World of Gaianar - Third Edition
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Necromancer - Spiritual Powers - Tier 3

Like the Mathematician, the Necromancer is a "scholarly" character class that has poor combat skills and low hit point accumulation. However, while the Mathematician uses abstract mathematics and physics to reveal the secrets of the Universe, the Necromancer seeks to do so through biology and arcane lore. Necromancers have seven Tiers of spells. While it is theoretically possible for a Necromancer to be of "good" alignment, many either start off evil or are seduced by the darkness over the course of their careers.

Quick Links: Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 | Tier 7

Choking Cloud1.5 BMS | Creates a huge cloud of amazing stench. 1 round/level.

Choking CloudChoking Cloud

Tier: 3
Casting Time: 5 segments
Area of Effect: 6// radius
Range: Throwing range of the jar (typically 10-20')
Duration: 1 round per level

Arcane Focus: A jar of liquefied/putrefied viscera
B-M-S Cost: 1.5

Classification: Combat


The Arcane Focus for this spell is a jar that contains several ounces of liquefied and putrefied viscera (i.e., intestines, ground-up organs, bile, etc.) The focus is expended when this spell is cast.


When the jar of viscera is thrown (and presumably breaks), the power of this spell greatly magnifies the ordinary stench that would be produced by the rotting gore. All foes within the area of effect must make a Save versus Poison or be incapacitated with retching. Moreover, the noxious vapors cause 1d4 hit points of damage per round to all foes (even if they are not incapacitated by the foul odor).


Constructs are immune to being damaged by this spell, although the putrid fog may interfere with their vision. Undead cannot be incapacitated by the stench but do take 2d4 damage per round (as Necromantic spells are more potent against Undead creatures).


This spell imparts additional damage for higher-level spellcasters.

  • Levels 1 to 4: The spell imparts either 1d4 or 2d4 damage.
  • Levels 5 to 9: The spell inflicts an additional 2 points of damage per round.
  • Levels 10 to 14: The spell inflicts an additional 4 points of damage per round. The swirling vapors can interfere with a Construct's visual sensors (-2 to Perception).
  • Levels 15 to 19: The spell inflicts an additional 6 points of damage per round. The swirling vapors can interfere with a Construct's visual sensors (-4 to Perception).
  • Levels 20 or higher: The spell inflicts an additional 8 points of damage per round. The swirling vapors can interfere with a Construct's visual sensors (-6 to Perception).



Changes from the printed (book) version: The damage and secondary effects are more streamlined.

Death's Veil1.5 | Grants the illusion of death for 1 turn/level.

Death's VeilDeath's Veil

Tier: 3
Casting Time: 1 segment
Area of Effect: 1// radius
Range: Centered on the Necromancer
Duration: 1 turn per level

Arcane Focus: A jar of grave dirt
B-M-S Cost: 1.5

Classification: Illusion


The Arcane Focus for this spell is a small jar of dirt that had been extracted from a freshly dug grave. The focus is not expended in the casting of this spell so long as the jar is not lost or broken. If the grave dirt is taken from the grave of someone who died after a long period of coma, the spell lasts an additional turn.

Sometimes the best way to cheat death is to pretend to be dead. This spell allows the Necromancer and his/her allies within a 1// radius (or touch) to take on the appearance of death. While the spell is in effect, the Necromancer (and allies) stop breathing and all of their vital functions cease. Their bodies immediately revert to room temperature and their skin becomes pale with death. Any unhealed wounds will stop bleeding.

In actuality, rather than causing death, this spell simply slows metabolic functions to such a slow rate as to be undetectable. Brain activity also slows greatly (but does not stop). A Changeling conducting Sense Presence (or any spell of similar effect) would have a possibility of detecting life, but such a check has a -4 penalty against success.

This spell comes in handy for surviving events such as a poison gas attack, lethal temperature extremes, air pressure that is too high or too low, and for convincing would-be attackers that their prey is already dead. Moreover, Undead and hostile spirits will detect the Necromancer (and allies) as dead. While the spell lasts for one turn per level, it can be ended prematurely by force of will.

An Undead Necromancer could use this spell with identical effect. For instance, a Necromancer that is an animated skeleton might appear to be a completely lifeless skeleton that one might find in a medical college.

Levels 1 to 4: The spell radius is 1//.
Levels 5 to 9: The spell radius is 2//.
Levels 10 to 14: The spell radius is 3//.Levels 15 to 19: The spell radius is 4//.Levels 20 or higher: The spell radius is 5//.
 

Changes from the printed (book) version: This spell now lasts turns per level instead of rounds per level.


