THE
DARK
PATH
VERSION 1.1
Compiled and Edited By Adam Graham
Original Works By Adam Graham Nathan N!"1#$%r%& 'o(dell )eonpoi *a+kdays
Spe+ial ,hanks ,o Andre( -oore Wolph/
This document is completely unofficial and in no way endorsed by Games Workshop Limited. Warhammer Fantasy Roleplay, the Warhammer Fantasy Roleplay logo, WFRP, haos, the haos de!ice, the haos logo, itadel, itadel "e!ice, "arkblade, #$a!y %etal, Forge World, Games Workshop, Games Workshop logo, Golden "emon, Great &nclean 'ne, GW, the (ammer of )igmar logo, (orned Rat logo, *eeper of )ecrets, *hemri, *horne, the *horne logo, Lord of hange, +urgle, the +urgle logo, )ka!en, the )ka!en symbol de!ice, )laanesh, the )laanesh logo, Tomb *ings, Teentch, the Teentch logo, Warhammer, Warhammer World logo, White "warf, the White "warf logo, and all associated marks, names, races, race insignia, characters, !ehicles, locations, units, artefacts, illustrations and images from from the Warha Warhamme mmerr world world are either either -, T% andor andor / opyr opyrigh ightt Games Games Worksh Workshop op Ltd 011120 011120113 113,, !ariab !ariably ly regist registere ered d in the &* and other other countri countries es around around the world. world. &sed withou withoutt permi permissi ssion. on. +o challenge to their status intended. 4ll Rights Reser!ed to their respecti!e owners.
The following following is a list of the origina originall authors authors and their works works from which which I have either either used as is, or edited in one way or another, another, along with the Web Site Site of where their original work work can be found. In no way did I use all that these fine authors have written on the subject of Necromancy. So go and check out their sites as there is much more that can be found by doing so! se and editing of all works were done by ermission. ermission.
http://www.n01h3r3.com/ Nathan “N0-1_H3r3” Dowdell Original Author of: Necromancer "areer #ath, Necromantic Side $ffects. http://www.scribd.com/doc/48694776/The-Unofficia-T http://www .scribd.com/doc/48694776/The-Unofficia-Tome-of-!areers ome-of-!areers Leonpoi Original Author of: "urse of ndeath, $mbalm, $%tend "ontrol, &lood &ridge, 'eign (eath, )aintain "ontrol, *igor )ortis, Sirit 'orm, Sirit Seak, Tomb *ot, Wail of the &anshee, and +rmy of the (ead. http://www.freewebs.com/"ae#aahammer/$estiar%&'iche.pdf Ja!da"# Original Author of: (rain ife, and nlife of Nagash. Lord of the $it http://for(m.stri"e-to-st(n.net/#iewtopic.php)t*+7+0,hihiht*necromanc% Though Though in his ost on Strike to Stun he claims claims no credit, his list of sells insired insired a few of those I created, Namely- +bu (alim/s Soul Transfer, +wakening of the +ncient 0ing, and Wraith Touch
INTRODUCTION In this work I compiled, edited, and created what I believe to be a decent attempt in fleshing out one area of !R" that that we all love #et have have ver# little to work work with$ Necromanc#$ Necromanc#$ Though this this information information will probabl# probabl# find find far more use b# %ame &asters &asters than "la#ers "la#ers it is here for both$ both$ In the beginni beginning ng I onl# intended to use this work for m# own campaign but over the last few weeks there has been a few others besides m#self asking about the lack of official works on Necromanc# and the fact that Night's Dark &asters is geared for (ampires (ampires and not Necromancers$ Necromancers$ I figured wh# keep what what I am making to m#self so I decided to share it with all of #ou$ !or m# campaign I was to#ing with a wa# to make the i)ard career path fit a Necromancer N"C built the wa# I reall# liked and was having a bit of trouble getting it *ust right when I stumbled across Nathan Dowdell's site site on the +lack rt$ Not onl# does he have the entire entire career path mapped out but but he has a nice nice intro introdu ducti ction on for for each each career career as well well as a ver# ver# -fluf -fluff#. f#. altern alternate ate rule rule s#stem s#stem for chann channeli eling ng Necromant Necromantic ic &agick$ ere it not for having the pla#er pla#er in m# current current game that will be becoming becoming a Necromancer never pla#ing a wi)ard t#pe character before I probabl# would have used Nathan's Nathan's s#stem$ /owever, I felt no reason to saddle him with further difficulties in what would be an initial learning e0perience$ Therefore I edited out the Talents Talents he created and left the Necromancer wielding their their &agick as the standard college trained trained i)ard 1ho hum2$ I can't recommend Nathan's Nathan's work enough however however as it reall# captures the flair of how this dark magic is manipulated, fitting perfectl# with the accounts accounts of the 3iber Necris, something I strove to do with the editing and creating of others others work as well a s m# own$ ith a full career path now all I needed were spells, 'cause that's all an#one reall# cares about an#wa# right4 Unfortunatel# Unfortunatel# there are no "ett# &agic spells for the budding budding Necromancer Necromancer and such a malign force of will certainl# can't be caught wielding the same spells as the college mage, and hedge magic is for backwoods charlatans$ charlatans$ Necromancer Necromancer is in need of a proper selection of of "ett# &agic spells *ust so the undead undead wont laugh laugh at him$ 5o to the drawing drawing board I went and after after a few nights nights I ended up with what I hope will suffice$ 3esser &agic was a lot easier, I onl# needed a couple of spells that would be useful to a Necromancer while not trul# being evil$ evil$ fter that there are so man# 3esser &agic spells available across the eb that #ou can still make the dark nemesis of #our campaign uni6ue$ Once I got to the 3ore 3ore of Necromanc# Necromanc# itself itself things things got a bit tougher tougher$$ I did not want to simpl# rewrite rewrite spells spells from the 3ore 3ore of Death and &orr$ &orr$ I wanted something something differen differentt to set Necromancers Necromancers apart$ !ortunatel# !ortunatel# 3eonpoi's work in the Unofficial Tome Tome of Careers did half m# *ob for me with a list of 78 plus spells spells coupled coupled with a few of m# own I ended ended up with 9 branches branches of the lore$ The basic basic branch, branch, : of which aren't summoners summoners of undead at all, and 7 that is full# dedicated to it$ &ore than enough enough for most an# t#pe of Necromancer #ou could be in need of$ Now all I needed were rituals$ Creating ritual ritual spells is where I easil# spent most most of m# time and likewise had had the most amount of of fun$ I edited a few spells from some basics posted b# 3ord of the "it on the 5trike to 5tun forum, edited ;ackda#s Unlife of Nagash ritual from his 3iche +estiar#, and then created some of m# own from scratch$ gain I attempted to make them fit the background background material presented in the the 3iber Necris which I must sa# caused me to end end up with some some prett# powerful powerful rituals$
3
NECROMANCER CAREER PATH
Skills: 'hanneling, Skills: 'hanneling, Drive or Trade ()pothecary or *mbalmer+ *mbalmer+,, eal or Torture, orture, ntimida ntimidate, te, agical agical Sense, Sense, erce ercept ption ion or repar repare e oiso oison, n, Search Search,, Speak )rcane /anguage (agick+ Talents: 0lee1 0lee1,, ett etty y agi agic c (Nec (Necro roma manc ncy+ y+,, 2esistance to Disease or Strong-minded Traings: 'rude 'rude surgical surgical implemen implements, ts, andandcart, 2agged 'lothing !areer "ntries: 3arber-Surgeon, 3arber-Surgeon, 3one icker, icker, *mbalmer, 4rave 2obber, edge 5i6ard, Strigany ystic !are !areer er "#it "#its: s: 'har 'harla lata tan, n, 4rav 4rave e 2obb 2obber er,, Necromancer, 7utlaw, 8agabond, 9ombie
DREG (Basic Career) The The leas leastt prac practi titi tion oner ers s of Necr Necrom oman ancy cy are are commonly referred to as Dregs by more powerful exam examp ples les of thei theirr kind kind,, and and they they are are ofte often n employed as scurrying assistants for Necromancers, much maligned and ill-treated by their their masters. masters. The typical typical dutie duties s of a Dreg are are fetching, fetching, carrying carrying,, repairing repairing damaged damaged corpses, corpses, stealing stealing new corpses, corpses, and similar menial menial tasks. tasks. Their servitude is made only vaguely tolerable by the faint promise of power that comes with it, and the potential to become like those who mistreat them so. Not all Dregs Dregs are the the menial servants servants of Necro Necroman mancer cers, s, howeve howeverr. Some Some are wretch wretched ed dabblers in unholy lore, having found a knack for making making dead thing things s dance like like puppets puppets.. ost such such petty petty Necrom Necromanc ancers ers do not not surviv survive e long long,, either consumed by their pursuit of power beyond their grasp, or hunted down and killed for their blasphemous blasphemous deeds. Those who who do survive often gain in power power and become true Necroman Necromancers, cers, and a very real threat to those around them.
