weakened for as long as it remains there. NATURAL WEAPONS: The undead uses its hands and teeth as natural weapons that deal 3d6 damage. When it gets a critical success for a roll to attack, the target makes an Agility roll. On a failure, it takes an extra 2d6 damage.
Quicken Death
Master Necromancy Spells
Angel of Death
Army of the Dead
Create Undead Abomination
| UNDEAD ABOMINATION |
|---|
DEFENSE: 6, HEALTH: 100 ATTRIBUTES: Strength 14 (+4), Agility 8 (-2), Intellect 3 (-7), Will 15 (+5) SIZE: 3, SPEED: 5 (no running) IMMUNE: asleep, frightened, poisoned STENCH OF THE GRAVE: Each enemy not immune to the poisoned affliction within 5 yards of the undead abomination is weakened for as long as it remains there. MELEE ATTACK—FIST: Strength (+4) with 1 boon (6d6) TWO ATTACKS: The abomination makes two Fist attacks.