Deceive Undead1.5 BMS | Necromancer & Allies gain the illusion of Undeath. 1 turn/level.

Deceive UndeadDeceive Undead

Tier: 3
Casting Time: 1 round
Area of Effect: 1 person per level
Range: Touch
Duration: 1 turn per level

Arcane Focus: A small amount of blood or bile extracted from a slain Undead
B-M-S Cost: 1.5

Classification: Illusion


This spell is a beefed-up version of Undead Appearance. Rather than affecting just one person, this spell can grant the illusion of Undeath to the Necromancer and his/her allies (1 person per level).


The Arcane Focus for this spell is an ounce of blood or bile extracted from a slain Undead creature. The focus is consumed in the casting of this spell (as the blood/bile is spread over the skin of the recipient.). However, the Necromancer may have a whole jug of this revolting liquid on hand and thus only need to occasionally replenish his/her supply.


When the spell is cast, the Necromancer spreads the focus material on the recipient's skin. The effect is that the recipient smells Undead and looks Undead. Whether the recipient can moan or shamble like an Undead is entirely dependent on the acting ability of the recipient. If the recipient has Acting as a skill, he/she gets a +1 to any kind of roll that the GM may require when determining if the disguised character truly blends in as an Undead monster.   


This spell also grants the recipient a +2 to Save versus Death Magic and a temporary 30% bonus to disease resistance. Since this spell is effectively an illusion, any character class capable of penetrating illusions might also see through this spell.


Special Rules for an Undead Necromancer

An Undead Necromancer doesn't need a spell in order to appear Undead. However, such a person may instead need to cast an illusion in order to appear alive. In this case, the arcane focus is blood from a living individual.


Changes from the printed (book) version: This spell has been rewritten to be a more advanced version of Undead Appearance.

Immobilize Undead1.5 | Paralyzes a small group of Undead for 1 round/level.

Immobilize UndeadImmobilize Undead

Tier: 3
Casting Time: 5 segments
Area of Effect: Undead within a 3// radius
Range: 10// line of sight
Duration: 1 round per level

Arcane Focus: A length of rope that had been used to bind an Undead that was later slain
B-M-S Cost: 1.5

Classification: Combat


The Arcane Focus for this spell is a piece of rope that had once been used to bind an Undead that was later slain. If the Undead monster in question was slain by the Necromancer personally, and if the monster had more hit dice than the Necromancer has levels, then the spell's duration is doubled. The Arcane Focus is not expended in the casting of this spell.


The power of this spell allows the Necromancer to temporarily paralyze up to one Undead monster per level of the Necromancer (so long as the monsters are also within the 3// radius of the spell's power). Ordinary Undead are automatically affected while sentient Undead can attempt a Save versus Area Effect for negation. While the power is in effect, paralyzed are still aware of their surroundings. Undead that are capable of speech can still talk (with effort and without a lot of volume.)


Like many Necromancer spells, Immobilize Undead increases in potency as the caster ascends in level.


  • Levels 1 to 4: The range is 10// and the area of effect is a 3// radius.
  • Levels 5 to 9: The range is 12// and the area of effect is a 3// radius.
  • Levels 10 to 14: The range is 14// and the area of effect is a 4// radius.
  • Levels 15 to 19: The range is 16// and the area of effect is a 4// radius.
  • Levels 20 and higher: The range is 18// and the area of effect is a 5// radius.






Invisibility to Undead4.0 BMS | High-grade cloaking agaisnt Undead. 1 turn/level.

Invisibility to UndeadInvisibility to Undead

Tier: 3
Casting Time: 1 round
Area of Effect: 1// radius
Range:  Centered on the Necromancer
Duration: 1 turn per level

Arcane Focus: A small amount of ocular fluid extracted from a slain Undead
B-M-S Cost: 4.0

Classification: Illusion


The Arcane Focus for this spell is hard to come by. It is the ocular fluid extracted from a slain Undead creature. As most Undead are skeletal or putrefied, the eyes are often the first to decay. Therefore, the ocular fluid must either be extracted from a freshly created Undead or a more powerful creature that is able to experience Undeath without decay (such as a vampire). Fortunately, the focus is not expended in the casting of this spell.

When a mere disguise against the Undead is insufficient (such as Death's Veil), the Necromancer can use this much more costly spell to completely vanish from the sight (or detection) from nearby Undead. For the Necromancer and any ally standing within a 1// radius, he/she is rendered invisible to Undead in the visible and infrared spectra, is undetectable by any life-sensing power the monsters may have and are undetectable by scent. Like many invisibility spells, the power ends prematurely upon any successful outbound attack.