NECROMANCER ) true Necromancer is a grave threat, not because of the power he wields but because of what he represents, a desecration of the natural order, a blasphemy against the power of the gods and a perversion of the fundamental notions of life and death. ) Necromancer:s power grows erratically from meager beginnings, and strains against the confines confines of their their mortality mortality,, burning burning at their their souls souls and poiso poisoni ning ng their their bodies bodies.. 0ew 0ew of them ever ever progress beyond this state, dying as wretched and enfeebled corpses and often cursed to linger as impotent specters or even terrible wraiths, a far cry from the immortality many seek in Necromancy. Necromancy. Necromancers, as as with Dregs, often often serve more powerful undead, often as apprentices or indentured servants to a ortifactor, ortifactor, a /ich or a 8amp ampire, who who feed eed them scr scraps aps of lore or command them to transcribe fell rituals and vile grim grimoi oire res, s, them themse selv lves es copi copies es of copi copies es of Nagash Nagash:s :s origin original al works. works. 0rom 0rom this this lore, they hone their own abilities and seek a way to become more than what they are.
-Dreg Advance SchemeMain Profile WS BS -
-
S
T
Ag
Int
WP
Fel
-
!"#
!"#
!$%#
!$%#
-
Secondary Profile A
W SB SB
-
!&
-
TB
M
Mag
IP
FP
-
-
!$
-
-
4
spen spend d thei theirr time time seek seekin ing g grea greate terr and and grea greate terr source sources s of Necro Necroman manti tic c lore lore and condu conducti cting ng horrific experiments with a mind to perfecting their knowle knowledg dge e and ensur ensurin ing g their their immort immortali ality ty,, for for though they are architects of death, they are not yet its masters.
-$ecromancer Advance SchemeMain Profile WS
BS
S
!"#
-
-
T
Ag
Int
WP
!$%# !$%# !$"# !&%#
Fel !"#
-Mortifactor Advance Scheme-
Secondary Profile A
W
SB
TB
M
Mag
IP
FP
-
!; !;
-
-
-
!&
-
-
Main Profile
Skills: )cademic )cademic ourn >ourneym eyman an 5i6ar 5i6ard, d, 5arlock Secial: ?ou must must have have gain gained ed at leas leastt one one nsanity oint before entering this career !areer "#its: 4rave "#its: 4rave 2obber, ortifactor, 7utlaw, Scholar, 9ombie
WS
BS
!$%#
-
S
T
Ag
Int
WP
Fel
!"# !$"# !$"# !&"# !;%# !$%#
Secondary Profile A
W SB
-
!A
-
TB
M
Mag
IP
FP
-
-
!;
-
-
Skills: )cademic )cademic
MORTIFACTOR ortifactors are the true dream and nightmare of Necr Necrom oman ancy cy.. Terri erribl ble e and and powe powerf rful ul,, thei theirr command over the undead is now so familiar to them that they can do so as easily as breathing. breathing. ) ortifactor is a figure of dreadful implications for most most,, and and an idea ideall to be achi achiev eved ed by less lesser er Necromanc Necromancers, ers, having having con@uere con@uered d the limitati limitations ons of their mortal existence in one way or another and achieved achieved vast vast power power in the the process. process. any ortifactors are /iches, undead spell-casters who have forsaken mortal life for an eternity of undeath in the manner of the riests of ancient Nehekhara and 4reat Nagash Nagash himself. Their desiccated desiccated forms are now a focus for Dhar and and fonts of unconstrained Necromantic power. erhaps more terr terrif ifyi ying ng howe howeve verr, are are thos those e who who beco become me ortifact ortifactors ors and remain remain amongst amongst the living, living, for theirs is a will to live and dominate that cannot be extingui extinguished shed.. 5hether 5hether alive alive or undead, undead, they
UNDYING ONE f Necrom Necromanc ancers ers are slaves slaves to death death,, then then the the Bndy Bndyin ing g are are its its mast master ers. s. The The Bndy Bndyin ing g are coll collec ecti tive vely ly thos those e Necr Necrom oman ance cers rs who who hav have achieved to one degree or another, their ultimate goal, immortality. Their command over the dead is matched only by the most studious of 8ampires, surpassed surpassed only only by Nagash Nagash himself. himself. ost of the the Bndying are /iches, for Cust as few Necromancers achieve the power and focus needed to become ortifactors, few ortifactors survive long enough to unlock the secrets of Necromancy and become truly undying. undying. That is not not to say that that they cannot cannot be slain, for even beings such as these for whom the ages are irrelevant irrelevant are susceptible susceptible to blade blade and arrow and spell, but their might makes even 5
death in battle unlikely and their will may still be strong enough to come back even from such a demise, though this would be extremely difficult and would would leave them weak for many centuries. centuries. t is a far better fate however, to endure centuries of weak weakne ness ss than than to suff suffer er a true true deat death. h. t is thankful, then, that there are so few Bndying in the world and that their ambitions are often mutually exclusive, preventing their cooperation. cooperation.
MISCELLANEOUS The following deals with a few miscellaneous rule addi additi tion ons s that that are are befi befitt ttin ing g the the natu nature re of the the Necromancer.
'"A( ) S%*+"*, The eal Skill and the Surgery talent may be used by Necromancers in somewhat unusual ways.
'"A(
-%ndying &ne Advance Scheme-
The heal skill my be used by a Necromancer in order to stitch up damage done to a 9ombie as long as they have not been reduced to % 5ounds, however only $d$%=& 5ounds can be healed and it re@uires $ hour to do so.
Main Profile WS
BS
!$"#
-
S
T
Ag
Int
WP
Fel
!$%# !&%# !&%# !;"# !A%# !$"#
S%*+"*,
Secondary Profile A
W
SB
TB
M
Mag
IP
FP
-
! !
-
-
-
!A
-
-
Those Those having having knowledg knowledge e of surgical surgical techni@u techni@ues es may may repa repair ir 9omb 9ombie ies s even even if they they have have been been reduce reduced d to % 5oun 5ounds ds with with a full full $d$% $d$% 5oun 5ounds ds being healed. healed. There are whispered stories stories of truly truly twisted Necromancers, who through surgery, surgery, have create created d strang strange e and and uni@u uni@ue e forms forms of corpo corporal ral undead as well.
Skills: )cademic )cademic
F"A* &F %$D"AD ) Necromancer never suffers 0ear (or Terror+ from his own own creati creation on or those those that that he comman commands. ds. 5hen faced with Bndead that he does not have power over he gains a bonus of !$%# to any 0ear and Terror Test that they re@uire.
*"-A$IMATI&$ >ust >ust becau because se an animat animated ed Bndea Bndead d creatu creature re is killed does not mean they can not be raised again. Bnless their head has been destroyed a Necro Necroman mancer cer may easily easily re-an re-anima imate te them. To represent this anytime a Necromancer wishes to re-ani re-animat mate e a corpo corporea reall Bndea Bndead d that that has been been destroy the head is considered to be intact on a d$% roll roll of E $%. This This is unless unless of cour course se the head was obviously destroyed in combat ('ritical it to the head head for example+. example+. Bnfortunately Bnfortunately this is a fre@u fre@uent ent occurr occurrenc ence e since since most most commo commoner ners s beli believ eve e behe behead adin ing g to be the the only only way way to kill kill Bndead.
6
NECROMANTIC SIDE EFFECTS Necromancers, like others who wield Dhar, pay a price for their power. The power of their magic rava ravage ges s thei theirr bodi bodies es,, leav leavin ing g last lastin ing g scar scars. s. Whenever Whenever you cast a spell using using Dark Magic Magic that results results in Tzeentch Tzeentchs s !urse, !urse, you are at risk of a side"effect. #f you get doubles on the percentile dice dice when when resolv resolvin ing g the curse, curse, you also also suffe sufferr from a side"effect. $oll percentiles again on the following following table to see what happens. %ou can gain each side"effect side"effect multipl multiple e times, times, and effects are cumul cumulati ative. ve. &or &or e'amp e'ample, le, each each time time you you gain gain Debi Debili lita tati tion on,, you you redu reduce ce your your Tough oughne ness ss !haracter !haracteristi istic c by (d()*. When a character character with with the +ndead trait gains a side effect, any roll of a double will not produce the result rolled. #nstead, such rolls result in the !adaverous ppearance side"e side"eff ffect ect.. Those Those who who sacrif sacrifice ice their their lives lives for for power can rarely maintain the facade of life for long.
