Necromancer
Necromancers are dark casters who manipulate death, undeath, and fear. They raise undead minions to do their bidding and cast powerful death spells to slay their enemies. Necromancers are widely feared by the general population for their dark magic, as their spells have a terrible potential to do harm if misused.
Necromancer talents focus on offensive and utility effects. Some talents channel necrotic energy to harm the living, while others weaken the barrier between life and death and interact with the spirits of the dead. Necromancer ribbons give mostly utility effects related to the necromancer’s unique closeness with death.
Examples of necromancers in fiction include Nagash from Warhammer Fantasy, the White Walkers from A Song of Ice and Fire, and almost all fictional undead characters.
Novice Talents
Animate Dead
You animate a corpse into a mindless undead minion
You animate a corpse into a mindless undead minion
Your target animates as a Minion skeleton or zombie under your control. When the spell’s duration ends, you choose whether your minion deanimates and becomes a normal corpse, or whether your minion survives as a lesser undead that you no longer control.
Lesser undead are always hostile towards all living creatures. They do not speak and cannot be reasoned with. Only the most evil or desperate necromancers will risk animating lesser undead.
Heightened
For each +1 Mana, your minion’s maximum health increases by 10, and its Strength or Agility increases by 1.
If you add +2 Mana, the duration extends to 24 hours.
Command Undead
You take control of a group of undead, becoming their new master
You take control of a group of undead, becoming their new master
Make a Magic attack roll against your target’s Spirit DC. If your target is a greater undead, they have +10 Spirit DC against this attack.
- Critical Success
- Your target loyally follows all your commands for the next 24 hours, and any other effects controlling your target end
- Success
- Your target is stunned
- Failure
- Your target is incapacitated
Darkness
You fill an area with magical darkness that only you can see through
You fill an area with magical darkness that only you can see through
Drain Touch
You absorb a creature’s life force, transferring it to another creature
You absorb a creature’s life force, transferring it to another creature
Make a Magic attack roll against your target’s Spirit DC.
- Critical Success
- Double damage and double mana loss
- Success
- Your target takes 1d8 damage and loses 1d4 mana
Choose another creature you can reach as your second target (you can choose yourself). Your second target heals health equal to the amount of health lost by your first target and recovers mana equal to the amount of mana lost by your first target.
Heightened
For each +2 Mana, the damage increases by 1d8 and the mana loss increases by 1d4.
Harm
You channel pure necrotic energy through your hand to slay a creature
You channel pure necrotic energy through your hand to slay a creature
Make a Magic attack roll against your target’s Spirit DC.
- Critical Success
- Double damage
- Success
- Your target takes 3d10 damage
- Failure
- Half damage
Heightened
If you add +2 Mana, this spell loses its range and gains an area of a 20-foot emanation.
For each +2 Mana, the damage increases by 3d10.
Path to the Grave
You mark a creature for death, increasing all damage against it
You mark a creature for death, increasing all damage against it
Shadow Step
You can teleport between areas of darkness with merely a step
You can teleport between areas of darkness with merely a step
You teleport to the target location.
Heightened
For each +1 Mana, the range of this power doubles.
Vengeful Ghost
You summon a vengeful spirit that attacks or tracks a target of your choice
You summon a vengeful spirit that attacks or tracks a target of your choice
You can use the Ghost Punch power.
Optionally, when you cast this spell, you can name and describe a specific enemy creature you’re seeking revenge on. If there are any ghosts who want to harm specifically this chosen enemy (for example, a ghost seeking revenge against their murderer), you summon an especially powerful vengeful ghost.
If you summon a vengeful ghost, then:
- The damage of Ghost Punch increases to 3d6
- Ghost Punch can only target the chosen enemy
- You always know the exact direction towards your chosen enemy
Heightened
For each +1 Mana, the damage of Ghost Punch increases by 1d6.
Veteran Talents
Circle of Death
You unleash a wave of negative energy that desecrates an area of land
You unleash a wave of negative energy that desecrates an area of land
Make a Magic attack roll against your target’s Strength DC.
- Success
- Your target takes 5d6 damage
- Failure
- Half damage
All ground in the spell’s area is desecrated for the duration. All Veteran Necromancers (and all minions controlled by Veteran Necromancers) have advantage on attacks against enemies standing on desecrated ground.
Heightened
For each +1 Mana, the damage increases by 1d6 and the radius of the burst increases by 10 feet.
Dark Aura
You surround yourself with an aura of dark shadows that hides you from sight
You surround yourself with an aura of dark shadows that hides you from sight
You fill this spell’s area with magical darkness. This darkness completely blocks vision within or through the area. Your target can see through this darkness as if it wasn’t there.
