College of Necromancy

Army of Darkness

This potent spell can be used to raise a small army of undead beings to serve the Wizard. Any number of undead can be raised, worth a total of 100 points in summoning. Of course, once the undead are summoned, the Necromancer will still need to find some means with which to command the fetid horde.
Power: Summon Undead Army (100 points of summoning)
Modifiers: Any Undead (+1/4); Incantations (-1/4), Character must have at least 30 points in spells from Necromancy College (-3/4), Requires Magic Skill Roll (-1/2), OIF – corpses (-1/2), Limitation: only at midnight (-1), Limitation: does not work on ground sanctified to a “good” religion (-1/4), Side Effects (5d6 Cumulative Minor Transformation: caster ages five years) (-1/2), Extra Time: 1 hour (-2-1/2). Active Cost = 125 points.
END Cost: 12; Magic Roll: -12; Casting Time: 1 hour.
Real Cost: 17.

Bone Club

Grasping the hilt of a lengthy bone, the Necromancer can empower the item with the purified spirit of death, increasing the lethality of the weapon whenever it strikes a living being. This death spirit will penetrate most armor, sending an icy cold chill through the target. The actual damage inflicted by the bone depends on the shape and mass. A typical human thigh bone will function as a club, causing 4d6 normal damage, plus an additional 3d6 from this spell. This spell has no effect on already dead creatures, such as skeletons or zombies.
Power: 3d6 HA
Modifiers: Penetrating (
1/2); Not versus undead (-1/4), Incantations (-1/4), Character must have at least 30 points in spells from Necromancy College (-3/4), Requires Magic Skill Roll (-1/2), OAF – bone (-1), Limitation: does not work in bright sunlight (-1/4), Limitation: does not work on ground sanctified to a “good” religion (-1/4), Side Effects (2d6 Cumulative Minor Transformation: caster ages five years) (-1/2). Active Cost = 13 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 3.

Death Form

This spell allows the Necromancer to assume the form of any undead being he has observed. However, the Necromancer does not gain any of the special abilities of the new form. When combined with the Simulate Death ability, this allows the Necromancer to appear to be a long-dead corpse.
Power: Shape Shift, Any Undead
Modifiers: Incantations (-1/4), Character must have at least 30 points in spells from Necromancy College (-3/4), Requires Magic Skill Roll (-1/2), OAF – rotting flesh (-1), Limitation: does not work in bright sunlight (-1/4), Limitation: does not work on ground sanctified to a “good” religion (-1/4), Side Effects (2d6 Cumulative Minor Transformation: caster ages five years) (-1/2). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.

Death Lord

By summoning the powers of the angel of death, this spell grants the Necromancer command over all but the most powerful Undead within the effected area. The undead can then be controlled for as long as they remain within sight. The focus for this spell is a normal scythe.
Power: 9d6 Mind Control
Modifiers: Area Effect (9" Cone) (+1); Incantations (-1/4), Character must have at least 30 points in spells from Necromancy College (-3/4), Requires Magic Skill Roll (-1/2), OAF – scythe (-1), Limitation: does not work in bright sunlight (-1/4), Limitation: does not work on ground sanctified to a “good” religion (-1/4), Side Effects (3d6 Cumulative Minor Transformation: caster ages five years) (-1/2), Limitation: Undead Only (-1). Active Cost = 90 points.
END Cost: 9; Magic Roll: -9; Casting Time: 1/2 phase.
Real Cost: 16.

Death Wind

When this spell is cast, a howling, swirling wind appears around the necromancer that seems to spring from the very bowels of death. Whispy spirits appear and begin to strip the flesh from bones. No amount of armor provides protection from this deadly wind and within minutes any victims have been transformed into animated skeletons to serve the whims of the necromancer.
Power: 1d6 Major Transform – Living creatures into skeletons
Modifiers: Cumulative (1/2). Active Cost = 45 points.
Power: 2d6 Energy Blast – Death Touch
Modifiers: Attack versus Power Defense (
1+1/2); Linked (-1/2). Active Cost = 40 points.
Combined: Area Effect (Radius) (+1+1/4), Personal Immunity (+1/4); No Range (-1/2), Incantations (-1/4), Character must have at least 30 points in spells from Necromancy College (-3/4), Requires Magic Skill Roll (-1/2), OAF – bone tube (-1), Extra Time – Full Phase (-1/2), Limitation: does not work in bright sunlight (-1/4), Limitation: does not work on ground sanctified to a “good” religion (-1/4), Side Effects (4d6 Cumulative Minor Transformation: caster ages five years) (-1/2).
END Cost: 8; Magic Roll: -8; Casting Time: Full phase.
Real Cost: 15.

