The Necromancer (Version 2.0, By Sable Cacophony 6/19/97) Garb: Must have a black hood that conceals the face, black robes. A Necromancer must carry a spell book in order to cast magic. Weapons: Melee daggers, any short non-hinged melee weapon, a staff. Note that use of weapons will detract from available magic points as follows: Dagger 0 from every 10 pts of magic Short Weapon 2 " Staff 3 " Spear 3 " Armor: None. No shields. Magic: May cast spells and enchantments as listed below Lives: 4 Abilities: 1st Must have both hands free in order to cast magic 2nd Transfer Parts 3rd May sacrifice one life to gain Walk with the Dead (1/life) 4th May cast magic with only one hand (either hand) 5th May sacrifice one life to gain Undead Presence 6th May sacrifice one life to Become Undead Notes: Transfer Parts - may take a limb from any corpse and put it on another corpse, effectively transferring the wound from one corpse to another. Walk with the Dead - similar to the monk ability Sanctuary, except a Necromancer must chant "Walk with the Dead" every 5 seconds (exception -spell casting). While Walking with the Dead, the Necromancer may converse with dead people including those in Nirvana, but may not speak to the living. If a Necromancer speaks to a living person, Walk with the Dead stops (exception- A Necromancer may ask if a person is dead without penalty). A Necromancer may cast spells that target dead people while walking with the dead. A Necromancer may start Walking with the Dead while moving. A Necromancer may sacrifice more lives to gain more Walks with the Dead - sacrifice one more life = 1 more Walk with the Dead per life, and the Necromancer must decide how many lives to sacrifice before the game and record it on his spell list. Undead Presence - No undead creature may attack the Necromancer unless the Necromancer attacks the creature first. Once the Necromancer or the Creature have died, the creature is again effected by Undead Presence. Become Undead - the Necromancer gains all the immunities and vulnerabilities of an Undead monster: "All undead creatures are immune to the following unless otherwise noted: Charm, Subdual blows, Stun Arrow, Stun Weapon, Sleep, Mass Sleep, Poison, Touch of Death, Curse, Mutual Destruction, Finger of Death, Doomsday, and class abilities that steal lives. Any Undead creature that is successfully Banished or Turned, as per Healer or Monk, three times in one life loses that life. Undead are NOT immune to their own magics." MAGIC POINTS magic points useable to buy magic at that level Magic User's 1st 2nd 3rd 4th 5th 6th level 1 10 2 10 10 3 10 10 10 4 7 8 7 8 5 6 6 6 6 6 6 5 5 5 5 5 5 The following tables list the magic available to magic users at their respective levels. The tables list the magic's name, its type, number of uses ("u" means unlimited), cost, and max number purchased. Note that all magical balls cast at the same time must be thrown at the same time. An unlimited number may be carried. The max listing in their cases is the maximum number that may be simultaneously charged and thrown. Necromancer Magic Magic Name Type Uses Cost Max 1st Level Animate Corpse S 1/life 1 - Cancel S Unlimited 0 - Hold Spirit S 1/game 1 4 Liplock E unlimited 2 - Talk to Dead S unlimited 2 - Warrior skill N 1/game 0 1 2nd Level Spirit Door (CoP) FE unlimited 2 - Speak to Ancients S 1/game 1 4 Speed Death S 1/life 2 2 Summon Dead S 1/life 1 - Zombie Powder S 1 bolt 1 4 3rd Level Deadfall (Silence) FE 1/game 1 4 Extension N 1/game 2 - Flashback (Stun) S 1/life 1 2 Resurrect S 1/game 1 8 Sever Spirit S 1/life 2 4 4th Level Graveyard FE 1/game 1 2 Plague S 1/game 1 4 Touch of Death E 1/game 1 4 Transfer Life S unlimited 2 - Wisdom N 1/game 1 - 5th Level Barren Earth S 1/game 1 2 Make Skeleton S 1/game 1 4 Touch of Life E 1/game 1 4 Wither (Pyrotech.) S 1/game 1 4 6th Level Ancient Wisdom N 1/game 2 - Killing Word S 1/game 5 1 Shambling Horde S 1/game 1 4 Spell Descriptions 1st Level Animate Corpse T: Spell M: Dead person, a copy of the corpse rules I: state target's name and then recite "Rise and serve me" x 5 R: 20ft E: Target must immediately go to the Necromancer once spell is complete. They may start their death count without going to Nirvana as soon as the incantation is complete. The victim becomes a corpse under the command of the Necromancer until such time as they complete their death count, are severed, or are brought back from the dead by Reanimate or Resurrect. The Necromancer must give the victim a copy of the Corpse rules as soon as possible. If a victim reaches the end of their death count, they may immediately go back to their base and become alive. L: May not be cast on people in Nirvana (exception - summon dead) or people killed by siege engines (or monster's equivalents), Flamewall, Fire Trap, Fireball, Call Lightening, or Sphere of Annihilation. May not be cast on people whose spirit has been severed. N: All wounds, weapons, or armor (real armor, not berserker or magical armor) the target had before they died remains. Once the Necromancer has started casting Animate Corpse, the target will be effected unless the Necromancer stops casting, (Victims cannot escape by running out of range or to Nirvana - dead bodies don't move without a lot of help). People effected by Zombie Powder who are animated may come back to life in the same condition they were in when they were hit with the spellball immediately. Dead bodies do not have a character class or a persona, they are pieces of meat, therefore no one is immune to animate corpse. Cancel T: Spell I: "I cancel my magic" x 2 R: 50 ft. E: negates own magic only Hold Spirit T: Spell M: Dead person I: state target's name and then recite "Spirit stay and linger in your gave awhile longer"x2 R: 50ft E: Dead person must stay where they are for a 30 count. Thus they may not go to Nirvana and cannot start their death count. L: Will not effect dead people whose spirit has been severed. N: Once the Necromancer has started casting Hold Spirit, the target will be effected unless the Necromancer stops casting, (Victims cannot escape by running out of range or to Nirvana - dead bodies don't move without a lot of help) Liplock T: Enchantment M: Strip of yellow cloth I: Hold wand in left hand, repeat "remain the truth still" x 5, tie on cloth. E: Bearer cannot be forced to speak nor otherwise respond to questions asked under talk to dead and similar magics. Does not affect tracking. L: May only be cast on each player once per battlegame. N: Can't be cast on Barbarians. Disappears when the person comes back to life. Talk to Dead T: Spell M: Dead person I: Touch dead person with left hand and repeat "Speak to me"x10. E: Person must answer one "yes or no" question truthfully. Warrior Skill T: Neutral E: Allows the Necromancer to carry any non-hinged melee weapon at no cost. L: Cannot be bought if the Necromancer buys any magic above first level 2nd Level Spirit Door (Circle of Protection) T: Fixed Enchantment M: 10ft yellow cloth I: Lay yellow cloth in circle and say "Spirit Door"x5, place persons and/or items you wish to protect inside. E: Persons/items inside have ceased to exist in the realm of the living, can't harm or be harmed by anyone, nor can they cast magic. They are in the realm of the dead. (exception, see notes below). Anyone in the circle may converse with any dead player on the field as if they where alive. L: Can't block or restrict access to an area, it doesn't exist on this plane. Can't be used as a cage, except to hold yielded enemies in. Enchantment is broken by anyone exiting the Circle. No one can enter without recasting the spell. No game item, nor person acting as game item, may be put inside. Protection starts when you step inside the spellcast Door. N: Magic casters in these may cast verbal magic at others that are in circle of protection or Spirit Door. Disappears when the caster dies. Speed Death T: Spell M: Dead Body I: Left hand on body, say 5x "You have no need of Nirvana" E: Person does not have to count out their death in Nirvana, and can start their next life immediately. Speak to Ancients T: Spell M: a reeve I: find a reeve and declare unto them, "Oh Ancient Ones, Grant be the knowledge I seek!" E: Reeve and Necromancer withdraw from game, where the Necromancer may ask one question about the game from the reeve, at which point the Ancients fade from view and the Necromancer returns to the game. The question need not be true-or-false, yes-or-no questions. The reeve should be helpful but not overly so, and honest in answering, but may be as cryptic or vague as they deem necessary (The Ancients are fickle after all) N: while speaking with the Ancients, the Necromancer may not be effected in any way. Summon dead T: spell I: repeat "I summon thy corpse."x5 R: 50 ft. E: dead person must come to Necromancer, but is not again alive. N: may be used on people in nirvana; does not interrupt the count on a person's death. Zombie Powder T: Spell I: hold spell ball and say "Powder of the living dead, Take my foe to his death bed, Should he lie still in his grave, Let him fight another day."x2 M: a bright green spell ball E: Kills target instantly. Will kill target if it hits any part of them, their garb or their equipment. The target must stay where they died and do their death count. When their death count is done, they may continue as if they never died. This death is treated