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OSR: Necromancer

  • seeroftheabyss
  • 9 hours ago
  • 14 min read

This is a sub-class for my Wizard class. Ideas borrowed from here and here. Some spells are adapted from 5E and LoTFP's Vaginas are Magic.

Spirit-callers, Ghoul-binders, Bone-Lords, these are the names that are associated with Necromancy, the most hated and forbidden of all the Magical Arts. In every land and nation, they are hated for daring to advance the cause of knowledge, for seeking valuable advancements that will enable the betterment of all mankind, or to save their comrades in darkest hour.


Yet inevitably, they all fall to the poison of this mongrel school and soon find themselves holding the rest of their race in contempt, plotting from hidden sanctums and lonely towers. Regardless of how they begin, all Necromancers end up the same way, cackling with laughter as they tear the spirit from innocent victims and use it to fuel their latest atrocity.


Reputation:


Almost all negative stereotypes about Wizards originate with Necromancers. They are the source for much of the fear that people have for other Mages. Necromancers cause chaos and spread fear wherever they go for their actions can be incredibly destructive. From spreading sickness and blighting crops to raising armies of the Undead to conquer the land, they are omens of terror and avatars of dread. Even the rumors of a Necromancer in the area can spur angry mobs, vigilante justice, riots and mass hysteria.


For this and many other reasons is Necromancy outlawed and all practitioners considered Outlaw Mages. If a Mage is discovered to be a Necromancer, his life is forfeit. Indeed, it is the duty of all good and righteous men to hunt him down and see him destroyed before he can cause more harm.


Culture:


Necromancers exist in secret, working alone or in small, tightly-knit groups. These criminal fraternities often grow out of radical political groups, fringe religious movements, criminal organizations or secret societies. They prize secrecy above all, not only from the Law and society, but also from other Necromancers and other Outlaw Mages. As such, new Necromancers are either self-taught or they were originally mages of another type, who studied a few forbidden tomes and found themselves wandering down a dark road from which they could not, or did not want to, go back.


In a few rare cases, Necromancers will seek out promising students and teach them the Black Arts, but this is rare. If that were to happen though, the pupil would learn as a Hedge-Witch does, as an apprentice serving under a Master. That being said, as compared to a Hedge-Witch or local practitioner, Necromancers are much more likely to be careless with the life of an apprentice, less focused on technique or safety and more focused on power and practicality.

Power: You can speak with the Dead and the Undead as a free action. You do not need to cast the spell 'Speak with Dead' nor use any MD.


Drawback: You become incapable of generating life. You cannot produce children nor will any seed planted by your hand grow. Your touch is cold and unpleasant to non-Evil creatures, who feel unclean after you touch or interact with them, though they will not connect this to the Black Arts and will mostly write you off as a weirdo or social reject.


Spell List:


Common Spells:


1d20

1- Blight

2- Bloody Feast

3- Break the Chains

4- Contagion

5- Corpse Gas

6- Create Undead Servant

7- Death Mask

8- Death Scythe

9- Enslave Undead

10- Explode Corpse

11- Feign Death

12- Finger of Death

13- Funerary Garb

14- Inflict Wounds

15- Necromantical Screams

16- Plunder Vitality

17- Spare the Dying

18- Sepulchral Voice

19- Speak with Dead

20- Turn Undead


Rare Spells:


1d8

1- Anti-Life Aura

2- Circle of Death

3- Eyebite

4- Hand of Death

5- Harm

6- Massacre

7- Open the Last Door

8- Transylvanian Hunger


Legendary Spells:


Danse Macabre


Triumph of Death

from Battlelore
from Battlelore

Common Spells:


Blight

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R: 30' T: creature D: one action


Target creature takes [dice] poison damage for [dice] rounds. If cast with 2 or more [dice], the target also gets -2[dice] to all checks based on STR, DEX and CON.


Bloody Feast

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R: 10' T: creature that died within one round D: one action


If a creature dies, you may run over to its corpse and feast on its remaining life energy. You regain X MD, where X was the HD the creature had while it was still alive.


Break the Chains

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R: 30' T: [sum] HD worth of Undead D: one action


Target Wizard must save or [sum] HD worth of Undead Servants are set free from their control.


Contagion

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R: 30' T: [dice] creatures D: one action


[dice] creatures must save or become afflicted with a disease of your choice. On a successful save, a creature instead takes [dice] necrotic damage.


Corpse Gas

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R: 100' T: 10*[dice]' cube D: 2[dice] rounds


In the targeted area, a sickening gas fills the air. All creatures who inhale the gas must save or receive a -[dice] penalty to all Atk rolls, saving throws and any checks based on STR, DEX or CON.