!haracter !haracteristi istics. cs. #f you roll this side"effect side"effect more than once, you either gain a new aversion or your e'isting one becomes more severe.
NECROMANCY SIDE EFFECTS ROLL
EFFECT
)(")4
llergy
)5"()
ura of Death
(("(4
version
(5"0)
!adaverous ppearance
0("04
!haracter &law
05"6)
!ontagion
6("64
Debilitation
65")
Disfigurement
("4
Disgusting 7abit
5"4)
Disturbing 3resence
4("44
8mancipation
45"5)
7obbled
5("54
Madness
55"9)
:dd ;isions
AURA OF DEATH
9("94
3alsy
ll ll plant plants s wither wither when you are withi within n yards yards /0s1 /0s1ua uare res2 s2.. This This e'ten e'tends ds to e1uip e1uipme ment nt that that deri erives fro from plan lant mater ateriials als, wor worsen sening ing craftsmanship by one step.
95"<)
$otting
<("<4
-tench
<5"=)
+nnatural ppetite
=("=4
;ulnerability
=5"())
Weakness
ALLERGY %ou %ou have an allergy to a common material, like leather or fur. When in contact with it, you take a "()* "()* penalt penalty y to your your Weapo Weapon n -kill -kill and and gili gility ty !haracter !haracteristi istics. cs. #f you roll this this side"eff side"effect ect more than once, you either gain a new allergy or your e'isting one becomes more severe.
AVERSION %ou %ou develop an aversion to a common element of daily daily life life such such as ligh light, t, water water,, or the the crying crying of infants. When forced to be around it, you suffer a "()* penalty to your Will 3ower and &ellowship
Cadaverous Appearance %ou %ou begin to look like like a corpse. t first, you you simply 7
grow grow pale and develop develop rings around your eyes, but eventually you become indistinguishable from a real cadaver. %ou suffer a "()* penalty to your &ellowship in all social situations, but gain a >()* bonus on #ntimidate Tests.
DISTURING !RESENCE %our %our aura becomes so malignant malignant that children and animals refuse to go near you, and you suffer a "()* penalty to your &ellowship !haracteristic in all social s ituations. ituations.
CHARACTER FLAW
EMACIATION
%ou %ou develop an irritating character flaw, like e'cessive arrogance, selfishness or an unseemly obsession with death. death. 3ermanently reduce your starting &ellowship &ellowship !haracteristic by (d()*. #f you roll roll this this side"e side"effe ffect ct more more than than once, once, you either either gain gain a new new char charac acte terr fla flaw or your your e'is e'isti ting ng character flaw becomes more severe ? either way, your your &ellowsh &ellowship ip !haracter !haracteristi istic c is reduced reduced by a further (d()*.
%ou %ou can no longer keep weight on your body, body, giving giving you a gaunt, gaunt, sickly sickly appear appearanc ance. e. $edu $educe ce your body weight by 0)*. &or every two times you gain this side"effect, you also permanently reduce your Toughness !haracteristic by (d()*.
HOLED :ne of your your feet twists twists painful painfully ly,, reducing reducing your Movement !haracteristic !haracteristic by (.
CONTAGION MADNESS
%ou %ou become an obvious carrier of Tomb $ot and thou though gh you appear appear to suffer suffer from it you you never never actually contract contract it. %ou suffer a "0)* penalty to all all &ell ellowsh wship Tests sts in soc social ial situ situat atio ion n. ddi dditi tion onal ally ly,, every every time time you you rema remain in in clos close e pro'imity to others for more than a few hours they have have a 4* chan chance ce of cont contra ract ctin ing g the the dise diseas ase e /Toughness /Toughness Test to avoid2. #f you you roll roll this this side" side" effect effect more more than than once once you you suffer suffer an addit addition ional al "()* penalty to your &ellowship Tests.
@ain (d() #nsanity 3oints.
ODD VISIONS %ou %ou are afflicted with terrifying visions that might involv involve e all those those you see appear appearin ing g dead dead and and decayed, or vile maggots swimming through through flesh. Though you know they arent real, its sometimes hard to distinguish between reality and hallucination. @ain 0 #nsanity 3oints, and you take a "()* penalty to all 3erception -kill Tests.
DEILITATION s a result of a mild sickness, such as a wracking cough or a weakened constitution, you permanen permanently tly lose (d()* from your your Toughne oughness ss !haracteristic.
!ALSY %ou %ou become prone to periodic fits of shaking. t the start start of any stress stressfu full situat situatio ion n /comb /combat, at, a verbal confrontation, etc2, you must make a Will 3ower Test or suffer a fit that lasts (d() rounds. During the episode, you take a "()* penalty on your your gili gility ty,, #nte #ntell llig igen ence ce,, Will ill 3owe 3owerr and and &ellowsh &ellowship ip and can only take half actions actions each round.
DISFIGUREMENT %ou %ou gain a repulsive disfigurement disfigurement of a random part of your body as determined by the hit location chart. This can be anything from unsightly sores to scaly scaly skin, skin, to a grow growth th of fur fur. +nle +nless ss you you disgu disguise ise the the disfi disfigu gurem rement ent,, you you suffer suffer a "()* "()* penalty penalty to your your &ellowsh &ellowship ip !haracter !haracteristic istic in all social situations. #f you roll this side"effect more than once, you either gain a new disfigurement or your e'isting one becomes more severe.
ROTTING %ou %ou leave bits of yourself wherever you go. %our skin is corrupted, splitting, and weeping, though somehow your condition condition does not seem to get any worse /nor does it seem to improve2. $educe your &ellowship !haracteristic !haracteristic by (d()*.
DISGUSTING HAIT %ou %ou develop a disgusting habit. #t can be anything from only being able to defecate in public to eating only raw flesh or drinking blood, to vomiting after every meal. 3ermanently reduce your &ellowship &ellowship !haracteristic by (d()*. #f you roll this side"effect more than once, you either gain a new disgusting habit or your e'isting habit becomes more se vere.
STENCH %ou %ou develop a most unpleasant odor. odor. &or each inst instan ance ce of this sid side"ef e"effe fect ct,, it tak takes one application of perfume to mask the stench for a day. day. #f you had gotte gotten n stench stench three times times,, for for e'am e'ampl ple, e, it woul would d take take thre three e appl applic icat atio ions ns of 8
perfume a day to hide your smell. When your smell is notic noticeab eable, le, you take take a "()* "()* penalty penalty to your your &ellowship in all social situations.
the difficulty to resist feeding worsens by one step /verage /verage to !hallenging, !hallenging, !hallenging to 7ard, and so on2.
UNNATURAL A!!ETITE
VULNERAILITY
%ou %ou develop a hunger for the unspeakable. unspeakable. This could could inclu include de 7uman 7uman /8lf, /8lf, 7alfli 7alfling ng,, etc2 etc2 flesh, flesh, dung, blood, rotting food and Aust about anything a cruel @M can devise. When confronted with the obAect of your desire, you must succeed on a Will 3ower Test or break out your pewter spoon and get to work on on cleaning your your plate. Whilst this has has no app appreci eciabl able eff effect ect on the charac aractter, er, if witnessed whilst in the act of feeding, you take a "()* penalty to &ellowship Tests made to interact with any witnesses. 8ach time you gain this side" effect, you either develop an additional craving, craving, or
%ou %ou are susceptible to a particular common substance, such as flour, wine, ale or vomit. #f this substance comes into contact with your skin, you immedi immediate ately ly catch catch fire. fire. -ee -ee &ire &ire in W&$3 W&$3 ( (652. (652. 8ach time you gain this side"effect, you develop an additional vulnerability.
WEA"NESS %ou %ou permanently lose (d()* from your -trength !haracteristic.
9
THE DARK LORE OF NECROMANCY
Descriptin: "ith Descriptin: "ith a wave of your hand you send out a blast of dust toward an opponent within 4 yards causing them to be blinded for %d%/ turns unless they succeed a Toughne Toughness ss Test. This spell is considered a magic missile. missile.
PETTY MAGIC These are the basic spells taught to most would be dabbl dabblers ers of Necrom Necromanc ancy y if they they were were lucky lucky enough to learn the basics of magic from an a ctual Necro Necroman mancer cer.. If, If, on the other other hand, hand, they first first studied magic from a less sinister source they will tend tend to have have lear learne ned d the the basi basic c Pett Petty y Magi Magic c (rcane! spells detailed in "#$P(%&'!, Petty magic (ivine! (%&'!, (%&'!, or Petty Magic Magic ()edge! (%&*!. (%&*!. If this is the the case case an aspiri aspiring ng Necro Necroman mancer cer may still still learn the spells detailed here by using the +tra -pell Talent for / p per spell.