Discern Undead

This spell of detection will reveal to the caster the presence and location of undead nearby. The entities, when viewed by means of a cracked mirror, glow with a sickly-green, ghostly afterimage that resembles their form at the moment of death.
Power: +5 Detect Undead (bought as sense)
Modifiers: Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 30 points in spells from Necromancy College (-3/4), OIF – cracked mirror (-1/2), Limitation: does not work in bright sunlight (-1/4), Only see undead through mirror (-1/4), Side Effects (2d6 Cumulative Minor Transformation: caster ages five years) (-1/2). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 5.

Dismiss Undead

A little-used Necromantic spell, this incantation allows the Wizard to dismiss an undead entity to the nether plane from whence he was summoned. This spell is more effective on ground sanctified by a “good” religion, but is seriously weakened on the unholy ground of an “evil” religion. The focus for this spell is some dirt from a graveyard.
Power: 10d6 Dispel Summoning
Modifiers: Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 30 points in spells from Necromancy College (-3/4), OIF – graveyard dirt (-1/2), Limitation: does not work in bright sunlight (-1/4), Side Effects (2d6 Cumulative Minor Transformation: caster ages five years) (-1/2), (+2d6 on “good” sanctified ground, -2d6 on “evil” ground) (0). Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 8.

Grasping Hands of Death

The ghastly hands of many corpses reach up through the earth to grasp the legs of any victims on the surface. Anybody caught by the hands is able to pull their way free, but movement is severely hindered. When the spell expires or is dispelled, the hands withdraw back into the earth.
Power: 2d6 Suppress Running
Modifiers: Area Effect (2" Radius) (1), Continuous (1); Not on stone, wood or other hard surfaces (-1), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 30 points in spells from Necromancy College (-3/4), OIF – wood from a coffin (-1/2), Limitation: does not work in bright sunlight (-1/4), Side Effects (2d6 Cumulative Minor Transformation: caster ages five years) (-1/2). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 9.

Lich Transformation

Long a closely held secret of a few select Magi, this dark ritual allows a powerful Necromancer to transform himself into the dreaded Lich. The transformation is total, and can only be reversed by raising the Lich from the dead. The focus for this spell is a 100 year-old grave stone which is used to store the ‘soul’ of the Necromancer.
Power: Lich Multiform
Modifiers: Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 30 points in spells from Necromancy College (-3/4), Limitation: does not work in bright sunlight (-1/4), OIF – 100 year old grave stone, Bulky (-1), Limitation: Requires resurrection to return to life (-1), Side Effects (3d6 Cumulative Minor Transformation: caster ages five years) (-1/2), Extra Time – 1 day (-3-1/2). Active Cost = 89 points.
END Cost: 9; Magic Roll: -9; Casting Time: 1 day.
Real Cost: 10.

Locate Cadaver

Much valued among Necromancers and grave robbers, this spell allows the caster to locate an intact corpse in the vicinity, even if buried deep underground. However, the sense is blocked by glass or solid stone. This spell requires a skeletal hand, which will point in the direction of the nearest corpse.
Power: Sense Corpse, N-ray Vision (Not through stone or glass)
Modifiers: Only to find direction to nearest corpse (-1), Costs END (-1/2), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 10 points in spells from Necromancy College (-1/4), Limitation: does not work in bright sunlight (-1/4), OIF – hand from a corpse (-1/2), Side Effects (2d6 Cumulative Minor Transformation: caster ages five years) (-1/2), Limitation: does not work on ground sanctified to a “good” religion (-1/4). Active Cost = 25 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 5.

Pallor of Death

Upon touching the target, the victim of this spell will take on a pale, sickly hue, and become resistant to any form of healing magic. Anybody who touches the victim will also suffer the effects of this contagious curse. The pallor will remain in effect until a successful Dispel Magic is cast; the victim stands in bright sunlight; or enters ground sanctified by a “good” religion.
Power: 2d6 Suppress Healing
Modifiers: 0 END Persistent (1), Continuous (1), Uncontrolled (1/2), Sticky (1/2); No Range (-1/2), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 30 points in spells from Necromancy College (-3/4), Limitation: does not work in bright sunlight (-1/4), OIF – Shroud from a Corpse (-1/2), Side Effects (3d6 Cumulative Minor Transformation: caster ages five years) (-1/2). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 9.

