Necromancer Magic Spells

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Currently a dozen (thereabouts) new necromancy spells in this file, to supplement the horrible spells in Rifts® Africa. I think anyone that is interested in necromantic spells might also find the Fleshsculptortm spells on page 63 of Through the Glass Darkly interesting, though they aren't technically necromantic. Combining both would be interesting....



Animate and Control Dead: Greater

Level: 10
Range: 1000ft/line of vision.
Duration: 10 minutes per level.
Casting Time: One melee
Saving Throw: None
P.P.E.tm Cost: 50

The same principle as the normal spell, only it targets one single creature. A single large corpse (10-30ft, or more) can be animated. With this spell dragon, demon, fury beetle, and equally-sized beast corpses can be animated.

Bonesnap

Level: 5
Range: 30ft
Duration: Instant
Casting Time: One melee action
Damage: 1d4+2 hit points or 2d4+2 S.D.C.tm/M.D.C.tm
Saving Throw: Opponents are -2 to save.
P.P.E.tm Cost: 10

By casting this spell and snapping his fingers, a necromancer can cause immediate internal pain - a broken bone. If the save throw fails, the victim ends up with a broken bone and needs medical attention (or time to regenerate if that is an option). If it succeeds the victim takes half damage and the bone is not broken, but is still somewhat wounded. Use the Optional Damage Tables in step 2 of character creation to determine the penalties for wounded limbs and broken bones. This spell only affects dead and living organic life forms, not elementals, plants, or machines. Against insect-like beings, a crack can instead be made in the carapace of the creature. The necromancer can affect any limb or bone of choice.


Create Ghoul (ritual)

Level: 8
Range: Touch
Duration: Immortal, until destroyed.
Casting Time: Three hour ritual
Saving Throw: None
P.P.E.tm Cost: 50

Performing this necromantic ritual on a corpse not dead more than a week will bring it back to pseudo- life as a servant of a necromancer. It is a typical grave ghoul (pg. 185 of RCB1) and will act as such, but is totally subservient to its creator and will follow commands to the best of its ability and understanding (which can be limited). This ritual requires the drawing of a standard pentagram within a circle. The circle must be painted with freshly crushed insect (spider or scorpion is best, look here). The fresh body is laid in the circle, the words chanted, and the body rises as a grave ghoul. Ghouls are simple and useful sword fodder beasts for a necromancer to create.


Create Greater Animated Dead (ritual)

Level: 10
Range: Touch
Duration: Permanent
Casting Time: Six hours
Damage: None
Saving Throw: None
P.P.E.tm Cost: 250

The necromancer can give permanent unlife to an animated corpse, transforming it into a slightly more intelligent being and making it totally subservient to his will. As if an animated corpse would argue with you. The general statistics of the animated dead are: With animated dead, the necromancer also has the capacity to add different and additional limbs to the creature. As long as he is over level five, he can use his union with the dead and augmentation abilities to alter the corpse. He can also cast the Flesh Armor and Demon Spirit spells on the corpse to make it a more formidable opponent. This ritual can then be cast to finalize the changes to the corpse and bring it to unlife. The only requirement is that the necromancer have an adequate supply of body parts and magic energy (and in game terms, point totals and attribute totals). An economical death mage could (and probably would) take all these from a living creature via sacrifice.

The necromancer could also expend more magic energy (and possibly even a fraction of his life force) to give the animated dead more intelligence, greater strength, and other abilities. Mega- damagetm necromancers lose M.D.C.tm instead of S.D.C.tm - every 5 S.D.C.tm or fraction therof sacrificed in creation translates to 1 M.D.C.tm The possible augmentations are:

Attribute Increase: A +1 may be added to the P.S., P.E., P.S., or Spd. This requires 50 extra P.P.E.tm in casting the ritual, or permanently drains 1 S.D.C.tm point from the caster. Additional P.S. can increase damage according to the supernatural P.S. damage charts.

Supernatural Strength: The recipient creature gains supernatural strength. This costs 200 extra P.P.E.tm in casting the ritual, or permanently drains 5 S.D.C.tm points from the caster. A point of P.S. is also drained.