HAUNTIN! $REE%E Casting Number: Number: Casting Time: )alf action Ingredients: raven5s feather (0%! Descrip Descriptin tin:: "ith "ith a simple simple ehala ehalatio tion n of your your brea breath th you you caus cause e a chil chilli ling ng bree bree6e 6e to swee sweep p through through a %7 yard area around around you. you. Though Though the the bree bree6e 6e will will not not caus cause e #ear #ear it does does invo invoke ke an unsettling feeling upon upon those those who feel it. 8oose papers and other such light ob9ect will scatter and any any unpr unprot otec ecte ted d flam flames es will will blow blow and and flic flicke kerr heavily, while small candles will be etinguished. This spell can be cast without drawing attention attention to yourself unless someone is watching you cast it while they are using "itchsight. "itchsight.
EYES OF THE NOCTURNAL Casting Number: Casting Time: #ull action Ingredients: n eye of a rat (0%! Descri Descript ptin in:: This This spel spelll gran grants ts you you the the Nigh Nightt 1ision Talent for a number of hours e2ual to your Magic Magic 3haract 3haracteri eristi stic. c. If you alread already y have the Night Night 1isio 1ision n Talent alent the the range range of your your visio vision n is doubled.
LOCATE COR"SE Casting Number: & Casting Time: #ull action Ingredients: finger bone (0%! Descriptin: :ou :ou are able to locate any corpse, buried or otherwise, within 7& yards.
!HOSTLY A""ARA A""ARATION TION Casting Number: * Casting Time: #ull ction Ingredients: )air from a dead person (0%! Descrip Descriptin tin:: This spell is eactly like the Petty Magic (rcane! spell Marsh Lights though instead of lantern lights you create the appearance of a soft glowing glowing,, ghostly ghostly humanoid. humanoid. This This spell will cause fear in the hearts of those who see it if they fail a routine (0%/! "ill Power test.
SENSE UNDEAD Casting Number: ' Casting Time: #ull action Ingredients: pair of eyes (0%! Descrip Descriptin tin:: #or a number of minutes e2ual to your Magic 3haracteristic you are able to sense the the pres presen ence ce of ;nde ;ndead ad,, both both corp corpor oreal eal and and incorporeal, incorporeal, within %4 yards through up to < feet of stone.
!RA#E DUST Casting Number: ' Casting Time: )alf action Ingredients: irt from a grave (0%!
10
lear learne ned. d. =the =therw rwis ise e only only rough roughly ly %/> of the corpse need be available to learn information with this spell.
LESSER MAGIC The following 8esser Magic spells are often used by pract practiti ition oners ers of the the dark dark art of Necro Necroman mancy cy however the spells themselves do not draw upon har nor are they related to any specific "ind of magic. Therefore, as with all all 8esser Magic Magic spells they they may may be learn earned ed by anyo anyone ne capa capabl ble e of manipulating magic.
DARK LORE: NECROMANCY The The char chartt belo below w cate catego gori ri6e 6es s the the four four most most common branches of Necromancy, though this is not not to say say that that this this is an eha ehau ustiv stive e list list of Necr Necrom oman anti tic c spel spells ls only only that that the the foll follo owing wing enco encomp mpas asse ses s thos those e area areas s most most comm common only ly studi studied. ed. Notic Notice e that only only the +leme +lement ntal al and -ummoning -ummoning branch have spells to summon and?or control ;ndead as not all Necromancers use their powers for such purposes, there are many who study the lore simply for the raw power and the life etending magics that can be learned. lso note that the 8ore of Nagash is not presented here. This This ark ark 8ore 8ore is used used prim primar aril ily y by anci ancien entt 1ampires 1ampires and 8ich, 8ich, and not by mortals. mortals. This does not prevent a mortal Necromancer from learning and and usin sing spel spellls form the 8ore of Nagas agash h howev however er,, they they are often often times times more more diffi difficul cultt to come come by and and may only be unde underst rstoo ood d by one fluent in the arcane language language of the Nehekharan.
"RESER#E Casting Number: 4 Casting Time: #ull action Ingredients: drop of blood mied into the wa seal (0%! Descriptin: "ith this spell you are able to cause perishab perishable le items items (includi (including ng spell spell componen components! ts! stor stored ed in a wa wa seal sealed ed 9ar 9ar of no larg larger er than than % gallon capacity to stay fresh for a period of years e2ual e2ual to your Magic Magic 3haract 3haracteri eristi stic. c. =nce =nce the contai container ner is opene opened d the the item item withi within n will will waste waste away as normal.
DEATHS RE#ELATION Casting Number: %% Casting Time: #ull action Ingredients: magnifying glass (0%! Descriptin: Descriptin: This spell allows you to determine the physical cause of death of the deceased and the the lengt length h of time time that that has elapsed elapsed since since their their death. death. If the head (skull (skull!! is present their their name, name, race, race, nation nationali ality ty,, and title title (if any! any! will will also also be
Lre S&i'': -peak 8anguage (Nehekharan! The The 8ore 8ore -kill -kill for for Necro Necroman mancy cy liste listed d in "#$P "#$P (%'%! does not take into account for a Necro Necroman mancer cer 3areer 3areer which which has access access to the orig rigina inal 8ore -kil -killl@ cad cademi emic Anowled wledg ge (Nec (Necro rom mancy ancy!! as part art of the the 3aree areerr path ath. Therefore the 8ore -kill was changed to one more fitting with the spirit of the 8ore5s origins.
ELE(ENTAL
(YSTICAL
CARDINAL
SU((ONIN!
Banish ;ndead
mong
Banish ;ndead
Bind -piritC
3all of 1anhel
Blood Bridge
Blood Bridge
3all of 1anhel
3ontrol ;ndead
3rippling -tare
3orpse #lesh
3ontrol ;ndead
3orpse #lesh
#eign eath
3urse of ;ndeath
+mbalm
#ace of eath
$igor Mortis
#ace of eath
+tend 3ontrol
)and of ust
-pirit #orm
)and of ust
Maintain 3ontrol
Invigorating 1itae
-pirit -peak
Invigorating 1itae
$aise the ead
$aise the ead
Tomb $ot
$igor Mortis
$aise "ight 3aptain
$eDnimate
"ail of the Banshee
Tomb $ot
$eDnimate
-pell of wakening
"raith Touch
"raith Touch
-pell of wakening
*See spell description bellow. bellow. If you prefer not to use this spell and the altered version of Spell of Awakening then then simply replace it with the spell Among. spell Among. 11
E($AL(
)AIL OF THE $ANSHEE
Casting Number: %/ Casting Time: #ull action Ingredients: vial of embalming fluid (0%! Descrip Descriptin tin:: :ou :ou heal a single ;ndead within Touch range range of %d%/ "ounds. "ounds. This spell spell has no effect on living creatures or +thereal ;ndead.
Casting Number: 7& Casting Time: #ull Time: #ull action Ingredients: The tongue of an orphan (0
TO($ ROT Casting Number: %7 Casting Time: #ull action Ingredients: Bandages from a mummy (07! Descriptin: :ou :ou attempt to drain drain the health from from a single target within within Touch Touch $ange. $ange. The touched skin blisters and decays, inflicting a single "ound on the target. dditionally dditionally,, if the target fails a "ill Power Power Test, they are stricken stricken with Tomb Rot Rot and appear to 2uickly age and decay, losing > from Tough oughnes ness, s, gili gility ty and #ello #ellowsh wship, ip, and and suffer suffer continuing effects as described below.
RI!OR (ORTIS Casting Number: %& Casting Time: )alf action Ingredien Ingredients: ts: -hackles from a prisoner who has died while incarcerated (07! Descriptin: single target within %7 yards must pass an =pposed "ill Power Test or have their limbs limbs stiffe stiffened ned under under the the weigh weightt of death death.. The The affected target may only take a single half action for for a numb number er of roun rounds ds e2ua e2uall to your your Magi Magic c 3har 3harac acte teri rist stic ic and and has has thei theirr gili gility ty halv halved ed (rounded up! for the duration of the spell.
ddi dditi tion onal al effe effect cts s of Tomb omb Rot Rot are otherwise otherwise consider considered ed to be a disease disease ("#$P %<'!. %<'!. failed failed isease Test will cause the victim to contract a wast wastin ing g dise diseas ase e with with a dura durati tion on of %/ days days (modified by any cures or Toughness results as norm normal al!. !. +ach +ach day, day, the the vict victim im must must pass pass a Toughness Test or lose an additional > from their Toughness, oughness, gility and #ellowship. #ellowship. If their gility gility or #ellowship reaches / the victim is bed stricken and unable to move, while if Toughness reaches / they will die.
