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While not being intrinsically evil, Necromancers draw all their power from the Void – a plane embodying the essence of decay, corruption and death – and so are not well regarded. Clerics and Shamans in particular generally dislike Necromancers as they feel that Necromancers pervert the “true” way that life should go, especially when Necromancers summon undead minions. While necromancy can be learned for the best of purposes, prolonged exposure to the void does tend to corrupt even the best-intentioned Necromancer, which doesn’t help the general opinion of these spell casters. Their magic breaks a few taboos – such as the undead they become able to summon – but it does grant great power over all things death-related, and brings knowledge of the grave, allowing skilled Necromancers to control both body and soul.
By the Void...
Level 1
Detect Undead
By sensing the flow of the Void around them the Necromancer becomes
aware of all undead within a 30 foot radius of themselves. All Undead within
the area must answer with an OOC call (eg “ping”, "yes", "over here" etc).
| Range |
Duration |
Target |
Save
|
| 30 feet |
Instant |
All Undead in range |
No
|
Expose Grave
This spell reveals one grave to the caster within 30 foot, and brings the corpse within it to the surface, granting the Necromancer a corpse for his magics.
| Range |
Duration |
Target |
Save
|
| 30 feet |
Instant |
Corpse |
No
|
Freezing Touch
By casting this spell, the Necromancer sends the icy chill of the Void into the touched location of an individual, paralysing the location for 10 minutes, should the individual fail a save. If the location so touched is the head or torso, then the individual is fully paralysed, but only for 2 minutes. The paralysed person is still aware of their surroundings.
| Range |
Duration |
Target |
Save
|
| Touch |
2 minutes / 10 minutes |
Individual |
Yes
|
Raise Undead
This spell allows the Necromancer to turn a touched corpse into a non-intelligent Zombie, which has endurance rank 2, no skills or combat abilities, cannot speak and is slow-moving. The Zombie can only follow basic commands.
| Range |
Duration |
Target |
Save
|
| Touch |
1 hour |
Corpse |
No
|
Level 2
Dark Bolt
With this spell the Necromancer may hurl a piece of the Void at an individual within 30 foot, causing 1 point of enchanted cold damage to a named location.
| Range |
Duration |
Target |
Save
|
| 30 feet |
Instant |
Individual |
No
|
Darkness
This spell summons the darkness within the Void to come and surround the caster (30 foot radius). Only magical light is effective within this area, otherwise all are blind to what is going on around them, however the darkness does not affect the caster. This spell may be cast on the caster, and so the area follows them around, or on an area of ground, in which case the darkness is stationary.
| Range |
Duration |
Target |
Save
|
| 30 feet (radius) |
15 minutes |
Area |
No
|
Deathly Silence
Similar to Darkness, this spell calls the silence of the grave to surround the caster (or the area of ground it is cast upon) for a radius of 30 foot. This effectively stops all sound carrying within the area, preventing characters from talking to one another. However, spells may still be cast and damage called OOC.
| Range |
Duration |
Target |
Save
|
| 30 feet |
15 minutes |
Area |
No
|
Death Mask
Restores a semblance (ie look, smell and touch) of life to a touched corpse permanently. May also be cast by a Lich upon themselves, so they no longer look dead.
| Range |
Duration |
Target |
Save
|
| Touch |
until dispelled |
Individual - corpse or Undead |
No
|
Level 3
Rigor Mortis
With this spell the Necromancer forces the touched individual, should they fail a save, to undergo the experience of rigor mortis that a corpse goes through. This effectively paralyses the target for an hour. While under paralysation the target has a fixed rictus grin on their face, and suffers extreme pain as all of their muscles contract.
| Range |
Duration |
Target |
Save
|
| Touch |
1 hour |
Individual |
Yes
|
Shatter Limb
When this spell is cast, the Necromancer opens up a channel between the Void and the marrow of the bone within the specified limb within 30 feet. If the target fails a save this causes an advanced state of decay within the bone, making it shatter. This causes extreme pain in the owner of the limb, and the limb is now effectively useless. OOC: the limb is reduced to zero hit points.