Regeneration: The creature can regenerate damage at the rate of 2d6 per hour (S.D.C.tm or M.D.C.tm) This costs 200 extra P.P.E.tm in casting the ritual, or permanently drains 5 S.D.C.tm points from the caster. A point of P.E. is also drained.

Intelligence: Add +1 to the creature's I.Q., +1 to the M.E. attribute, and the creature remembers one third of it's O.C.C. skills and half it's secondary skills at first level proficiency (O.C.C. bonuses allowed). Usually, these are physical skills, piloting skills, and weapon proficiencies. No spellcasting powers or psionics can be gained, and the creature is equal to a vampire for experience purposes. This costs 200 extra P.P.E.tm in casting the ritual, or permanently drains 5 S.D.C.tm points from the caster. A point of I.Q. or M.E. is also drained.

Natural Abilities: Any natural abilities that the creature had while alive (breath weapons, teleportation, nightvision, etc.) can be regained. The cost varies (GMs discretion), but usually costs 1 to 4 S.D.C.tm depending on the ability. 1 S.D.C.tm can be cancelled out for 100 extra P.P.E.tm in casting. Regeneration cannot be regained and must be acquired by the above method. Spellcasting and psionics can never be possessed by an animated dead being.

Quickness: A +1 can be added to a combat skill (strike, parry, dodge, entangle, maintain balance, initiative, or roll with punch/ fall/ impact) per extra 100 P.P.E.tm spent (or for 1 permanent S.D.C.tm) An extra attack can be added for an extra 250 P.P.E.tm (or 2 permanent S.D.C.tm)

Extra S.D.C.tm: An extra 10 S.D.C.tm (or M.D.C.tm) can be added to a corpse per extra 50 P.P.E.tm expended in the ceremony (or per 1 permanent S.D.C.tm sacrificed).

Save Throw Bonus: An extra 50 P.P.E.tm (or 1 permanent S.D.C.tm) can purchase a +1 on any save throw for the animated dead.


Create Necroplasm

Level: 2
Range: Touch or 3ft. Two pounds of living flesh can be turned into one pound of necroplasm.
Duration: Permanent, unless destroyed.
Casting Time: Five minutes
Damage Capacity: 5 S.D.C.tm per pound.
Saving Throw: None
P.P.E.tm Cost: 10 per pound

Necroplasm is flesh-like matter that is charged with necromantic energy. It will last forever, so long as it is kept in a cool and dark area. Fire does double damage to it and sunlight will destroy 1d4x10 S.D.C.tm per melee. When used to patch up a being it takes on the properties of that being - several pounds can be heaped onto an animated corpse, to automatically heal it when it gets damaged. Some powerful necromancers have been able to animate piles of necroplasm into a smelly but lethal pile of dead flesh.

On occasion, a necromantic being will get seriously harmed. Necroplasm can be used to replace missing body parts. It takes the form of the missing body part(s) within 15 seconds, completely replicating the function and damage capacity of the missing flesh - even the head and brain. The only drawback is that necroplasm that has molded and bonded to a host has a horrible smell and looks twice as bad. It is very unsightly and actually increases the horror factor by +1 (up to a H.F. of 18) for each 20% of the body that the necroplasm makes up. If done in pieces, an entire body could eventually be composed of necroplasm. Necroplasm can be smelled up to 100ft away, and three times that for someone with sensitive smell (+20% to track it too).

Necroplasm is good as 'emergency medical care' for necromantic beings. Even necromancers can use it to repair themselves, but doesn't mean all of them like to. Within 15 seconds it will bring a necromantic creature back up to full strength. One pound can restore 5 S.D.C.tm or 2 M.D.C.tm of missing flesh. If the animated corpse of a dragon takes damage equal to 90% of its damage capacity and is immersed in necroplasm (a dragon would probably need a lot of it) the dragon would be restored to 100% of its damage capacity within 15 seconds. No movement penalties, no new vulnerabilities, and no drawbacks other than the look and smell.

