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.
- All physical attributes are at the maximum possible for that
creature (if the P.S. of the creature is 2d6+12, the undead beast's
P.S. will be 24). Damage is as per supernatural strength and natural
(or held) weapons.
- The creature will have three melee attacks, plus one more if the
creature is naturally fast or combative (a dragon, for example).
- The beast is reliant on bonuses from attributes - no special race
bonuses may be added to undead beings.
- S.D.C.tm and/or M.D.C.tm
is 50% that of the maximun normal (of the creature has 1d4x1000 M.D.C.tm,
then the undead version would have 2000 M.D.C.tm)
Bullets (including rail gun slugs) do no damage. Fire does double damage.
- The creature will be intelligent enough to follow basic commands (stay,
kill, defend, guard, etc.) and can use simple weapons like swords and
clubs. It also does not need to be in the caster's vision to remain
animated, only when the initial animation takes place.
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:
- I.Q. 7, P.S. 15, and Spd. 10.
- Two attacks per melee, +1 to parry and dodge, guns can be used at
a -6 to strike penalty.
- 2d4 S.D.C.tm damage per strike.
- 60 S.D.C.tm for a small corpse,
90 S.D.C.tm for human sized, and
150 S.D.C.tm for giant size corpses.
- For giant animals and humanoids, double their speed and S.D.C.tm
and add one melee attack.
- Bullets and stabbing weapons do one-third damage, blunt attacks do
normal damage, and fire does double damage.
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:
- 10% of the hit point base (round down).
- 10% of the S.D.C.tm base (round down).
- 5% of the M.D.C.tm base (round down).
- 5% of the P.P.E.tm base (round down).
- 5% of the I.S.P.tm base (round down).
- One point of P.S.
- One point of P.E.
- One point of P.P.
- Two points of Spd.
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.