All corpses within range begin rapidly decomposing for 2[dice] rounds. Everything within 10' of a corpse must save or get-[dice] to attack rolls, saving throws or STR and CON checks.


Create Undead Servant

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R: 10' T: a humanoid corpse D: [dice] days


Target humanoid corpse rises as an Undead under your control. The Undead has [dice] HD and all other stats equal to what it had while alive. The Undead will remain under your control for [dice] days, after which it will become Unbound and will be free to do as it wishes. Since most Undead despise their masters, this will likely mean trying to kill or harm you.


Death Mask

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R: touch T: humanoid corpse D: [dice] hours


Peel a target corpse's face off. You may wear it as a mask, and it will alter your appearance, face, and voice so that you look like the person who just had their face stolen for the duration. When you remove the Mask or the duration ends, the Mask crumbles to dust.


Death Scythe

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R: 10' T: a corpse D: [dice] hours


Target corpse crumbles into dust and produces a magical scythe which lasts for the duration. This weapon does 1d6+[dice]+Atk damage on a hit.


When you create the scythe, you may select up to [dice] categories. For example: Human, Spellcaster, Male, King, etc. When used to attack a creature, on a hit, a creature takes +[dice] damage for each category it fits.


If you know a creature's True Name, you may speak it over the scythe when it forms. If you do that, the scythe will only do bonus damage to the creature with that Name. On a hit, that creature takes +[sum] damage from the scythe.


Enslave Undead

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R: 30' T: [dice] undead D: one action


[sum] HD worth of undead within range must save or fall under your control. On a failed save, they become your Undead Servants. This spell does not effect Undead already under the control of another spellcaster.


Explode Undead

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R: 30' T: undead D: one action


Target undead must save, with a -[dice] penalty to their save. On a failed save, the Undead explodes, dealing 1d6 damage per HD to all creatures within 10*HD', save for half. Sentient Undead advantage on this save. Undead under your control automatically fail this save (should you wish them to).


Feign Death

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R: touch T: creature D: [dice] days


A willing creature you touch falls into a coma like state that resembles death. Any spell casts with fewer [dice] than this spell indicate the creature is dead. While in this state, the creature does not need to eat, drink or breathe. Any poisons or diseases do not affect the creature until the duration's end.


If at any point during the duration this creature is damaged, they may make a save. On a success, the spell ends early and they wake up.


Finger of Death

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R: 50' T: creature D: one action


Make an attack roll against one particular creature. On a hit, that creature takes [sum]+[dice] necrotic damage. If a creature dies because of this attack, it rises as an Undead with [dice] HD that remains under your control for [dice] days.


Funerary Garb

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R: 30' T: [dice] creatures D: [dice] hours


[dice] creatures are cloaked in an aura of death. For the duration, Undead will regard them as fellow Undead and not attack them. Spells or abilities designed to detect the Undead will be triggered by the presence of the affected creatures. The caster may remove this aura as a free action.


Inflict Wounds

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R: touch T: creature D: one action


Make an attack roll. On a hit, the creature you touched takes [sum] necrotic damage.


Necromantical Screams

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R: 50' T: [dice] Undead D: [dice] rounds


[dice] Undead gain the ability to scream out their torment. All living creatures who can hear this must immediately save or become frightened by the wailing of the Dead. If cast with 3 or more [dice], the screams of the Undead cause those who are frightened to take 2[dice] thunder damage each round for the duration.


Plunder Vitality

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R: touch T: creature D: one action


One creature you touch takes 2[dice] damage and you regain that much FS.


Spare the Dying

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R: touch T: creature D: one action


Target creature has any conditions that would lead to it dying imminently (such as 'Bleeding Out' or 'Dead Man Walking') are removed. The creature gains [dice] HP.


Sepulchral Voice

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R: self T: self D: [dice] minutes


The caster may perfectly imitate the voice of anyone he has killed. He can also imitate the voice of a creature he has not killed, provided he has it's skull and that creature's killer, if it had one, is dead.


Speak with Dead

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R: 30' T: self D: [sum] minutes


You gain the ability to speak with Corpses and Undead for [sum] minutes. Corpses are dry, stupid, and can only inform you of physical information. The memories of the deceased are beyond their knowledge. Undead are shrieking savages that hate you, the world and God with a blinding passion. If you try to talk to them, they will curse and swear at you, calling you all sorts of names.


Turn Undead

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R: 30' T: [dice] undead D: [dice] undead


[sum] HD worth of undead must save or spend their action fleeing from you. If they cannot flee, they will cower at your feet or silently beg forgiveness. Undead Servants use their Master's saves.