| Range |
Duration |
Target |
Save
|
| 30 feet |
Instant |
Individual (limb) |
Yes
|
Summon Skeletal Warrior
This spell summons forth a guardian of the Void to do the caster’s bidding for 15 minutes. It takes the form of a skeleton, and has the following abilities:
- Endurance Rank III
- Weapons use II
- Takes half damage from sharp weapons.
| Range |
Duration |
Target |
Save
|
| n/a |
15 minutes |
n/a |
No
|
Void Touch
The Necromancer can call forth small channels from the Void to their hands with this spell, resulting in the caster’s hands do double enchanted cold to whoever/whatever they touch for the next 15 minutes.
| Range |
Duration |
Target |
Save
|
| Touch |
15 Minutes |
Self |
No
|
Level 4
Grave Secrets
By using this spell upon a corpse the Necromancer restores a degree of its former living intelligence to the corpse, allowing the Necromancer to ask it three questions, which the corpse answers to the best of it’s knowledge. The questions are said in whispers between the corpse and the Necromancer; no-one else can hear what passes between them
| Range |
Duration |
Target |
Save
|
| Touch |
Varies |
Individual (corpse) |
No
|
Summon Ghoul
This spell summons the negative life force which is embodied in a Ghoul to appear and do the casters bidding 1 hour. The Ghoul has the following abilities:
- Endurance Rank III
- Vulnerable only to silver or enchanted damage
- Causes full body Paralyses on touch, with a save between A and E
| Range |
Duration |
Target |
Save
|
| n/a |
1 hour |
n/a |
No
|
Terror
With this spell the Necromancer may manifest the power of the Void around him, creating a hideous visage for 15 minutes, causing any who see him to flee in abject terror.
| Range |
Duration |
Target |
Save
|
| Line of Sight |
15 minutes |
All in range |
No
|
Void Blade
This spell creates a link between the Void and a weapon, causing it to do double enchanted cold damage for fifteen minutes or one combat.
| Range |
Duration |
Target |
Save
|
| Touch |
15 Minutes |
Weapon |
No
|
Level 5
Banshee Howl
This spell allows the Necromancer to channel the screams of the souls trapped into the Void into their own voice. Anyone who hears the resulting howl suffers a point of damage to every location, unless they pass a save. This includes the Necromancer.
| Range |
Duration |
Target |
Save
|
| Varies |
Instant |
All within hearing range |
Yes
|
Raise Ju-Ju Zombie
The Necromancer may cause a touched corpse to become magically animated with this spell for 1 hour. This zombie is as fast as the living, and is capable of following complicated orders from the Necromancer. The Ju-Ju Zombie has the following abilities:
- Endurance rank IV
- Weapons use II
- Vulnerable only to silver or enchanted damage
| Range |
Duration |
Target |
Save
|
| n/a |
1 hour |
n/a |
No
|
Tomb Rot
With this the Necromancer can infect, with a touch, an individual with a rotting that is normally only found in long-dead corpses. Should the individual fail a save, they suffer one point of damage to each location every hour until they manage to cure themselves.
| Range |
Duration |
Target |
Save
|
| Touch |
Until cured |
Individual |
Yes
|
Void Bolt
A more powerful version of Dark Bolt, this spell allows the Necromancer to hurl a missile of pure darkness at an individual’s location, which corrupts and taints the target’s flesh. The Individual takes 4 points of enchanted through damage to that location, should they fail a save.
| Range |
Duration |
Target |
Save
|
| 30 feet |
Instant |
Individual |
Yes
|
Level 6
Cheat Fate
By using the corrupting energies of the Void, this spell twists the lifeline of the Necromancer with that of their touched opponent. All spells, effects and damage caused by that individual on the Necromancer are reflected back onto them for the duration of the combat, should they fail a save. The Necromancer may still attack them without being affected by this spell.
