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Special note on spells, if someone has a spell they would like added, please inform the FL and he will work on adding it, anyone interested on helping in the creation of new spells, again, inform the FL.
A Necromancer receives the Mage Class spells as well as the following spells. WARNING! : All necromantic spell components must be gathered. Bodies of the dead or skulls will be a highly prized item and can not be just said to be found. If a tomb is robbed and there is a known necromancer, they will be the first one looked upon. There is a black market to get such items but they must be paid for, a purchase must be arranged with the FL for such items.
Level 1 spells
Sense Spirit: SD Required: Area of effect: 10 yards: +5 for every 3rd level: Tells the caster if there are any ghosts, spirits, undead, or other supernatural creatures within the area of effect. On an OS it will give a general impression as to what type of creature it might be.
Level 2 Spells
Summon Spirit: SD Required: SC to resist at 10/5 if it was a friend: Duration 5 minutes: Lets the caster talk to the spirit of someone who has died. If the spell succeeds, the spirit will answer one question to the best of their knowledge. On a CF or TF, a malevolent spirit will appear and attack the party instantly. Other modifiers: negative to SD for all: -5 if the full name is not known, -5 if it has been more than 1 week since the time of death, -10 if more than a month, -15 if more than a year, -20 if more than 10 years and -25 if more than 50 and -30 if more than 500
Level 3 spells
Vampiric touch: SD Required: Lets the caster steal DP from the target, and gives it to the caster. The caster must touch the target in order to leech from them. Amount drained from the target is equal to the SD roll. IE 45 would be 5 DP leached from the target.
Level 4 spells
Summon Shade: SD Required: SC to resist at 10/5 at level 8: This allows the caster to summon a Shade or spirit to help fight for them. The Shade has SD35 and DP20, however the shade can only be struck by magical weapons or spells. The shade will last for one day until night fall, or if summoned after night fall, it will last until day break.
Level 5 spells
Bone armor: Auto Spell: This spell calls fourth a whirling mass of bone to fly about the necromancer. This form helps to protect him from damage at 5dp per every 5 levels. This is such a taxing spell that it can only be cast once per combat.
Level 6 spells
Spirit Shield: SD Required: This is a powerful spell that helps to protect the necromancer from magical attacks by summoning a spirit to act as a shield. The strength of the protecting spirit is determined as follows. 1-4/ 10 DP 5/20 DP 6/ 30 DP. Every time that this spell is cast, roll a 1D6, on any roll but a 6 the spell works, but on a roll of 6, you have angered the spirits and they attack you instantly, doing 10 DP of damage.
Level 7 spells
Revive: SD Required: SC at 5 to resist: The subject of this spell must be a relatively complete dead body. The type of body determines the result: A fresh body produces a zombie, a skeleton produces a skeleton and an very old, dried up body produces a mummy. This will act as a servant for the caster. They can be loosed and another raised, but until higher levels, only one of any class can be controlled by the caster. The others will turn and attack the caster.
Zombies will have the same stats as what they were before they were raised at level 1 doing normal damage +1.
Skeletons will have the same stats as what they were before raised at level 1. Cutting and Piercing weapons will do only 1/2 damage.
Mummies will have the same stats as what they were before raised at level 2. Fire consumes them quickly, destroying them in 2 rounds.
At level level 11 ~ 2 revived, at level 13 ~ 3, at level 15 ~ 4.
Level 8 spells
Control Revived: SC Required: SC to resist at 5: Special: This spell lets you take control of another caster's revived, allowing that you are not at your limit of revived already. If the caster is nearby it gains a +2 to its resist. If the caster is dead or has released the undead, the resist is at -2.
Level 9 Spells
Pestilence: SD Required: SC to Resist: Infects the target with a loathsome plague (GMs choice). SD will be at -10 for the target and the plague will run it's normal course from there on out.
Level 10 spells
Animation: SD Required: SC to resist at 5: Duration 10 Minutes/Special: Lets the caster summon a spirit to animate an existing statue, painting, or other item. The object that it is to animate, must be human or animal shaped. The abilities and attributes will depend on the body, this is entirely up to the GM, IE: a painting could talk but could not move around, etc. 2 SP per round to maintain this spell.
Level 11 spells
None at the moment.
Level 12 spells
Age: SD Required: SC To Resist: Makes the target older! 1 levels worth of DP for the target will be lost, permanently.
Level 13 spells
None at the moment.
Level 14 spells
Steal Youth: SD Required: Touch Required: SC to Resist: Lets the caster take another's youth. For every round, 1 year is taken from the age of the caster and two are added to the target. What this translates to in game terms are that one levels worth of DP of the target is given to the caster, two levels worth of DP are taken from the target, permanently. On a CF or TF, the caster LOOSES 1 year of life instead of gaining it. This spell can be maintained, if the caster can stay in touch with the target, drawing the same amount of SP each round.
Level 15 spells
Banish: SD Required/Special: SC Special: Will send any demon back to its origin. To succeed, the caster must win a contest of wills against the demon. If the SD is made, the caster has another chance to better the roll. The demon also rolls against SD. The one with the greater difference in SD, wins. If the demon wins, nothing happens, but if the caster wins, the demon is instantly banished, taking with it any and all items that it brought with it but leaving anything that it may have picked up or be holding that is from this plane of existence. IE: A screaming victim.