Regenerating Skeleton

Skeletons effected by this spell will automatically regenerate into their prior form a minute after they are dispatched. This can provide a nasty surprise for any foes who neglect their backside after defeating the original pack. Note that this spell requires nearly as much time to cast as animating the original skeletons, so it is normally used for preparation well in advance of any combat.
Power: Summon Skeleton (81 points)
Modifiers: Trigger (Slain Skeleton) (1/4), Time Delay (1 Minute following trigger) (1/4); Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 30 points in spells from Necromancy College (-3/4), Limitation: does not work in bright sunlight (-1/4), OIF – Skeletons (-1/2), Side Effects (2d6 Cumulative Minor Transformation: caster ages five years) (-1/2), Extra Time – 1 minute (-1). Active Cost = 70 points.
END Cost: 7; Magic Roll: -7; Casting Time: 1 minute.
Real Cost: 15.

Stillborn

By means of this despicable spell, the Necromancer can cause a female to become barren, or deliver a stillborn child. This spell is little used by the death magi, but it has sometimes proven useful, especially against enemies among the nobility. The focus for this spell is a pure white rabbit which is slain upon casting the spell.
One known non-magical means to recover from this condition is to obtain the blessing of a god through a pilgrimage to a holy site, thereupon making a suitable sacrifice.
Power: 4d6 Minor Transformation – Turns Female Barren
Modifiers: Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 30 points in spells from Necromancy College (-3/4), Limitation: does not work in bright sunlight (-1/4), OIF – White Rabbit (-1/2), Side Effects (2d6 Cumulative Minor Transformation: caster ages five years) (-1/2). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 11.

Summon Skulk

When cast upon a humanoid skull, this spell animates the head by binding the original spirit and giving it limited powers of flight and observation. The skull is mentally linked to the Necromancer and can serve as his spy or scout. The skull retains a few fragments of its original knowledge and personality, but lacks the willpower to resist the commands of its new master.
Power: Summon Skulk (12 points)
Modifiers: Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 30 points in spells from Necromancy College (-3/4), Limitation: does not work in bright sunlight (-1/4), Limitation: does not work on ground sanctified to a “good” religion (-1/4), OAF – Humanoid Skull (-1), Side Effects (2d6 Cumulative Minor Transformation: caster ages five years) (-1/2). Active Cost = 33 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 7.

Undead Aura

Upon casting this spell, the target gains a faint green aura that gives him an especially commanding presence among undead creatures. Even the most powerful undead beings will seek to placate the empowered being. Maintaining this spell for several phases can increase the target’s PRE versus undead by a maximum of 30.
Power: 3d6 Aid to PRE, Maximum +30 PRE
Modifiers: Recover 5/minute (
1/4); Only versus Undead (-1), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 20 points in spells from Necromancy College (-1/2), Limitation: does not work in bright sunlight (-1/4), Limitation: does not work on ground sanctified to a “good” religion (-1/4), OIF – ashes (-1/2), Side Effects (2d6 Cumulative Minor Transformation: caster ages five years) (-1/2). Active Cost = 34 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 7.

Undead Repair

This spell will repair any damage that has been suffered by an undead creature. The healing will also effect any desolidified undead, such as a Shadow.
Power: 3d6 Healing
Modifiers: Affects Desolidified (+1/2); Only versus Target with Afterlife Support (-1), Incantations (-1/4), Character must have at least 30 points in spells from Necromancy College (-3/4), Requires Magic Skill Roll (-1/2), OAF – skeleton hand (-1), Limitation: does not work in bright sunlight (-1/4), Limitation: does not work on ground sanctified to a “good” religion (-1/4), Side Effects (3d6 Cumulative Minor Transformation: caster ages five years) (-1/2). Active Cost = 22
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.

