Contents
Previously: The History of Necromancy
Selected Spells:
Next: The History of Evocation
Previously: The History of Necromancy
The Subschools of Necromancy: Animation,
Destruction, Healing, Spiritualism.
Animation: Called the blood path among many practitioners of
necromancy, this subschool is what most modern sensibilities associate most
clearly with the entire tradition; the raising of corpses and manipulation of
the undead state. While it does little to settle most people’s sensibilities on
the subject, it is worth noting that the vast majority of animation spells do
not manipulate spirits or souls in any way, restricting itself to the
application of energy to tissue in order to achieve its effects.
Destruction: Sometimes referred to as necromantic battle magic,
necromancers refer to schools in this subschool as the blood path. It
represents the direct application of negative, and very rarely positive, energy
to a subject to achieve a direct effect. The results are such spells as Disrupt
Undead, Chilling Touch, Vampiric Touch, Finger of Death, Power Word Kill.
Healing: The use of positive
energy, generally to heal creatures or even bring them back to life. These
include any spell with the word heal or healing, cure spells, False Life, Regenerate,
and Resurrection.
Spiritualism: Referred to as the ash path or ectomancy, these
spells manipulate the spirit or soul through the application of necromantic energy.
Some of the most representative spells are those such as Soul Jar and
Reincarnate, though a number of the more horrifying ways to raise the dead
arise from this subschool.
Exterminate
Necromancy
cantrip (destruction)
Casting Time: 1 action
Range: 10 ft
Components: V, S, M (a pinch of
lavender and dried garlic)
Duration: Instantaneous
In the hands
of a novice spellcaster, this spell instantaneously snuffs out the life forces
of such normal pests as flies, mice, beetles, rats, spiders, and the like. This
effect deals 2 necrotic damage to all creatures in a 5’ cube. Against a swarm
of tiny creatures it is far more devastating, dealing 2d8 necrotic damage. A
successful intelligence save halves this damage.
The spell’s
damage increases by 2 (to single creatures) or 2d8 (to swarms) when you reach
5th level (4 or 4d8), 11th level (6 or 6d8), and 17th level (8 or 8d8).
Primary Animation
Necromancy
cantrip (animation)
Casting Time: 1 action
Range: 10 ft
Components: V, S, M (a drop of blood)
Duration: 1 minute
You suffer 1
hp of necrotic damage as the spell imbues the bones or corpse of a tiny beast
with a bit of your own life force, animating it as a skeleton (from bones) or
zombie (from a corpse). The DM will provide the creature's game statistics.
You can
command this creature as if it were created with the Animate Dead spell.
At the end
of this spell the animation fails and the creature reverts to its lifeless
state.
Animate Creature
1st level
necromancy (animation)
Casting Time: 1 minute
Range: 10 ft
Components: V, S, M (a drop of blood)
Duration: Instantaneous
Your spell
imbues the bones or corpse of a tiny beast with a foul mimicry of life, raising
it as a skeleton (from bones) or zombie (from a corpse). The DM will provide
the creature's game statistics.
You can
command this creature as if it were created with the Animate Dead spell.
The creature
remains under your control for 24 hours, after which it stops obeying any
commands you've given it. To maintain control of the creature for another 24
hours you must cast this spell on the creature again before the current 24-hour
period ends. This use of the spell reasserts your control over up to four
creatures you have animated with this spell, rather than animating a new one.
At Higher
Levels. When you cast this spell using a spell slot of 2nd level or higher, you
animate or reassert control over two additional undead creatures for each slot
level above 1st. Each of the creatures must come from a different corpse or
piles of bones.
Skulltrap
1st level necromancy (destruction)
Casting time: 10 minutes (ritual)
Range: Touch
Components: V, S, M (a pinch of dust
from the physical remains of a free-willed undead being)
Duration: Concentration, up to 1 hour
This ward
may be placed on any non-living skull, including the skull of an undead
skeleton. The spell remains dormant until the skull is touched by living matter
or is struck and damaged by non-living matter. Gloves or any other thin
materials used to cover the flesh of a living being are not enough to prevent
the trap from being discharged, while being struck by a weapon in combat or falling
to the floor will also discharge it. This simple warding does not discriminate;
it can just as easily be triggered by the wizard who cast the spell as by a
curious rat brushing up against it.
When the
spell discharges the skull violently explodes in a blast of energy drawn from
the negative energy plane.
The burst
does 2d6 necrotic damage to all living creatures within 10' of the skull,
though a Constitution save will negate this damage.
At
Higher Levels. When you cast this spell using a spell slot of 2nd level
or higher the damage increases by 2d6 for each slot level above 1st.
Corpse Link
2nd level Necromancy
(animation)
Casting time: 1 Action
Range: 60 feet
Components: V, S, M (the appropriate
sensory organ of an animal or monster noted for its keen senses, such as the
eyes of a hawk, ear of a rabbit, snout of a pig, etc)
Duration: Concentration, up to 1 hour
With this
spell, you establish a sensory link between yourself and a corpse or freshly
animated zombie of a humanoid within range. This link allows the caster to
gather sensory information from the vicinity of the cadaver or undead
being. The spell conveniently masks
unpleasant sensations emanating from the cadaver itself (such as the putrefying
stench of the cadaver or taste of rotting flesh) so that subtle variations can
easily be detected.
If the
subject is dismembered this spell remains active for the bulk of the creature
or whatever part remains attached to the head and/or heart. Regardless, it does
not retain connection with all parts. However, this can be used on separated
body parts. For example, a necromancer harvests the eye from a fresh cadaver
and places it on a high ledge, with a strategic view of a front door.
While the
spell is in effect, the wizard retains normal use of their own senses.
~~*~~
Irony seems thick that I tell a story in which necromancy
features heavily, make a huge deal about the positive energy necromancer, paint
the corpse animating scion of evil as the latecomer-aberration… then the
example spells read like the traditional necromancer's primer.
However, the first spell I made for this set, Primary Animation, was chosen and
created very carefully. While, on the face, it clearly ticks off all the pieces
of the traditional "dark necromancy" language (necrotic damage,
raising dead), a look at the way these are put together can change the sense of
what this actually is; sacrificing bits of ones own life to give a semblance of
it to another creature. While this is clearly a precursor to the animate dead
spell it can just as easily be the precursor to lifegiving spells among a
practice that, as described, wouldn't gain access to the boundless power of the
inner planes for generations. Beyond a few tweaks like that, I really didn’t
feel the need to beat the positive energy drum further because that’s not the
purpose of this set of articles.
Meanwhile, I rounded out with updates of a few of my
favorite things from the old AD&D Complete Necromancer, which was a fantastic
book. I mean, it is definitely part of its era with all the duct tape and hand
waving that held AD&D together, but I cannot count the number of times I’ve
managed to pull inspiration and ideas out of it.
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