E*TEND CONTROL Casting Number: % Casting Time: #ull action Ingredients: The brain of a magician (07! Descrip Descriptin tin:: This spell enables you to control ;ndea ;ndead d beyon beyond d the norma normall range range of &4 yards, yards, etending that control to half a mile (44/ yards!. Extend Control lasts lasts a number of hours e2ual to your Magic 3haracteristic. 3haracteris tic. :ou can retain the spell furthe furtherr with with a succe successf ssful ul "ill "ill Power Power Test each each hour thereafter.
ny lost characteristic points, including the initial effects of the spell will recover at the rate of > per per day day once once the the dise diseas ase e has has been been lift lifted ed (or (or avoided!. permanent permanent loss of > to #ellowship #ellowship is suff suffer ered ed due due to the the with wither erin ing g effe effect cts s of the the disease.
S"IRIT FOR( Casting Number: %* Casting Time: Two full actions Ingredients: piece of gossamer (07! Descrip Descriptin tin:: 3asti 3asting ng this this spell spell causes causes you to ente enterr an ethe ethere real al stat state e in a simi simila larr mann manner er to -piritual ;ndead. "hile ethereal, ethereal, you can become become visible or invisible at will, cannot attack or cast spells, but are otherwise immune to nonDmagical forms of attack. attack. The ethereal ability is identical identical to the +thereal Talent (="B **!.
)RAITH TOUCH Casting Number: %/ Casting Time: )alf Time: )alf action Ingredients: severed hand Desc Descri ript pti in: n: "hen "hen you you cast cast this this spel spelll your your hands become sheathed in a dark nimbus of har causing your Touch Touch attacks to reduce your victims -trength -trength 3haract 3haracterist eristic ic by %d%/>. %d%/>. Those Those who have their -trength drained to /> are slain.
:ou :ou can remain ethereal for a number of hours e2ual to his Magic 3haracteristic, although once -pirit #orm is canceled it must be recast if you wish to become ethereal again. again. ll that you are
1icti 1ictims ms of this this spell spell who surviv survive e regain regain their their -trength at a rate of of %/> each hour. hour. This spell last last ' turns and has no effect on aemons or ;ndead. 12
wearing and up to &/ +nc. $ating of carried items, ecept living creatures, are affected by this spell.
-trengthF the victim dies and becomes an ;ndead creature if their -trength is reduced to />. The progress of undeath may only be halted by disp dispel elli ling ng or othe otherw rwis ise e canc cancel elin ing g the the spel spell. l. -laying the Necromancer will not halt the spell5s effe effect cts. s. crea creatu ture re that that beco become mes s ;nde ;ndead ad is considered a normal Gombie under your control. If dispe dispell lled, ed, the the victi victim m perman permanent ently ly loses loses any -trength due to the hideous wasting effects of this curse.
FEI!N DEATH Casting Number: %4 Casting Time: #ull Time: #ull action Ingredients: vial of poison (07! Desc Descri ript pti in: n: :ou :ou are able to enter a deep hibernation hibernation and appear dead. dead. "hile in this deep hibernation you are not re2uired to breathe, show no sign signs s of life life,, and and will will beco become me cold cold (roo (room m temperature! like a genuine genuine corpse. +amination +amination by others with the )eal -kill will determine that you are dead.
(AINTAIN CONTROL Casting Number: 7/ Casting Time: #ull action Ingredients: +ssences of a vampire (0
:ou :ou may remain in this state for up to a number of days e2ual to your your Magic 3haracteristic. 3haracteristic. :ou may wake up before this maimum duration, but the time of hibernat hibernation ion must be specified specified when the spell is cast. dditionally dditionally,, you have no power of percepti perception on while while under under the spells effects. effects. =nce cast, cast, the hiber hibernat natio ion n may be invoke invoked d withi within n a number of rounds e2ual to your Magic 3haracter 3haracteristi istic c as a #ree ction. ction. In this this way you are able to more convincingly feign death if struck by a weapon or spell.
S"IRIT S"EA+ Casting Number: 7% Casting Time: #ull action Ingredients: Ingredients: stick of incense (0
$IND S"IRIT Casting Number: 77 Casting Time: Two full action Ingredients: Burial Ingredients: Burial wrappings (0
CURSE OF UNDEATH This This spell spell is of vital import importanc ance e if you you wish wish to animate animate intell intelligen igentt corporeal corporeal ;ndea ;ndead d such as as "ights, for if the spirit is not present when the corpse corpse is animat animated ed only only norma normall -kelet -keleton ons s or Gombies can be raised. Bind Spirit is a Touch spell.
Casting Number: 74 Number: 74 Casting Time: Two full actions Ingred Ingredie ient nts: s: The The hand hand of a lich lich,, mumm mummy y or vampire (0! (D>! "ill "ill Power Test they will begin to transform into an ;nde ;ndead ad crea creatu ture re.. t the the beg beginni innin ng of each each subse2uent round the victim loses %d%/> of their
=nce a target has been affected by this spell it may not be dispel dispelled led,, and other other than than the Great Spell of Unbinding Unbinding there there are very few ways to free the spirit from its corporeal bondage. 13
It is not not poss possib ible le to bind bind the the spir spirit it of a livi living ng person to their body with this spell as that is a task re2uiring far greater knowledge and power.
"ight5s instead. instead. The remains remains must be be those of a character with a martial career (as per the HM! and who has had their their spiri spiritt boun bound d to their their bodi bodies es either by spell or burial practice.
Anowingly Anowingly (or unknowingly! unknowingly! attempting to animate the the remain remains s of those those who have have had their their soul soul bound to them with a lesser form of magic, such as $e-animate or Raise Raise Dead will Dead will result in only a single single corpse corpse being raised raised.. This This newly created created Pseud PseudoD" oD"igh ightt (D%> (D%> to all 3hara 3haracte cteris ristic tics s and having no "ight Blade! will in no way be under your control, and will immediately attack you or the nearest target.
s "ights have their souls bound to them they are not entirely dependent upon the magical power of a Necromancer Necromancer in order order to remain animated. animated. #or every day that their creator is separated from them (more than &4 yards away! there is a cumulative %> chance that the magic binding them will fade causing causing them to fall. fall. Their Their spirit however however is still still bound to their body 9ust as before and therefore may once again be animated into a "ight.
A(ON! CRI""LIN! STARE
Casting Number: %& Casting Time: #ull action Ingredients: burnt holy doctrine (07! Descriptin: 3asting this spell causes you to be ignored by ;ndead as they perceive you to be one of their own and unless you make an offensive action against them they will pay you no attention. !mong lasts lasts for a number of hours e2ual to your Magic 3haracteristic. 3haracteristic. :ou may etend this this with a successful "ill Power Test each hour thereafter.
Casting Number: <7 Number: <7 Casting Time: Two full actions Ingred Ingredie ient nts: s: The The brok broken en bone bone of a Prie Priest st of -hallya (0
Inte Intell llig igen entt ;nde ;ndead ad (tho (those se with with a "ill "ill Powe Powerr 3hara 3haracte cteris ristic tic!! may make make a "ill "ill Power Power Test to ignor ignore e the spell5 spell5s s effect effects. s. Thou Though gh they wont wont cons consid ider er simp simple le tresp trespas assi sing ng as an offe offens nsiv ive e actio action, n, intell intellig igent ent ;ndea ;ndead d will will not not toler tolerate ate you attemp attempti ting ng to steal steal what what is theirs theirs or what what they they have been tasked to guard.
This This spell spell does does not not reduc reduce e the "oun "ounds ds of the the victim to /, however they do suffer the full effects of the 3ritical 3ritical )it. If the victim should survive the ordeal they are treated as being heavily wounded if they suffered a level or greater 3ritical +ffect regardless of their their actual "ound "ound total. total. :ou may main mainta tain in this this spel spelll from from turn turn to turn turn with with a successful 3hanneling Test as a full action though you may not change targets without recasting the spel spell. l. Crip Crippl plin ing g Star Stare e is treated as a magic missile. missile.
$LOOD $RID!E Casting Number: %& Casting Time: )alf action Ingredients: blood soaked cloth (07! Descrip Descriptin tin:: :ou :ou draw the blood from a living creature within 7& yards. The target is drained of blood and suffers a number of "ounds e2ual to your Magic agic 3harac aractteris eristtic regar egard dless ess of Toughness oughness Bonus or armor. armor. :ou then regain the the same same numb number er of "oun "ounds ds up to your your curr curren entt maimum, maimum, any etra are simply simply lost. :ou do not have to be wounded in order to cast this spell.