The only being that doesn't suffer from the cosmetic drawbacks of the necroplasm is the vampire. Within 24 hours vampire flesh will completely assimilate any necroplasm in a vampire's body, but the vampire will still stink for the duration.


Crucifixion

Created by Mike Baggs
Level: 14
Range: 60ft
Duration: One minute per level.
Casting Time: One melee
Damage: Special!
Saving Throw: Standard, -2 penalty.
P.P.E.tm Cost: 300

Crucifixion is a particularly cruel spell that literally pins a person to a wall of other solid object (crosses are acceptable) with 'nails' of magic force. The pain of this is excruciating, and it is impossible to pry oneself loose from the wall (it must be done by others or the cross must be dispelled). The nails will dig through mega- damagetm armor, but power armor and robots are affected as if the person had made a save against the spell.

Once the nails strike their target, the person suffers 1d6 (M.D.C.tm or S.D.C.tm, whichever is applicable) damage on the first round, 2d6 on the second round, and so on, increasing by 1d6 until the person takes 4d6 damage per round (after all, Crucifixions are meant to be a slow death). The only way to dispel the crucifixion is by casting Dispel Magic or Anti-Magic cloud. Survivors of the crucifixion will have obvious and permanent scars on their wrists and feet.

A successful save against the spell means that the person takes 1d6 damage, is knocked back against the wall or cross, and loses an attack. Three small, cold wrought iron nails are needed for this spell.


Demon Spirit

Level: 9
Range: Touch
Duration: 12 hours per level.
Casting Time: One minute.
Damage: None.
Saving Throw: None.
P.P.E.tm Cost: 40

Necromancers have long had an association with demons and other creatures of evil. An ancient legend says that a powerful and favored necromancer was given permission by a powerful demon to summon the souls of his warriors and place them into the bodies of the animated dead, zombies, and mummies. Once destroyed the bodies released the spirit of the demon, which returned to its homeland. Whether the legend is true or not, this spell exists and is known to some necromancers. Some necromancers are even reputed to know a few demons personally, and call them up from time to time to inhabit specific bodies for some mayhem by using the basics of this spell!

Casting this upon an animated dead, zombie, or mummy, the recipient creature will gain a stronger sense of self, better combat ability, and some rudimentary skills. The creature gains an I.Q. of 6 (or +2 to I.Q.), can speak basic sentences (magically), +2 attacks per melee, +1 on initiative, +2 to strike, +1 to parry and dodge, automatic parry, +2 on all save throws, impervious to possession, Swimming 60%, Tracking 40%, Prowl 35%, and one W.P. for an ancient weapon (necromancer's option). If the target creature wasn't already animate (via another spell), this spell makes it so.


Drain

Level: 3
Range: 10ft per level of experience.
Duration: Instant
Casting Time: One melee action
Damage: 3 hit points/ S.D.C.tm or 2 M.D.C.tm per level of experience.
Saving Throw: Standard
P.P.E.tm Cost: 7 The Drain spell is a specialized version of the Siphon spell, and geared toward a combat usage. When successful, it drains an appropriate (and constant) amount of life energy from the victim and bestows it upon the death mage! One cannot increase the hit point, S.D.C.tm, and M.D.C.tm totals beyond the normal limits.

Each 3 hit points/ S.D.C.tm drained recovers one hit point/ S.D.C.tm point for the mortal necromancer (none for the mega- damagetm one)! Every 2 M.D.C.tm points recovers 3 hit points or 5 S.D.C.tm for mortals, but only 1 M.D.C.tm for supernatural beings.

Beings with a high mental endurance (M.E. of 20 or better) or a high Chi level (20 or more positive Chi), as well as beings of light and life, get a +3 bonus to save vs this spell. This spell is completely useless against the animated dead, undead, and all manner of necromantic or death- oriented creatures to include dybbuks and ghouls - no life draining takes place.