Rare Spells:


Anti-Life Aura

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R: 10*[dice]' T: 10*[dice]' diameter circle around caster D: [dice] rounds


The caster produces an invisible field around themselves that extends for 10*[dice]' around them. Any living creature within this field takes [sum] damage a round. Living creatures cannot see this field but can sense it, it prickles at their very souls, irritating them. Undead and Constructs are immune to this field.


Circle of Death

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R: 50' T: 10*[dice]' diameter circle D: one action


A ripple of dread power passes out from the caster and strikes everything within range. All living creatures within range take [sum]+[dice] necrotic damage, save for half. Undead and Constructs are immune to this damage.


Eyebite

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R: self T: creature D: [dice] rounds


Your eyes become bottomless wells of darkness and dark powers flows out. Each round, as an action, you may choose to stare at one creature and direct power towards that creature. Any creature exposed to this power takes [dice] necrotic damage.


For each [dice] after the first, select one of the options below:

- Creatures damaged by your gaze take an additional [dice] necrotic damage.

- Creatures damaged by your gaze get -[dice] to any attempt to run away or escape.

- Creatures damaged by your gaze must save, with a penalty equal to [dice], or catch a wasting disease.

- Creatures damaged by your gaze must succeed a morale check or flee.

- Creatures damaged by your gaze take [dice] additional damage from every attack for the next [dice] minutes.


Hand of Death

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R: 30' T: creature D: one action


For the next [dice] rounds, if the target creature takes any damage, it must immediately Save or Die. Circumstances will twist themselves to make even a small injury ultimately fatal.


Harm

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R: 30' T: creature D: one action


Target creature must save with a penalty to his save equal to -[dice]. On a successful save, the creature loses half his HP. On a failed save, the creature loses all its HP but for 1d4 points.


Massacre

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R: 50' T: space 10*[dice]' long and 5*[dice]' wide D: one action


The caster targets an area 10*[dice]' long and 5*[dice]' wide. All living creatures within that space take [sum] necrotic damage, save for half.


Open the Last Door

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R: 30' T: creature D: one action


One creature within range must save. If the creature has more HD than [dice], it adds the difference to its save. If it has 3x more HD than [dice], it automatically passes. A creature may also choose to fail its save, if it wishes to.


On a failed save, the target creature dies and it's soul is instantly transported to the Depths of the Astral Sea. This creature cannot be returned to life for a minimum of 10*[dice]' years. On a successful save, the creature takes 1d6+[dice] necrotic damage.


Transylvanian Hunger

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R: touch T: self D: [dice] minutes


This spell allows the caster to grow fangs from their mouth. While this spell is in effect, if the Caster drinks blood from another person, the caster regains 1d6 HP. The caster may also uses their new fangs to make bite attacks. These attacks do 1d12 damage on a hit, but are made at a -4 penalty unless used against helpless or immobile targets. The caster may also choose to do no damage upon biting someone who they wish not to permanently harm.


If cast with 2 [dice], this spell also grants the caster a +[dice] bonus to STR checks, saving throws, and damage for the duration. If cast with 3 [dice], this spell also transforms the caster's arms into bat wings and grants them a fly speed for the duration. If cast with 4 or more [dice], this spell also prevents the caster from aging during the duration. If cast with 4 or more [dice], the caster may also extend this spell as long as they want, up to permanently.


If cast with 2 [dice] or more, the spellcaster also takes damage from sunlight equal to [dice] for the duration.

from Grim Dawn
from Grim Dawn

Legendary Spells:


Danse Macabre

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R: special T: [sum] corpses D: one action


[sum] corpses rise as Undead. These Undead will begin to dance. As they dance, they will move and attempt to grab or touch living creatures. All living creatures who the dancing Undead touch must save or join in the dance. Living creatures who join the dance will be unable to leave it until they die, after which they will rise as Undead and continue to dance. The dance will continue until all of the dancing Undead are destroyed. When this happens, any living creatures involved in the dance will be able to stop.


Triumph of Death

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R: special T: special D: one action


The caster may select one commonality from a group of creatures that he can see or hear. For example, "All with blonde hair" or "All attending this trial". Those creatures will all die within 24 hours of seemingly normal causes. For example, falls, being trampled, house burning down, stabbed by a mugger, etc.

Chaos:

Triggered whenever you roll doubles on your magic dice. The Spell still goes through, but you get an additional effect.

Additionally, whenever you roll on the Chaos Table, you get 1d2 Doom Points.


1d20

1- You lose your reflection.

2- You start to develop a craving for human blood.

3- You start to develop a craving for raw meat.

4- You start to develop a craving for human flesh.

5- All Undead recognize you as a Necromancer and will target you first.

6- You suddenly find the idea of sex and reproduction to be disgusting.