RAISE )I!HT CA"T CA"TAIN AIN Casting Number: Casting Time: Two full actions Ingredien Ingredients: ts: The blood of a crusader, knight or templar (0
S"ELL OF A)A+ENIN! (ltered 1ersion! Casting Number: 7& Casting Time: Two full action Ingredients: circlet of iron 2uenched in human blood (0
$ight $ight Captain Captain coun counts ts as & ;nde ;ndead ad when when determining how many ;ndead you may command however, your range of control is etended to % 14
mile mile (%,*'/ (%,*'/ yards! yards! and they are not not sub9ec sub9ectt to crumbling as normal "ights when not within this range. $ight Captain is more intelligent than a normal "ight and may issue orders to -keletons, "ights, and Gombies that you have given to him to comman command, d, thoug though h they they still still count count again against st the the number of ;ndead ;ndead you may control. dditionally dditionally,, your summoned ;ndead will not crumble away as long long as they remain remain within within 7& yards yards of a $ight Captain whom Captain whom you have created.
S&i''s: cademic Anowledge (-trategy?Tactics!, (-trategy?Tactics!, Perc Percep epttion ion, $ead ead?"r ?"rite, ite, -pe -peak 8ang anguage age (3lassical! Ta'ents: #rightening, Ta'ents: #rightening, Night 1ision, ;ndead Specia' Ru'es: "ight Blade@ "ight 3aptains wield ancient, deadly weapons infused with the power of the the ;ndea ;ndead. d. In the the hands hands of a "ight "ight 3aptai 3aptain, n, these these blade blades s coun countt as magica magicall weapons and inflict inflict -B07 -B07 amage. amage. "hen a "ight "ight 3aptai 3aptain n causes causes a 3riti 3ritical cal )it, )it, it must must make make two two roll rolls s on the the Table able 'D<@ 'D<@ 3rit 3ritic ical al )its )its on page page %<< %<< in "#$P "#$P and and infli inflict cts s the deadli deadlier er result result.. The The "ight "ight Blad Blades es are are othe otherrwise wise ord ordinar inary y hand hand weapons when wielded by anyone else. Armr: Medium rmor (#ull Mail rmor! Armr "ints: "ints: )ead <, rms <, Body <, 8egs < )eapns: "ight )eapns: "ight Blade and shield S'aug.ter (argin: )ard •
)I!HT CA"TAIN (ain "r,i'e )S
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15
RITUALS OF NECROMANCY The real power of the Necromancer lies not in the simple spells used by most practitioners of magic but but in comp comple lex x ritu ritual als. s. Thou Though gh the the lore lore of Necr Necrom oman ancy cy has has many many work works s devo devote ted d to the the raising and and con control of the dead ead and the manipulation of dark energies these incantations are only useful useful for for temporary temporary effects. effects. The ritual ritual magic magic of the Necroman Necromancer cer however however is capable capable of so much more, as we soon shall see.
NECROMANTIC RITUALS RITUAL
RARITY SOURCE
Abu %al'im$s !oul Transfer
(ery )are
*ot+!t!
Ancient )enewal of Nagash
!ee )itual
New
Army of the %ead
(ery )are
-T ///0
Aura of %ecay
)are
New
Awakening of the Ancient 1ing
(ery )are
*ot+!t!
all of the *ich 1ing
(ery )are
New
%rain *ife
!carce
1H23* 40
5ather #$soran$s Architect
(ery )are
N%& /670
8olem
!carce
New
8reat !pell of -nbinding
(ery )are
New
RITUALS
*egion of the %ead
)are
N%& /670
The table below contains a listing of some of the more known secrets of Necromancy Necromancy,, even if only through legend, separated separate d by their rarity. rarity. It should be noted noted that even the most most commo common n copy copy of ritual magic is a rarity unto itself.
)ain of 2lood
)are
N%& /6/0
)ebirth in 2lood
(ery )are
N%& /6/0
As with all other lores of magic there exists an uncount uncountable able number of rituals rituals dedicated dedicated to the lore lore of Necro Necroman mancy cy,, some some more more obscu obscure re than than others. They are of varying degrees degrees of rarity and as would be expected the most powerful works are the the most most covete coveted d and the harde hardest st to come come by. by. Iron Ironic ical ally ly it is ofte often n whis whispe pere red d that that the the Holy Holy hurc hurch h of !igmar !igmar in Altdo Altdorf rf hold holds s the the large largest st collection of Necromantic lore in the the "ld #orld deep deep within within their their vaults vaults,, safegu safeguard arded ed agains againstt would be be manipulators manipulators of the dark dark knowledge. knowledge. "r so they say.
The The !our !ource ce list listin ing g is only only here so as to be a reference to official Necromancy rituals, and the original original versions versions authored authored by those those other other than mysel myself. f. All All ritu ritual als s list listed ed here here appe appear ar in this this chapter except those from Night$s %ark &asters.
)e9uest of the -ndying !carce
New
!anctum
!carce
New
!oulbind
(ery )are
New
!piritual urse
!carce
New
!ummoning the !hip of (ery )are the %amned
N%& /660
-nlife of Nagash
1H23* /70
(ery )are
KHBEL - Kalevala Hammer Bestiary Expansion Liche NDM - Night's Dark Masters UT - Uno!!icial Tome o! areers Lot"-#t# $ Lor% o! the "it on strike-to-st&nnet 16
hara haracte cteris ristic tics s !tre !treng ngth th,, Tough oughnes ness, s, Agili Agility ty,, #ounds #ounds and &ovement &ovement00 become become those those of your your new body body. To determine determine your your new 5ellowshi 5ellowship p haracter haracteristi istic c average average the host$s host$s and your your own unmo unmodi difi fied ed scor scores es,, then then appl apply y any any phys physic ical al modifiers %isfigurement, +lagued, etc.0 the host may have and then any nonphysical modifiers modifiers you have %istur %isturbin bing g +resence, +resence, !uave, !uave, etc.0. etc.0. All of your other haracteristics remain as they were.
AURA OF DECAY Type: Arcane Arcane Language: &agick Language: &agick Magic: 6 Magic: 6 XP: 677 XP: 677 Ingredient: A Ingredient: A pinch of Necrotic +owder, and the ashes, or slag, of a best 9uality weapon. weapon. C!nd C!ndit iti! i!n n:: This ritual must be cast in a graveyard at sunset with no mundane weapons of any kind within 67 yards of you. C!ne"uence: If the asting )oll is failed all mundane items weighting 677 3nc. or less within :7 yards of you are turned to dust. Cating Nu#$er: /; Nu#$er: /; Cating Ti#e: / Ti#e: / hour Decripti!n: This ritual creates a protective aura around you causing all mundane weapons of any kind including including pro
>ou >ou in no way gain any !kills, Talents, or knowledge from the host you have taken over.
DRAIN LIFE Type: Arcane Arcane Language: &agick Language: &agick Magic: 6 XP: 677 XP: 677 Ingredient: Ingredient: A living person of the same race you. C!nditi!n: >ou must have the Dark Dark Lore Lore (Necro (Necroman mancy) cy) or Dark Dark Lore Lore (Nag (Nagas ash) h) Talent to perform this ritual. C!ne"uence: If you fail the asting )oll your body ages /7 years. Cating Nu#$er: /? increases by / point every time it is successfully cast0 Cating Ti#e: @ hours Decripti!n: As Decripti!n: As you cast this ritual you slay the living sacrifice and consume their heart in order to extend your own life. life. >our physical body body will stop aging for : years, after which it will begin to age normally once once again. This ritual ritual can not not be used used fore foreve verr as the the ast astin ing g Numb Number er incr increa ease ses s in difficulty by one point after each instance in which it is successfully cast.
A%U DAL&IM'S SOUL TRANSFER Type: Arcane Arcane Language: &agick Language: &agick Magic: = Magic: = XP: =77 XP: =77 Ingredient: A blac black k diam diamon ond, d, a pint pint of your your blood, a living mortal of the same race as you. C!nditi!n: >ou must have the Dark Dark Lore Lore (Necro (Necroman mancy) cy) or Dark Dark Lore Lore (Nag (Nagas ash) h) Talent alent to perform this ritual. C!ne"uence: C!ne"uence: If the asting asting )oll is failed failed this ritual leaves your soul outside of your body which will die die after = minutes. minutes. >ou may make make a single single #ill +ower Test in order to reunite your body and spirit, should you fail you become a #raith. Cating Nu#$er: 66 Cating Ti#e: 6 hours Decrip Decripti!n ti!n:: This spell transfers your soul into the the livi living ng targ target et and and expu expung nges es thei theirs rs if you you succee succeed d an "ppo "pposed sed #ill #ill +ower +ower Test again against st them. If they so so choose the victim may attempt a #ill #ill +ower +ower )oll in order order to contin continue ue on in the the mort mortal al worl world d as a 8hos 8host, t, othe otherw rwis ise e they they will will
(OLEM Type: Arcane Arcane Language: &agick Language: &agick Magic: = Magic: = XP: =77 XP: =77 Ingredient: The Ingredient: The statue or construct you wish to animate, a !pirit under your control temporary is fine0, a fist si'ed chunk of #arpstone the brain0. C!nditi!n: >ou C!nditi!n: >ou must have the appropriate Trade !kill to create the construct you wish to animate, or have have it buil builtt by anot anothe herr who who does does.. The The #arpstone 2rain must be crafted somewhere into the construction. C!ne"uence: 5ailing the asting )oll for this ritual causes the !pirit you sought to bind to the construct to go mad and attack all in the vicinity.
