Skills:
Rank 3: Looting - Having dug up graves and been around the dead for so long, knowing what to look for on a dead body should be second nature to a Necromancer. Necromancers present their dark symbol to the player and state for each area they are searching "I am searching your <body part>, do you have any treasure there?" At which time, if the player has any treasure, they present it to the Necromancer.
Magical Abilities:
Rank 1 - Necrotic Blast - Battle Skill
Length: 100 words - Cost: 1 point
Range: Throwing Distance - Duration: Instant
Material: Gray Spellball - AOE: 1 creature
A raw blast of necrotic energies surging forth from the necromancer's hand doing white damage to whatever it hits. This spell may be deflected by a shield.
Rank 1 - Re-animate Limb - Battle Skill
Length: 200 words - Cost: 1 point
Range: Touch - Duration: Permanent
Material: Dark Symbol - AOE: 1 creature
Removes a light wound from any one creature.
Rank 2 - Final Sight - Adventure Skill
Length: 225 words - Cost: 1 point
Range: Touch - Duration: 5 minutes
Material: Crystal - AOE: 1 creature
When cast upon a dead character, the player must then give a detailed description of the last things he saw and heard in his dying moments
Rank 2 - Shun Memory - Adventure Skill
Length: 150 words - Cost: 1 point
Range: Touch - Duration: Permanent
Material: long blue cloth 1" wide - AOE: 1 creature
Touching the cloth to the victim's head after reciting the spell removes any one incident (5 minutes) from the victim's memory permanently.
Rank 3 - Beacon - Battle Skill
Length: 250 words - Cost: 1 point
Range: Special - Duration: Instant
Material: crystal - AOE: special
This spell increases the Necromancer's senses to locate everyone around him. After reciting the spell, the Necromancer yells out the word "Beacon!" All players within the sound of the caster's voice must yell back "Here!"
Rank 3 - Vile Presence - Adventure Skill
Length: 200 words - Cost: 1 point
Range: Touch - Duration: Permanent
Material: Dark Symbol - AOE: 1 cubic foot
This spell turns water into a vile, foul-smelling, rancid ooze. When hit with the vile water, other players are to turn and run away from the player wielding the water as their characters cannot stomach its horrid stench. Any player eating food that has been tainted with the vile waters will not die but rather clutch their stomachs and cry in agony for 15 minutes. Vile waters will also drive away creatures of instinct.
Rank 4 - Rot - Battle Skill
Length: 250 words - Cost: 1 point
Range: Throwing Distance - Duration: Instant
Material: green spellball - AOE: 1 creature
Rot does the same damage as an arrow (red damage, ignores chainmail) except Rot will also destroy any items on the person that used to be living (rope, leather armor, wooden clubs). If the spell is blocked by a shield then the shield's straps are destroyed, making the shield impossible to use and the player takes a light wound to whatever arm was holding it regardless of armor.
Rank 4 - Dread - Adventure Skill
Length: 100 words - Cost: 1 point
Range: throwing distance - Duration: 20 minutes
Material: black spellball - AOE: 1 creature
Any creature hit with Dread must avoid the caster (may not engage with hand weapons, spells or arrows) for 20 minutes. This spell may not be blocked by armor or shields.
Rank 5 - Harm - Battle Skill
Length: 475 words - Cost: 1 point
Range: throwing distance - Duration: Instant
Material: Black spellball with Red stripe(s)- AOE: 1 creature
Harm lightly wounds any two uninjured limbs of the caster's choice regardless of armor. If the victim does not have any uninjured limbs, then Harm inflicts a mortal wound to one limb. Harm may be blocked by a shield.
Rank 5 - Poisonous Self - Adventure Skill
Length: 600 words - Cost: 1 point
Range: Touch - Duration: 30 minutes
Material: 3 long, 1" wide, green ribbons - AOE: 1 creature
When the spell is cast, tie the ribbons around the forehead and each wrist of the person who has been subjected to the spell. Poisonsous Self makes the player immune to all poisons and toxins for 30 minutes by becoming one with all poisons. The metamorphic abilities have a price, however. If the player comes into contact with another player, all the poisons within the first player shunt into the body of the second, killing the second person and mortally wounding the first.
Rank 6 - Dirge - Adventure Skill
Length: 400 words - Cost: 1 point
Range: Caster - Duration: Special
Material: White cloth ribbon 2" wide per spell - AOE: None
This allows the Necromancer to reserve a spell for later use. The spells the Necromancer is allowed to reserve depends on the character's rank. After Dirge is cast, the Necromancer then casts the spell to be reserved and then writes the name of the spell on the ribbon. (deducting the proper amount of spell points for each spell). Dirge must be cast for each spell to be reserved. When the Necromancer is ready to use the spell, the player wraps the cloth around their hand and recites the final line of that spell before casting the reserved spell.
Character Rank |
Spell Rank Held |
6 |
1st Rank |
7 |
1st - 2nd Rank |
8 |
1st - 3rd Rank |
9 |
1st - 4th Rank |
10 |
1st - 5th Rank |
11 |
1st - 6th Rank |
12 |
1st - 7th Rank |
13 |
1st - 8th Rank |
14 |
1st - 9th Rank |
Rank 7 - Age - Battle Skill
Length: 550 words - Cost: 1 point
Range: Throwing distance - Duration: Instant
Material: Purple spellball - AOE: 10 foot radius
Upon contact with the spell ball a temporal maelstrom is released within the area, rapidly aging (rusting and decaying) everything within a 10 ft radius. Effectively, this spell destroys all shields, weapons and armor and delivers light wounds to everyone's limbs.
Rank 8 - Venomous Weapon - Battle Skill
Length: 500 words - Cost: 1 point
Range: Touch - Duration: 30 minutes
Material: Dark Symbol - AOE: I weapon
Venomous Weapon takes a single wooden (yellow) weapon and turns it into a cluster of poisonous thorns. This turns the yellow weapon into a white weapon (even though it is still only to be used like a yellow weapon). This spell does not give weapons thrusting tips. The spell will not work on metal hammers, axes or javelins since their striking surfaces are metal.
Rank 9 - Summon Zombies - Adventure Skill
Length: 550 words - Cost: 1 point for every 2 zombies summoned
Range: special - Duration: special
Material: one gray headband per zombie - AOE: special
Depending on the character rank of the Necromancer, the caster may turn X number of fallen players into zombies. The caster needs only to read the spell once within a 15 ft radius to raise all the fallen players within (for example, a 13 rank Necromancer can raise 6 total zombies and there are 3 dead characters around him within a 15' radius. The Necromancer reads the spell and raises the 3 players -- at a total cost of 2 points. Then the Necromancer walks over to another area where there are 4 fallen players. The Necromancer reads the spell again and is able to choose which three of the four are to be raised as zombies). Zombies must do as the Necromancer instructs them. Zombies may move and fight as normal except they cannot run. Zombies cannot talk (In character) unless placed under a spell. All zombies have an Armor class of 5 and if they are killed again, the spell is lifted. If the spellcaster dies for any reason, all zombies under his control die instantly.
| Rank |
Zombies Available |
9 |
2 |
11 |
4 |
13 |
6 |
15 |
8 |
17 |
10 |
20 |
14 |