like any other, i.e. they may be resurrected, reincarnated, or reanimated; berserkers may use fight after death if they have the ability, etc. If the victim moves from where they died or their spirit is severed, they are not alive at the end of their count and must take the death normally in Nirvana, but do not need to restart their count. L: Protection from Death, Protection from Magic and Invulnerability will negate this spell. An Enchanted shield will not stop a zombie powder ball. If a victim wearing Stoneskin has ANY armor section completely gone, they are affected. A Zombie powder ball explodes on contact spreading a magical powder that is absorbed through the skin. Unlike the Herbalist Spell of the same name, immunity to poison does not give immunity to a Necromancer's zombie bolt, this is a magical powder, not a chemical. N: Each zombie powder ball is reusable. When you buy Zombie Powder you must pay 1 spell point for each ball carried, up to four balls. 3rd Level Deadfall (Silence) T: Fixed Enchantment M: 25 ft. measure, markers for 25' radius I: Set up markers, stand in middle with both hands above head and repeat 5x "May no form of sound, speech, or noise be heard in this place." E: NO speech(talking), no magic casting is allowed in the enchantment's radius. L: may be dispelled. Disappears when the caster dies. Extension T: Neutral I: Say "extension" loudly before spell. E: doubles range of spell for one use; gives a spell with no range 20 ft. Flashback (Stun) T: Spell I: State name of target and then repeat "This is your life"x3 R: 20 ft. E: Affects all classes as a 100 count subdual blow. Victim may be killed, though that is dishonorable. N: Victim sees their life pass before their eyes and are struck with paralyzing fear.Resurrect T: spell M: dead person I: "Sword cut, spear stab, mace smash, arrow jab, let the white light of healing descend on thou. Sword cut, spear stab, mace smash, arrow jab, let the white light of healing, stop thy spilling blood. Sword cut, spear stab, mace smash, arrow jab, let the white light of healing mend thy bones, Sword cut, spear stab, mace smash, arrow jab, let the white light of healing close thy wounds. Sword cut, spear stab, mace smash, arrow jab, let the white light of healing restore thy vigor. Sword cut, spear stab, mace smash, arrow jab, the white light of healing hath resurrected thou." E: The dead person is alive again, negating the last death L: A dead person cannot move on his own or speak in order to be resurrected. A person that reaches nirvana cannot be resurrected (exception- summon dead). Will not turn monsters back to human. Monsters created by spells or enchantments may not be resurrected. N: a dead person may remain on the field as long as he wishes, but may not affect or impede play. Sever Spirit T: Spell M: Already dead victim I: Touch victim and repeat "On life thou has no hold, thy corpse is growing cold, discard this empty husk, thy spirit resides at dusk." E: Causes corpse to become impossible to resurrect, reanimate, or raise from the dead in any manner. L: May only be used on dead bodies. (undead creatures must be killed and then cured before this spell will work on them. N: Will permanently kill undead creatures that are on their last life and will kill a lich outright. 4th Level Graveyard T: Fixed Enchantment M: 25 ft. measure, markers for 25' radius I: Set up markers, stand in middle with both hands above head and repeat "May this graveyard be a place of unrest for the dead and living alike"x5 E: The Necromancer's team will come to the graveyard when they die instead of Nirvana. They are halfway alive while in the graveyard and may attack anyone who enters it. They may only use weapons (melee and projectile) and shields while in the graveyard, and they cannot use magic or and class abilities. L: may be dispelled. Disappears when the caster dies. Plague T: Spell I: State name of victim and repeat "Plague unto you"x5 R: 20 ft. E: Target has the plague and will die in a 100 count. Anyone they touch will become infected and also die in a 100 count. L: Protection from Death and Protection from Disease will negate this. N: Cure disease will keep a plague victim from dying, but if the person casting Cure Disease touches the victim, they get the plague and must cure themselves in a 100 count or die. Shields and Weapons will not transmit the plague. Touch of Death T: Enchantment M: Strip of Yellow Cloth I: cloth in left hand, say "Touch of Death"x20, tie. E: bearer of enchantment's touch kills. L: will work through clothing, not through armor. N: allows one touch before discharged. Monks are immune to this. Transfer Life T: Spell I: Lay one hand on each person (regardless of Necromancer's level abilities) and repeat ", I take your lifeforce, and give it unto "x5 E: the donor looses one life, and the recipient gains one life. L: Magic users cannot gain lives with this spell, but may donate lives. Both the donor and the recipient must agree to the transfer of life, or it will not work (cannot be used to steal lives from subdued or stunned victims). Lives can be transferred to dead people if they have not been severed. Lives cannot be transferred to or from monsters with QM Ratios above 2:1 or monsters with unlimited lives. May not be cast more than three times on one person. Wisdom T: Neutral E: Necromancer may purchase 3 points of 1st level magic. 