"nce "nce in your your new body body all all of your your +hys +hysic ical al 17
creature will remain wherever they are at the time that the task ask became ame unattainable until circumstances change allowing them to proceed. Intelligent -ndead those with a #illpower0 may make a #illpower Test every hour to break free from the spell if the task becomes impossible for more than 6@ hours.
Cating Nu#$er: 67 Cating Ti#e: @ Ti#e: @ hours Decripti!n: This This ancien ancientt ritua rituall allows allows you to forc force e a !pir !pirit it to be boun bound d to your your cons constr truc uctt thereby animating animating it to do your bidding. bidding. >ou must be withi within n @? yards yards in order order to comman command d your your creation though once a command is given it will carry it out until destroyed, even if its a thousand years later, making them the perfect guardian.
"nce the re9uest is completed the spell is broken and animated -ndead such as !keletons, ombies and #ights will crumble to dust unless you still maintain control control over over them somehow. somehow. Intelligent Intelligent undea undead d may seek seek to pay retrib retribut utio ion n upon upon you you unless unless they too are are still control controlled. led. -nendi -nending ng re9uests such as B8uard the towerC erC are are consider considered ed complete complete after /7 years per level of you &agic haracteristic at the time of casting.
!tatues are the primary target of this enchantment and the bigger bigger the better, better, or or so most believe. believe. The exact characteristics of your Golem is Golem is decided by the 8&. There have been stories of truly insane #i'ards using this ritual to bring to life strange machines that they they have engine engineered ered.. &ost of of these tales tales end very badly.
#hen broken, you are made aware of the breaking of the the ritu ritual al,, the the locat locatio ion n it was was brok broken en,, and and whether or not the task was successful, though you you will will have ave no deta detail ils s as to what what exac exactl tly y happened.
RE)UEST OF T*E UNDYIN( Type: Arcane Arcane Language: &agick Magic: 6 Magic: 6 XP: 677 XP: 677 Ingredient: A Ingredient: A fresh brain of the same race as the the target targeted ed -ndea -ndead d was in life. life. !ome type type of ob
+owe +owerf rful ul unde undead ad such such as a (ampi ampire re or *ich *ich cannot be affected by this spell.
SPIRITUAL CURSE Type: Arcane Arcane Language: &agick Language: &agick Magic: 6 Magic: 6 XP: 677 XP: 677 Ingredient: An Ingredient: An ounce of #arpstone #arpstone dust, a non monstrous humanoid which is to be the target of the spell, the birth name of the target. C!nditi!n: >ou must must have have the the the the Dark Dark Lore Lore (Necromancy) or Dark Lore (Nagash) Talent alent to perform this ritual. C!ne"uence: 5ailing the asting )oll results in a backlash of %har which will deal /d/7 #ounds to you regardless of Toughness 2onus or armor. Cating Nu#$er: /? Cating Ti#e: / Ti#e: / hour Decripti!n: As Decripti!n: As this ritual nears completion the victim is slain and an "pposed #ill +ower Test is made, should you succeed the spirit of the dying humanoid is forced to stay in the mortal realm as a !pirit 8host, +oltergeist, or !pecter, your choice0 under your control, otherwise the spirit moves on to the realm of &orr. To command the !pirit, or see through its eyes, you must be within @? yards, however should you move beyond this range the !pirit will carry out what whatev ever er the the last last comm comman and d give given n to it was. was. !pirits summoned by this ritual count against the
There is no time limit upon how long it can take for the re9uest to be fulfilled though it does become the affected -ndead -ndead creature$s creature$s only focus. focus. !hould the the task task given given be imposs impossibl ible e to compl complete ete the the 18
maximu maximum m numbe numberr of undea undead d you you may contro controll though though you may relin9ui relin9uish sh control control of any spirit spirit you have ave sum summon moned at any anytime time from rom any distance. )eleased spirits spirits will become completely completely mad.
aptain under his control, control, up to a maximum of :77 yards. Neither the the #ight 1ing 1ing nor the -ndead he controls count against the maximum number of -ndead you may control. !hould you suffer a permanent death, or a death lasting more than a number of years e9ual to your #ill #ill +ower +ower hara haracte cteris ristic tic,, the the #igh #ightt 1ing 1ing will will crumble to dust. dust. If your death is only temporary temporary,, and he is able, he will attempt to return your body to your Sanctum should Sanctum should you have one.
A+A,ENIN( OF T*E ANCIENT ,IN( Type: Arcane Type: Arcane Arcane Language: High Nehekharan Magic: @ Magic: @ XP: @77 Ingredient: A #ight 2lade, magical plate armor, armor, the the corpse corpse of a human humanoid oid that compl complete eted d the the hampion career during their life. C!nditi C!nditi!n !n:: >ou >ou must have the the Dark Lore (Necromancy) or Dark Lore (Nagash) (Nagash) Talent to perf perfor orm m this this ritua ritual. l. This This ritua rituall may only only be perf perfor orme med d in a dese desecr crat ated ed temp temple le of &orr &orr,, at midnight, midnight, on 8eheimnistag. 8eheimnistag. The target corpse of this spell must have had their spirit bound to their body either by spell or burial practice. C!ne"uence: If the astin asting g )oll )oll is failed failed all -ndead you control in any capacity instantly turn on you. )egardless of their their distance they will will hunt you down until you, or they, are destroyed. Cating Nu#$er: 6@ Cating Ti#e: @ Ti#e: @ hours Decrip Decripti!n ti!n:: #ith #ith this this ritual ritual you call call forth forth a #ight 1ing 1ing from the grave. grave. 3ach #ight #ight 1ing has its own career profile as determined by the 8& though though they will have completed completed the hampio hampion n career in addition to any other professions they may have have.. They They posse possess ss the magic magical al armor armor re9uired for the spell and whatever type of weapon they preferred in life which becomes imbued with the magical properties of the #ight 2lade.
>ou >ou may never command more than one #ight 1ing at a time, attempting to do so will result in automatic failure of the spell and a sufferance of its its cons conse9 e9u uence ences s thi this s smal smalll deta detail il is only only mentio mentioned ned in the the more more compl complete ete copie copies s of the the Nine 2ooks of Nagash, volume (II0.
CALL OF T*E LIC* ,IN( Type: Arcane Type: Arcane Arcane Language: High Language: High Nehekharan Magic: : Magic: : XP: :77 Ingredient: The Ingredient: The hand of a *ich unless you are a *ich0 *ich0,, a pint pint of bloo blood d from from a Necrar Necrarch ch (ampire ampire unless unless you are a Necrarch (ampi (ampire0, re0, the burial burial wrapping of a mummy, and the heart of a fallen +riest of &orr unless you are a fallen +riest of &orr0. C!nditi!n: >ou must have the Dark Dark Lore Lore (Necro (Necroman mancy) cy) or Dark Dark Lore Lore (Nag (Nagas ash) h) Talent to perform this ritual. ritual. If you do not not have the -ndead Talent this ritual will inflict you with 6d/7 #ounds regardless of Toughness 2onus or armor. C!ne"uence: If the asting )oll is failed your &agic haracteristic haracteristic is reduced to 7. A successful successful (ery Hard =7D0 #ill +ower Test will reduce this by one one poin pointt for for each each degr degree ee of succ succes ess s to a minimu minimum m of /. >our our &agic &agic haract haracteri eristi stic c will will return at a rate of / per year. Cating Nu#$er: =7 Cating Ti#e: Two Ti#e: Two hours Decripti!n: Decripti!n: #ith this ritual all the dead within the land province or state as per the 8& but not less less than than /,7770 /,7770 will will be anima animated ted as !kelet !keleton ons, s, ombies, #ights, or #ight aptains !ee Spell of Awakening for for the the cond condit itio ions ns for for anim animat atin ing g #ights0 #ights0 and await await your your command. command. All types types of !pirits, as well as 2anshee, and #raiths must also heed your call. "nly those those -ndead controlled by another are immune to this ritual$s magic.