7- You find a skull. The skull talks to you and gives you good advice. There is a chance (20%) that you are correct that the skull talks. Otherwise, you are just insane.

8- Your hair starts falling out. Within 1d6+2 days, you are completely bald.

9- Your gaze becomes disconcerting. Creatures cannot make eye contact with you for long without feeling unnerved or that something is wrong with you.

10- Your hair turns black and glossy.

11- Your eyes occasionally seem to be pure white, with no sclera or pupil.

12- You become more attractive, but in a strange, slightly unnatural way. People can't help but feel there is something "off" about you, though they won't know why.

13- You seem older than you actually are, developing the appearance of a man 1d20+5 years older than you currently are. This does not affect your stats.

14- You never seem to age, retaining the same appearance you had when you first started studying the Black Arts (or when you roll this result).

15- Your nails turn black.

16- Your shadow becomes twisted and grotesque, not resembling your form at all.

17- Small plants die when you touch them.

18- Animals become frightened of you and avoid you. Horses will not like you to ride them (disadvantage on morale checks) cats will avoid you and dogs will bark at you.

19- You become unnaturally pale and never tan, no matter how much sun you get.

20- When you sleep, all within the same structure must save or suffer nightmares featuring the Undead, being buried alive or death-related imagery. Magical wards can mitigate this effect.

Corruption:

Occurs when you roll Triples. If you roll Corruption, the Spell fails.

Additionally, when you roll on the Corruption Table, you get 1d4 Doom Points.


1d20

1- Your muscles twist and contort beneath your skin, giving your limbs a monstrous/unnatural appearance.

2- Corpses spontaneously rise around you. Each day you sleep in an area, there is a 20% a corpse that has not been given proper funerary rites rises as an Unbound Undead.

3- You attract ghosts. Whenever you enter a haunted location, any ghosts present will come and present themselves to you. Roaming ghosts will come to you.

4- When you meet someone new, you have a premonition of their death. This premonition is not necessarily accurate nor guaranteed, merely likely.

5- For each night you spend in a fixed location, there is a 10% cumulative chance that the walls start to bleed. This blood dissipates after 1 hour, leaving no mess behind, but it looks and smells very real.

6- You can hear the voices of the Damned in Hell whispering to you. They will warn you of coming cataclysms and disasters, as well as potential future personal tragedies. They will plead with you to bring them back to life and free them from the torment they richly deserve.

7- Whenever you kill someone, make a save. On a failed save, that person's name appears as a small tattoo on your skin.

8- Whenever you want to cast a spell in sunlight, you must save. On a failure, you cannot.

9- You cannot cross running water. Bridges and boats are fine, but direct contact is a no-go. If you do touch running water, it burns like acid. Stagnant water is fine.

10- Dying animals approach and lie down next to you to die. You wake up every morning surrounded by dead insects and 1d3 vermin, plus a 20% of a larger animal.

11- Whenever you look into a mirror or reflective surface, your reflection commits a disturbing act. Others can see this.

12- Shadows seem to cling to you, lending you a sinister air in lowlight conditions.

13- Your eyes turn solid black, from pupil to sclera.

14- Your blood becomes pale red, very unnatural looking.

15- Your blood becomes toxic to anyone who consumes it or has it injected into them. If either happens, that creature takes 1d6 poison damage.

16- Your blood does not clot easily, whenever you take HP damage, you bleed for 1d4 rounds, taking 1 damage per round. A DC 15 COG check or DC 15 Medicine Check can stem the bleeding. Magic also immediately fixes this.

17- Demons and evil creatures start appearing in your dreams, offering you power, riches or whatever they think you want in exchange for service.

18- Whenever you cast a spell, you inadvertently cause horror movie effects to occur nearby- candles flicker, doors slam, wind howls by, windows get covered by frost, etc. These can't do damage, but are very intimidating.

19- Supernatural Good creatures (such as Angels) start to identify you as Evil and will refuse to help or associate with you. If you actively pose a threat to them or their charges, they will attack you.

20- You begin to age at an accelerated rate. You age 1 year every 1d4 [1= Week; 2= Two Weeks; 3= Month; 4= 1d3+1 Months.]


Doom of the Necromancer:


When you suffer Chaos or Corruption, you gain Doom Points. When you gain 10, 20 or 30 Doom Points you suffer the Doom of Fools, Doom of Kings and the Ultimate Doom respectively. You can escape this Doom, but only if you go on a quest to save yourself.


Doom of Fools- You lose 1d3 STR points.


Doom of Kings- You lose 1d4 CON points.


Ultimate Doom- You die, no save.


You can escape this Doom by becoming a Lich or making a pact with a Powerful Demon.


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