Eviscerate

Level: 7
Range: Self, affects others by touch.
Duration: One minute per level.
Casting Time: Two melee attacks.
Damage: 1d4 hit points (or 2d4 S.D.C.tm or M.D.C.tm) per level.
Saving Throw: Standard. Supernatural creatures, M.D.C.tm beings, and anyone with a hardened molecular structure gets a +2 bonus.
P.P.E.tm Cost: 35

This grisly spell allows a necromancer to actually penetrate skin and bone with his bare hands to damage the internal organs of a victim. On a natural 20, he does triple damage and he hits an essential organ (lungs, heart, brain, etc.) On prone victims (like those restrained for sacrifice) he can remove an organ on a strike roll of 15 or better, possibly killing the victim (-25% to save vs death). Use the standard hand to hand combat strike bonuses. The attack can be parried as normal, and even if the parry fails the victim still gets a save throw. If the save succeeds the victim takes only half damage, but takes full damage if it fails. This spell will not penetrate environmental armor, power armor, robot vehicles, or anything metallic or ceramic - only biological material, dead or living. If the victim is sent into a coma from the attacks, he is -20% to save vs death (maybe even more) due to the internal damage.


Flesh Armor

Level: 6
Range: Touch
Duration: 12 hours per level.
Casting Time: One melee.
Damage: None.
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 12

This is a spell useful in building armies of undead creatures. The necromancer can transform the flesh (whatever remains) of his animated dead into a stronger substance. The recipients gain +5 M.D.C.tm (or +10 S.D.C.tm) per level of the necromancer. They take no damage from puncture attacks (bullets, spears, swords, etc.) and half damage from blunt attacks (hammers, punches, staves, etc.) Magic weapons do full normal damage, as does fire. This spell is also effective on vampires, ghouls, and all manner of undead and animated dead. It is useless on living creatures. This spell also provides no protection or resitance to compounds that the necromantic being is normally vulnerable to.

If necroplasm is utilized, the damage capacity bonus can be doubled. When the spell ends, the necroplasm used in the spell will fall off and crumble into dust.


Heal the Dead

Level: 5
Range: Touch or 3ft distance.
Duration: Instant
Casting Time: One melee action
Damage: None
Saving Throw: None
P.P.E.tm Cost: 8

This spell is one of the few curative magics possessed by necromancers. It is only effective on ghouls, zombies, mummies, animated dead, and undead. Each invocation will restore 4d6 S.D.C.tm or 2d6 hit points/ M.D.C.tm to a creature of death.


Interrogate the Dead (ritual)

Level: 8
Range: Touch
Duration: Five minutes per level.
Casting Time: Thirty minutes
Damage: Special!
Saving Throw: Save vs insanity, plus cumulative penalties.
P.P.E.tm Cost: 30

Even in death, the soul cannot escape pain. If the soul has answers to the questions of the necromancer then this ritual is the key. The necromancer must have in his possession the corpse that once housed the soul in question. During the interrogation, he must slowly dismember the corpse. Were the body alive, the pain would be inconceivable - but since the body is dead, the pain instead affects the soul.

Every melee the necromancer may ask one question. The soul must make a save throw vs insanity. Failure to save means the soul caves in and answers the question. Three failures in a row means the soul acquires a -1 to save vs insanity for the duration of the interrogation. Note that this ritual need not be used strictly for interrogation - some truly evil necromancers just use it for fun.


Preserve Flesh

Level: 1
Range: Touch
Duration: 24 hours per level
Casting Time: One minute
Saving Throw: None
P.P.E.tm Cost: 3

For the duration of the spell, 50 pounds of dead or dismembered flesh can be protected. It will not rot, spoil, be targeted by parasites, mold, or bacteria, and will not even lose color. In fact, while under the spell's influence, the flesh does not change at all (unless hit with a broadsword or something). If a particular healing magic can only restore limbs that have been removed within six hours, then casting this can really help. Say a soldier's arm is hacked off and this spell is cast (third level strength) on the limb an hour from when it happens. The soldier has three days and five hours to have the healing magic performed that can restore his arm. The three days don't really count, so to speak.