Unholy Defiance

This uncommon spell protects undead beings from the special presence attacks of holy men. Only normal presence attacks will have any effect on these undead. A maximum of 8 undead can be effected by each application of this spell, and they must remain within view of the Necromancer.
Power: Remove “2x Effect from PRE Attacks of Holy Men” limitation
Modifiers: Useable by 8 Others at Range (+1+1/2); Only on undead (-1/2), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 10 points in spells from Necromancy College (-1/4), Limitation: does not work in bright sunlight (-1/4), OIF – piece of funeral shroud (-1/2), Side Effects (2d6 Cumulative Minor Transformation: caster ages five years) (-1/2), Limitation: does not work on ground sanctified to a “good” religion (-1/4). Active Cost = 25 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 6.

Wail of the Banshee

With this spell, the wailing of the Necromancer calls forth the ancient curse of the Banshee upon the target of the spell. Within a few days, the subject will suffer a life threatening accident.
Power: 3d6 RKA
Modifiers: Indirect (any location/direction) (3/4), Time Delay (1/4), Affects Desolid (+1/2); Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 40 points in spells from Necromancy College (-1), OIF – Ashes from a Corpse (-1/2), Limitation: does not work in bright sunlight (-1/4), Limitation: does not work on ground sanctified to a “good” religion (-1/4), Side Effects (4d6 Cumulative Minor Transformation: caster ages five years) (-1/2), Delay is random within the next 1d6 days (-1/2). Active Cost = 112 points.
END Cost: 11; Magic Roll: -11; Casting Time: 1/2 phase.
Real Cost: 19.

Wall of Bones

Upon casting this spell, all sorts of bones emerge from the surrounding earth to form a solid, interlocking wall. The focus for this spell is powdered bone.
Power: 3 DEF Force Wall
Modifiers: Incantations (-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 30 points in spells from Necromancy College (-3/4), OIF – Powdered Bone (-1/2), Limitation: does not work in bright sunlight (-1/4), Limitation: does not work on ground sanctified to a “good” religion (-1/4), Limitation: only while touching ground (-1/4). Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 8.

Wither Limb

Upon casting this spell, the selected limb of the target turns a sickly pallor, then gradually withers before his eyes. If the spell remains in effect for a sufficient length of time, then the target suffers a permanent physical limitation. Otherwise, the appendage will gradually return to its normal state. The withered limb can only be restored by bathing in a blessed fountain or pool.
Power: 1d6 Minor Transformation (Wither Limb)
Modifiers: Uncontrolled (1/2), Cumulative Attack (1/2); Incantations (-1/4), Character must have at least 30 points in spells from Necromancy College (-3/4), Requires Magic Skill Roll (-1/2), OIF – dead crow feather (-1/2), Limitation: does not work in bright sunlight (-1/4), Limitation: does not work on ground sanctified to a “good” religion (-1/4), Side Effects (2d6 Cumulative Minor Transformation: caster ages five years) (-1/2). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 5.

Wound Bane

This dastardly spell infests the wounds of a foe with all manner of malignancies, preventing the cuts from healing in a proper manner. The wounds grow fetid, and do not recover for many months, considerably weakening the victim. The focus for this spell is a lump of flesh that has grown rotten.
Power: 2d6 Drain REC
Modifiers: Return rate per season (+2); Incantations (-1/4), Character must have at least 30 points in spells from Necromancy College (-3/4), Requires Magic Skill Roll (-1/2), OIF – rotting flesh (-1/2), Limitation: does not work in bright sunlight (-1/4), Limitation: does not work on ground sanctified to a “good” religion (-1/4), Side Effects (2d6 Cumulative Minor Transformation: caster ages five years) (-1/2). Active Cost = 60 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 15.

Wraith Form

The Necromancer can use this spell to assume for a short time the pale gray, insubstantial form of a Wraith. In this state he is still vulnerable to attacks by silvered weapons and all manner of magic. The focus for this spell is a burial shroud.
Power: Desolidification (Affected by Magic Silver)
Modifiers: Not through solid objects (-1/2), Incantations (-1/4), Character must have at least 30 points in spells from Necromancy College (-3/4), Requires Magic Skill Roll (-1/2), OIF: Burial Shroud (-1/2), Limitation: does not work in bright sunlight (-1/4), Limitation: does not work on ground sanctified to a “good” religion (-1/4), Side Effects (2d6 Cumulative Minor Transformation: caster ages five years) (-1/2). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 9.

College of Necromancy

Lands of Tamriel, an Epic Fantasy Moritz Moritz