Your target can use the Dark Vengeance power.
Heightened
If you add +2 Mana, the duration of this spell is 1 hour (and the spell is no longer sustained). If you instead add +4 Mana, the duration of this spell is 24 hours. If you instead add +6 Mana, the duration of this spell is Forever.
Enervation
You shoot a ray of dark energy that damages and weakens a creature
You shoot a ray of dark energy that damages and weakens a creature
Specialized Undead
You can animate undead that are stronger and more varied than before
You can animate undead that are stronger and more varied than before
When you cast Animate Dead, you can choose for your minion to gain two of the following abilities.
Distracting Aura. A hostile creature that ends its turn within 5 feet of your minion is dazzled until the end of its next turn.
Giant Size. Your minion has +1 Size, +5 feet reach, and +2 Strength.
Grave Bolt. Your minion can shoot bolts of dark energy as a ranged weapon with 1d10 Necrotic base damage and 150 range.
Incorporeal Move. Your minion gains the Incorporeal Move undead feat.
Paralyzing Touch. Your minion gains the Paralyzing Touch undead feat.
Unnatural Speed. Your minion has +20 feet Speed and +2 Agility.
Spirit Guardians
You summon a swarm of spirits that circle around you and protect you
You summon a swarm of spirits that circle around you and protect you
The area within 15 feet of you is difficult terrain to creatures of your choice. You can use the Angry Guardians power.
Heightened
For each +2 Mana, the damage of Angry Guardians increases by 1d8.
Master Talents
Blood Drain
You drain the blood out of nearby enemies, using it to heal yourself
You drain the blood out of nearby enemies, using it to heal yourself
Make a Magic attack roll against your target’s Strength DC.
- Success
- Your target takes 8d6 damage, and you heal 2d6 health
- Failure
- Half damage
You heal for each target you succeed against.
Heightened
The damage increases by 1d6 and the maximum number of targets increases by 1.
Create Undead
You reanimate a corpse as a powerful, unique undead
You reanimate a corpse as a powerful, unique undead
Your target comes back to life as an undead. If your target was unintelligent in life, it becomes an unintelligent lesser undead. If your target was intelligent in life, the GM decides whether it becomes an unintelligent lesser undead or an intelligent greater undead. Your target has the same stats it had in life, except it gains the Undead trait. Your target may or may not be friendly towards you.
Heightened
For each +1 Mana, the maximum CR increases by 1.
Shadow Assassin
You animate a creature’s shadow, causing it to attack them
You animate a creature’s shadow, causing it to attack them
Make a Magic attack roll against your target’s Spirit DC.
- Critical Success
- As success, and your target is terrified
- Success
- Your target takes 7d6 damage and is flat-footed
- Failure
- Your target is flat-footed
Heightened
For each +1 Mana, the damage increases by 1d6.
Epic Talents
Ribbons
Consume Life
You consume the life force of creatures you kill, healing yourself
You consume the life force of creatures you kill, healing yourself
Decompose
You cause dead organic material to decompose extremely rapidly
You cause dead organic material to decompose extremely rapidly
If your target is made of organic material (such as a wooden door, a dead creature, or a plate of food), it takes 4d8 damage. This damage causes your target to decompose extremely rapidly: it might sprout moss and flowers, become covered in mold or fungus, or degrade into compost.
Heightened
If you add +1 Mana, this spell gains an area of a 10-foot burst. For each additional +1 Mana, the burst’s radius increases by 10 feet.
Grave Sight
You have a supernatural ability to detect death, corpses, and remains
You have a supernatural ability to detect death, corpses, and remains
You see a bright red glow around areas that have seen death. This includes places where a person has died recently (within a week or so), dead bodies, and even Undead creatures. You can roll Spirit+Notice to detect objects involved in death, such as weapons that have killed creatures or places an Undead creature has been recently.
Intimidating Presence
You exude an unnatural aura of fear and darkness
You exude an unnatural aura of fear and darkness
You have advantage on Spirit+Provoke rolls to intimidate or scare creatures you can reach.
Speak with Dead
You summon and speak with the spirit of a dead creature
You summon and speak with the spirit of a dead creature
You conjure the spirit or ghost of the person. The spirit is only a faint echo of the person, and it can only speak when you ask it questions. You can ask this spirit up to three questions. The spirit may choose to answer or stay silent, and it may choose to tell the truth or lie.
After you ask the spirit three questions, it passes on fully, and Speak with Dead cannot target this person again.