5th Level Barren Earth T: Spell I: Repeat "May this earth soak up the souls of those who died upon it"x10 with both hands empty and held above the head (regardless of Necromancer's level abilities) R: LOS E: All dead people in sight are severed. Will kill all undead creatures and liches in sight. Make Skeleton T: Spell M: Skeleton garb, Skeleton Rules I: Touch dead body and repeat "Rotten corpse remain here, bones rise and spread fear"x5 L: Recipient must be willing or this spell will not work (and dead people cannot give consent without a little help). If recipient says they are not willing once the incantation is complete, the Necromancer still loses the spell. E: Person becomes 1st level skeleton under the command of the Necromancer. When the skeleton is dead, they are severed and must go to Nirvana to start/resume their death count. Wither (Pyrotechnics) T: Spell R: 50ft I: State name of target and repeat "May that (object) wither and fall to dust." x5 E: Object is destroyed. L: Can't destroy bases, armor, relics, game items. N: Spell books and wands CANNOT be replaced at Base, these are items of great power and may only be reclaimed at the beginning of the next life. 6th Level Ancient Wisdom T: Neutral E: Necromancer may purchase 5 points of 1st through 3rd level magic Killing Word T: Spell R: 50ft I: State name of target and say "Die!" E: Target is dead and severed. L: Protection from magic, protection from death and invulnerability negate this spell. Shambling Horde T: Spell R: Line of Sight I: "I call upon the dead of the world to rise and serve me" x 10 L: Does not effect people killed by siege engines (or monster's equivalents), Flamewall, Fire Trap, Fireball, Call Lightening, or Sphere of Annihilation. E: Every dead person in sight, including those in Nirvana, are affected as per Summon Spirit and Animate Corpse. Skeleton (BL: Rakasta) Type: Undead Creature Q/M Ratio: 4:1 Armor: May wear up to two points initially. Attacks: Weapons as per Warrior of same level, except no projectiles. Abilities: 1) Any damage past armor kills it (ie. one shot deaths). 2) Immune to all verbal death and mind effect magics. 3) Come back to life in 100 count without loss of life. 4) Regenerate wounds in 50 count. 5) Lightning Bolt acts as Iceball due to bones fusing. Vulnerabilities: 1) Crushing attacks, such as those by a mace, cause double damage. 2) Resurrect turns a Skeleton into a Warrior of the same level. 3) Does not resurrect from flame spells or Sphere of Annihilation. Garb: Skull mask and bones. Description: Animated undead pile of bones. Lives:1 Levels: 1st No additional abilities 2nd May wear an additional point of armor. 3rd One additional life, for a total of two. 4th May wear an additional point of armor, maximum 4 points 5th May use a javelin 6th One additional life, for a total of thre. Animated Corpse (Version 1.0, By Sable Cacophony, 6/13/97) Garb: Same as class of corpse. Weapons: Same as class of corpse. Armor: Same as class of corpse. Notes: 1) Corpses cannot be killed by wounds, like a Fight after death Barbarian. 2) Corpses have Protection from Death. 3) Corpses are not effected by any form Charm or Control 4) Corpses cannot be subdued, but may be held (Frozen, Entangle, etc.) 5) May not wear enchantments (exceptions - Liplock and Reanimate) 6) Sever spirit or being killed by siege engines (or monster's equivalents), Flamewall, Fire Trap, Fireball, Call Lightening, or Sphere of Annihilation will sever a corpse and "kill" it. 7) Corpses cannot do anything of their own free will. They cannot speak, although they may Moan. 8) They are under the control of a Necromancer and can only follow simple commands including: Stand there, go to that landmark, follow that person, hold this item, carry that body, play dead, fetch, roll over, etc. 9) Corpses may never use weapons or shields, though they may hold them 10) Corpses may never run, or do anything fast. If a corpse runs, it looses a leg immediately. (A corpse will only run if commanded to)