| Range |
Duration |
Target |
Save
|
| Touch |
15 minutes / 1 combat |
Individual |
Yes
|
Ethereal
By partially slipping into the Void, the Necromancer causes themselves, and any items that they are wearing, to become ethereal upon the casting of this spell. This allows the Necromancer to pass through material objects, such as walls and doors. The Necromancer is only affected by enchanted damage, but they are unable to effect the material world around them. The Necromancer may also cast this spell upon touched objects.
| Range |
Duration |
Target |
Save
|
| Touch |
1 hour |
Self / Item |
No
|
Summon Wraith
Upon the casting of this spell the shadowy figure of a Wraith is called from the Void to do the Necromancer’s bidding for 15 minutes. A Wraith has the following abilities:
- Endurance Rank V
- Vulnerable only to enchanted damage
- To remove an Endurance Rank on touch or to cause double enchanted through damage
| Range |
Duration |
Target |
Save
|
| n/a |
15 minutes |
n/a |
No
|
Void Passage
This is the Necromancer’s means of travelling. Upon casting this spell they call up a portal to wherever they wish to go, range unlimited. The portal passes through the Void to get to where it is going, and so the Necromancer may use it to pass to the Void as well as to travel to another place on the material plane. It may also be used to come out of the Void. Should the Necromancer wish to take companions with them, they must expend an extra 4 spell points for every passenger, but the range is then limited to 100 feet (or to the void, or out of it). A corpse (one that is past it’s 10 minute count) counts as an object and costs no extra spell points, however a body that is not past its 10 minute count is effectively a passenger.
| Range |
Duration |
Target |
Save
|
| Varies |
Instant |
Self |
No
|
Level 7
Corrupt
This spell allows the Necromancer to corrupt the nature of the touched individual, making them debased and evil if they fail a save. The nature of this evil depends upon the nature and personality of the individual, and must be role-played. If a substance or item is touched, it becomes perverted and useless. Water becomes poisonous, metal corrodes to the point of uselessness, organic matter (including corpses) rots and coins become worthless. The quantity of material which is affected is 30 feet cubed. Powerful cleansing rites may remove this malignity, with ref discretion.
| Range |
Duration |
Target |
Save
|
| Touch |
Instant |
Individual / Area |
Yes
|
Drain
A more powerful version of Void Touch, this spell causes the Necromancer’s hands to become truly terrible weapons of destruction. The caster can inflict double enchanted damage with each hand, and will drain an endurance rank with each hit. The Necromancer takes 3 points of magical healing with each blow (unfortunately, being magical this healing does not affect Sebyth Necromancers.)
| Range |
Duration |
Target |
Save
|
| Touch |
15 Minutes |
Self |
No
|
Undeath
This is possibly the ultimate power of the Necromancer. When cast upon themselves they turn themselves into a Lich, the most powerful form of Undead. It represents the Necromancer’s simultaneous avoidance and embrace of death as they become Undead, but in so doing will never die of natural causes.
As a Lich, the Necromancer can learn new abilities far beyond those of mortals.
The Necromancer may also cast this upon one of their undead minions, creating a Demi-Lich which is under their control. If they so choose, they may grant this immortality to another by casting this spell on them, and in so doing the individual it is cast upon becomes a Demi-Lich under the Necromancer’s control.
| Range |
Duration |
Target |
Save
|
| Touch |
Instant |
Individual |
Yes
|
Vengeance
This powerful curse summons forth from the Void a ghost that has a strong desire for vengeance against the individual who is being cursed. The exact nature of the ghost depends on how the curse is role-played and how the summoning is phrased. The ghost will hunt down the target unerringly and without rest. If the ghost manages to touch it’s prey, the individual must pass a save (A to T). If this save is failed then the ghost will cast the soul of the individual into the Void (where it may be rescued) and take control of the vacant body. It will have all the skills that the ghost possessed in life, but all the limitations of the body. While the ghost is tracking the target it has the following abilities:
- Endurance Rank XX
- Immunity to all normal damage
- Enchanted (single) with its hands
- Will only attack it's designated target, but will defend itself from others who attack it
| Range |
Duration |
Target |
Save
|
| n/a |
Permanent |
Individual |
Yes
|