Undead Necromancers can use this spell. They usually don't need to, however, since hostile Undead would give preference to attacking a biologically living ally.

This spell becomes more powerful as the Necromancer ascends in level.
    • Levels 1 to 4: The radius is 10'.
    • Levels 5 to 9: The radius is 15'.
    • Levels 10 to 14: The radius is 20'.
    • Levels 15 to 19: The radius is 25'.
    • Levels 20 and higher: The radius is 30'.
Changes from the printed (book) version: The area of effect is a set 1// radius; the spell now lasts one turn per level (as this is a "utility" spell). 
Raven Wings2.5 BMS | Assume a bird form for 1 turn/level.

Raven WingsRaven Wings

Tier: 3
Casting Time: 1 segment
Area of Effect: The Necromancer
Range: Internal to the Necromancer
Duration: 1 turn per level

Arcane Focus: A feather from a raven, buzzard, or other carrion bird that had recently fed upon the dead.
B-M-S Cost: 2.5

Classification: Conversion


The arcane focus is a feather harvested from a carrion bird (such as a raven or buzzard) that had recently fed upon the flesh of a humanoid body. The duration is doubled if the feather was harvested while the bird was feasting on a person that was in the process of dying (but not yet dead) and then died within a turn of harvesting. The focus is not expended in the casting of this spell.

The power of this spell allows the Necromancer to temporarily assume the form of the carrion bird associated with the harvested feather. The Necromancer gains the speed, attack methods, and eyesight of the bird-form. The Necromancer's hit points, BAtCh, and primary attributes do not change. Like many shape-changing spells, the Necromancer's clothing and immediate possessions become part of the new shape (and likewise inaccessible) while the spell is in effect. If the Necromancer is killed in bird-form, he/she reverts to normal form upon death.

The flight speed increases as the Necromancer increases in level.
Levels 1 to 4: The maximum flight speed is 30//.
Levels 5 to 9: The maximum flight speed is 36//.Levels 10 to 14: The maximum flight speed is 42//.Levels 15 to 19: The maximum flight speed is 48//.Levels 20 and higher: The maximum flight speed is 54//.

Changes from the printer (book) version: This spell has been rewritten as a shape-change spell that lasts one turn per level.

Major Life Drain2.0 BMS | Drains life-energy from a foe. Instantaneous.

Major Life Drain

Major Life Drain

Tier: 3
Casting Time: 7 segments
Area of Effect: 1 target
Range: 20// line of sight
Duration: Instantaneous

Arcane Focus: A vial of blood specifically drawn from a corpse's heart
B-M-S Cost: 2.0

Classification: Combat


This spell is a more powerful version of Minor Life Drain and uses the same focus. The Arcane Focus for this spell is a vial (at least one ounce) of blood that has been extracted from a corpse's heart. If the blood is somehow able to be extracted at the precise moment of death, the Major Life Drain spell will inflict an additional point of ordinary damage. The blood can be reused so long as the bottle isn't broken or opened.


This spell allows a Necromancer to siphon off the life-energy of a target in order to heal the Necromancer's own wounds. Life stolen translates into injuries healed at a 1:1 ratio. If the Necromancer is healed to full and there is excess damage not converted to healing, the "over-heal" will be bestowed upon the closest ally to the Necromancer whose hit points is below 100%.


Against living targets, Major Life Drain inflicts both ordinary damage and Death Magic damage (targets can attempt to Save versus Death Magic for negation). Against Undead targets, the spell does not inflict Death Magic damage but instead inflicts greater ordinary damage. Constructs (even Living Constructs) are immune to this spell.


Necromancer LevelLiving TargetsUndead Targets
1 to 41d12 (ordinary) + 2 (Death Magic). Attacks 1 target.1d8+1. Attacks 2 targets.
5 to 92d12 (ordinary) + 4 (Death Magic). Attacks 2 targets.2d8+2. Attacks 4 targets.
10 to 143d12 (ordinary) + 6 (Death Magic). Attacks 3 targets.3d8+3. Attacks 6 targets.
15 to 194d12 (ordinary) + 8 (Death Magic). Attacks 4 targets.4d8+4. Attacks 8 targets.
20+5d12 (ordinary) + 10 (Death Magic). Attacks 5 targets.5d8+5. Attacks 10 targets.


 As the chart above indicates, the Necromancer can also convert hit points from Undead for the purpose of healing. However, this process is less efficient because Undead are powered by energy from the Plane of Shadow and living beings are powered by energy from the Plane of Radiance.