Siphon: Simple

Level: 6
Range: 30ft
Duration: Instant
Casting Time: Two melee actions
Damage: 1d6 hit points, 3d6 S.D.C.tm, or 2d6 M.D.C.tm, depending on the creature.
Saving Throw: Opponents are -1 to save.
P.P.E.tm Cost: 12

The use of this spell allows a necromancer to steal a fraction of another living creature's life force, weakening the creature and strengthening the death mage. The mage can take M.D.C.tm from a supernatural creature, but he only recovers 1d6 hit points and 3d6 S.D.C.tm if he does not possess M.D.C.tm Supernatural creatures that practice necromancy only gain 2d6 M.D.C.tm by draining 1d6 hit points or 3d6 S.D.C.tm Whatever is lost by the victim is gained by the necromancer. Undead and animated dead are not affected by this spell. The victimized creature is also -2 to strike, parry, and dodge and -10% on skill performance for two melees (weakened and disoriented).


Siphon: Superior (ritual)

Level: 12
Range: Touch
Duration: Permanent
Casting Time: One hour
Damage: Special
Saving Throw: Standard
P.P.E.tm Cost: 200

Like the simple spell of the same name, this spell allows a necromancer to steal the life force of another living creature and add it to his own. The difference here is that the specific type of loss can be varied by the death mage and the loss is permanent. With each execution of the ritual, the necromancer can take one of the following: It is not possible for the necromancer to take points away from a being that has none (you can't get M.D.C.tm from an S.D.C.tm being or I.S.P.tm from a non-psychic). It is also impossible for a necromancer to drain more than 50% of a point total from a living creature. However, he can drain 50% of several different point totals from one being. A living creature can be used multiple times to transfer up to half its overall power to the death mage. The victimized creature is also -4 to strike, parry, and dodge, loses one attack, and is -25% on skill performance for 1d4+1 days afterward (weakened and disoriented).


Shard Spray

Level: 4
Range: 60ft
Duration: Instant
Casting Time: One melee action
Damage: 2d4x10 S.D.C.tm, +20 more in a Nightbanetm environment, or 4d4 M.D.C.tm in Rifts® (in Rifts® the damage can be varied as S.D.C.tm or M.D.C.tm)
Saving Throw: Dodge
P.P.E.tm Cost: 7

This spell requires a medium bone or handful of small bones (like from a hand) as a physical component. The necromancer utters the words of the spell, crushes the bones in his hand, and throws them at a target. The fragments splinter even more and impale the target! The death mage gets a +5 bonus to strike with the shards. Damage is doubled near a ley line, and tripled when near a nexus. Damage is also doubled if the bone of a supernatural creature is used (dragon, unicorn, sowki, demon, etc.)


Stop Healing (curse)

Level: 9
Range: Touch or 20ft
Duration: 24 hours per level.
Casting Time: Two melee actions
Damage: None
Saving Throw: Standard. Creatures with regeneration or supernatural creatures gain a +1 bonus to save, greater supernatural beings get a +2 bonus, and gods have a +4 bonus.
P.P.E.tm Cost: 45

The death mage uses his dark magic to prevent the healing of another being. Once affected, a victim cannot heal hit points naturally at all. Regeneration is completely negated and will not function for the duration of the spell. Magic and psionic healing is one third as effective. A Remove Curse spell is the only cure, while Negate Magic has a 25% chance of success.


Vampire Regeneration

Level: 8
Range: Self only.
Duration: One minute per level
Casting Time: One melee
Damage: None
Saving Throw: None
P.P.E.tm Cost: 30

This useful spell will supply the necromancer with a magical simulation of the vampire's extraordinary regeneration ability. While not as powerful as the real thing, it is a good approximation. The necromancer will recover 1d4 hit points, S.D.C.tm, or M.D.C.tm per melee round in a common environment, but 2d4 in a magic rich environment (such as Rifts® earth). The necromancer can also survive up to -10 hit points or M.D.C.tm below zero and gains a +10% bonus to save vs coma/death for the duration of the magic.