Special Rules for Undead Necromancers

If the Necromancer is Undead, swap the columns for spell effects.

Changes from the printed (book) version: The scaling of damage has been reframed to be consistent with other spells. The spell also now scales higher against Undead targets.




Spell DecayScaled BMS | Cancels spells cast by others. Instantaneous.

Spell DecaySpell Decay

Tier: 3
Casting Time: 1 round
Area of Effect: 1 person, object, or spell
Range: 5// line of sight
Duration: Instantaneous

Arcane Focus: None
B-M-S Cost: 0.25 per Tier level

Classification: Utility (or possibly Combat or Spiritual Warfare)


Like the Mathematician's "Reverse Engineer" or the Priest's "Dispel Magic", this spell allows the Necromancer to cancel spells cast by others. When a Necromancer wishes to cancel another Necromancer's spell, one must simply match his/her Level + Willpower against the Level + Willpower of the Necromancer who invoked the effect to be dispelled (roll on the External link opens in new tab or windowUniversal Matrix).

The penalties for reversing spells case by other character classes are as follows:

Table: Penalties for Dispelling non-Necromancer Spells

Character Class

Penalty   Character Class Penalty
Barbarian -4   Protector -4
Cavalier -6   Ranger -7
Gunslinger -5   Shaman -1
Mathematician -2   Speaker for the Dead -1
Necromancer 0   Warrior -6
Paladin -6   Wishsinger -7
Priest -2   Other/Unknown/Innate -5

 Changes from the printed (book) version: The cost of the power is scaled to the Tier of the spell to be cancelled. The non-Necromancer penalty table has been added.

Wall of Teeth3.0 BMS | A defensive perimeter that bites back. 1 turn/level.

Wall of TeethWall of Teeth

Tier: 3
Casting Time: 4 segments
Area of Effect: 6// radius wall, 3' thick, 10' high
Range: Centered on the Necromancer
Duration: 1 turn per level

Arcane Focus: A handful of teeth extracted from a cadaver
B-M-S Cost: 3.0

Classification: Defense (and Combat)


The Arcane Focus for this spell is a handful of teeth harvested from a cadaver. Should these teeth be taken from a Protector (good luck in accomplishing this feat), the Wall of Bone is extended by 3// radius, 1' in thickness, and 5' in height. The focus is not expended in the casting of this spell.


Unlike most "perimeter shield" spells, the Wall of Teeth also has an offensive component. The standard Wall has 10 Structural Points and AC(3) while the enhanced version (using Protector teeth) has 15 Structural Points and AC(1). Aside from being a physical barrier, anyone coming into melee range (say, less than five feet) also has the chance of being bitten by grinding molars that suddenly jut out from the wall's outer surface. The damage inflicted depends on the type of creature:

  • Constructs: 2d6
  • Living creatures: 3d6
  • Undead monsters: 4d6

Of course, the Wall does not "attack" on any particular initiative. It is triggered solely by proximity. If nothing comes within 5' of the perimeter, the Wall will not attempt any aggressive action. The Wall's BAtCh value is the same as the Necromancer's. The Wall of Teeth can also be dismissed at any time by the Necromancer that cast the spell. 


The size of the wall increases as the Necromancer increases in level. At higher levels, the wall can be made wider (in radius), taller, or thicker. The Necromancer can choose in what dimensions that the wall can be expanded.


  • Levels 1 to 4: No additional expansion.
  • Levels 5 to 9: The Necromancer can allocate two points of expansion.
  • Levels 10 to 14: The Necromancer can allocate four points of expansion.
  • Levels 15 to 19: The Necromancer can allocate six points of expansion.
  • Levels 20 and higher: The Necromancer can allocate eight points of expansion.


Changes from the printed (book) version: The spell is more powerful but also costs more to cast. The base damage is 3d6 instead of 1d6 and the Wall has 10 Structural Points instead of only 3. The spell lasts turns per level instead of rounds per level.


 Things to Consider

  • Necromancers do not rely on Faith or Spiritual Points. They rely on Knowledge and Body-Mind-Spirit.

  • Necromancers and Gunslingers generally do not get along.

  • Most cultures revere scholars, but few revere Necromancers.

  • Necromancers are sometimes mistaken for Scaxathrom and Illuthiel clergy due to their penchant for desecration of the dead their practice of the Dark Arts.

  • A Necromancer may split-class and then choose to outwardly portray the secondary class as his/her true profession and then practice Necromancy in secret.

  • A Necromancer can attempt spellcasting without an Arcane Focus. The GM will determine the degree of casting penalty.

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