The #ight 1ing is fully under your control and you may issue issue him command commands s and and see throu through gh his eyes eyes at a dista distance nce of up to : miles. miles. He is fully fully capabl capable e of follo followin wing g comple complex x instru instructi ction ons s and making making decisio decisions ns on his his own own
"nce "nce summon summoned ed from from the grave grave your your legio legion n of death may be given any basic command which the 19
enti entire re grou roup must follow low as a sin single unit. it. ommand of the army may be given over to a #ight 1ing under your control if you so desire.
rise rise agai again n as a *ich *ich with with all all of thei theirr form former er memories and faculties intact. For more information on the mighty Lich and the powers they wield see Jackdays Bestiary Expansion at :
Thos Those e summ summon oned ed by this this ritu ritual al do not not coun countt against your normal limit of -ndead that you may control, and you may command them as long as you remain in the same vicinity as they are as per the the 8&0. 8&0. After After a numb number er of days e9ual e9ual to your &agi &agic c har harac acte teri rist stic ic the the magi magic c bind bindin ing g the the -ndea -ndead d will begi begin n to fade. fade. 3ach 3ach new day you you must make a #ill +ower Test which increases in difficul difficulty ty by /7D each day day.. "nce you you fail a roll the the anim animat ated ed form forms s with with fall fall to dust dust and and the the !piri !piritua tuall -ndea -ndead d will will be releas released ed back back to the the ob
http://www.freewebs.com/kalevalahammer/BestiaryLiche.pdf
ARMY OF T*E DEAD Type: Arcane Arcane Language: &agick Magic: @ Magic: @ XP: @77 Ingredient: None None other other than those needed to fulfill the re9uirements of the onditions. C!nditi!n: >ou must have the Dark Dark Lore Lore (Necro (Necroman mancy) cy) or Dark Dark Lore Lore (Nag (Nagas ash) h) Talent to perform this ritual. ritual. >ou must perform perform the ritual at a site site contai containi ning ng at least least /77 dead, dead, such such as a graveyard or other burial site, or the recent scene of a large battle with corpses lying about0. %uring the course of the ritual, a #itch Hunter, Hunter, or another individual or +riest devoted to the extermination of chaos, must be first tortured to death and hung within the burial site. C!ne"uence: If the asting )oll is failed you must pass a #ill +ower Test or gain the adaverous Appearance Appearance !ide 3ffect. >our body is also racked with chaos energy which reduces your !trength !trength and Toughnes oughness s haracter haracteristi istics cs to :D until a full week ? days0 has elapsed. Cating Nu#$er: 6: Cating Ti#e: "ne Ti#e: "ne hour Decripti!n: >ou Decripti!n: >ou call forth a mixture of !keletons and ombies that burst from the ground or simply animate from dead dead corpses. A number number of -ndead -ndead e9ual to your your #ill +ower +ower are summoned. summoned. They do not need to be controlled in the traditional sense and are instead given a single command, such as Bdefend meC or Battack the townC. The raised dead last last unti untill the the next next sunr sunris ise, e, afte afterr whic which h they they collapse and 9uickly decay to dust.
UNLIFE OF NA(AS* Type: Arcane Type: Arcane Arcane Language: High Nehekharan Magic: = Magic: = XP: =77 Ingredient: A living living person person you you or anothe another0 r0 who must have a &agic &agic hara haracte cteri risti stic c of / or greater and be either an Arcane or %ivine spell caster caster.. Addit Addition ionall ally y, they they must not have the Talen alents ts Resi Resist stan ance ce to Chao Chaos s or Resistanc Resistance e to Magi Magic c as these these will will negate negate the the power power of ritual ritual.. Their body must be prepared in accordance with the the ancie ancient nt Nehekh Nehekhara aran n buria buriall rites rites as per the the 8&0. %uring %uring the ritual ritual five five living being beings s of the same race as the target must be sacrificed and their brains burned. C!nditi!n: >ou must have the Dark Dark Lore Lore (Necro (Necroman mancy) cy) or Dark Dark Lore Lore (Nag (Nagas ash) h) Talent alent to perform this ritual. ritual. The following following skills are needed in order to perform the burial rites and preparation of the bodyE bodyE Academic Academic 1nowledg 1nowledge e Nehekhar Nehekharan an Hist Histor ory0 y0,, Acad Academ emic ic 1now 1nowle ledg dge e The Theol olog ogy0 y0,, )eadF#ri )eadF#rite, te, and !peak !peak Arcane Arcane *anguage *anguage High High Nehekharan0. !omeone other than than yourself yourself may perfo perform rm these these right rights s thoug though h the the castin casting g of the the ritual ritual must immedi immediately ately follo follow. w. The ritual ritual may only be cast when &orrslieb is full. C!ne"uence: If cast on someone other than yours yourself elf the targe targett is dead dead and you gain gain /d/7 /d/7 Insa Insani nity ty +oin +oints ts as well well as have ave your your &agi &agic c haracteristic reduced by = recovering at a rate of / point per week. week. If cast upon yourself yourself your your body dies and you become a #raith. Cating Nu#$er: 6@ Nu#$er: 6@ Cating Ti#e: @ Ti#e: @ 6 hours to perform the burial rites and and another 6 hours to cast the )itual0. Decripti!n: "nce "nce this this ritual ritual is compl complete eted d the the target target will will die though though within within moments they will
SANCTUM Type: Arcane Arcane Language: &agick Magic: = Magic: = XP: =77 XP: =77 Ingredient: = pounds of #arpstone which is the actual target of the ritual, the blood of an innocent per acre roughly e9ual to a football field0 or less to be effected. C!nd C!ndit iti! i!n n:: >ou >ou must have the Dark Dark Lore Lore (Necro (Necroman mancy) cy) or Dark Dark Lore Lore (Nag (Nagas ash) h) Talent to 20
perform this this ritual. This ritual ritual may only only effect an area up to / s9uare mile ;@7 acres0 which you have had possession of, and control over, for at least / year. No other other living entity entity,, nor unliving unliving entity entity not controlled controlled by you, may be within the area you intend to enchant during the casting of this spell. >ou must first first prepare the location location to be enchanted by spilling a line of blood around the area$s area$s perimeter perimeter.. %uring %uring the course course of the ritual you must stand at, or as near as possible to, the center of the target area and cast your magics into the #arpstone which will become the focus of the spell spell itself. itself. After After the ritual ritual is success successfu full the the enchanted #arpstone must not leave the confines of the the Sanctum or Sanctum or the spell will unravel, though where exactly it is placed is of no conse9uence. C!ne"uence: C!ne"uence: If the asting )oll is failed you inadvert inadvertently ently draw in to much raw %har energy causing the #arpstone to disintegrate and you to suff suffer er 6 effe effect cts s from from the the ata atast stro roph phic ic hao haos s &anifestation &anifestation hart. Cating Nu#$er: 6/ Cati Cating ng Ti#e: Ti#e: / hour for every @ acres to be outlined in blood, ; hours to perform the ritual. There is no limit to the amount of help you may enlist in outlining the target location in blood, as long as if they are living beings they are not within the area during during the casting casting period. period. "utlining "utlining the area in blood is considered to be a simple enough task task that that even even mind mindles less s undea undead d are capabl capable e of doing it if so commanded. Decripti!n: This Decripti!n: This spell allows you to cause %har to pool into an area that you have designated as your your lair lair gran granti ting ng you you grea greate terr power ower over over Necro Necroman mancy cy as well well as more more contro controll over over the the undead undead you command. command. #hile #hile in your Sanctum you may see through the eyes and command any undead minion you control that are also within its area. -ndead you you have created will not not crumble crumble to dust as long as they remai emain n in the the Sanctum regardless of how far away you are or how long you you are are gon gone. *astl astly y all all unde undead ad whet whethe herr controlledFcreated by you or not0 receive a G/7D bonu bonus s to both both their their !tren !trength gth and Tough oughne ness ss hara haracte cteris ristic tics s as well well as a G@ bonu bonus s to their their #ounds while in the %har saturated area.
and penalties to spell casting apply to any who are in your your Sanctum, Sanctum , not only only you you.. There There is is also a downside to such close proximity to the pooling of dark energies, whenever an instance of T'eentch$s urse rse occu ccurs 6 rolls lls must must be mad made on the appropri appropriate ate haos haos &anifesta &anifestation tion hart hart with the most severe result being applied. Those who enter into your Sanctum uninvited Sanctum uninvited will immediately be made aware that they are in an evil place seeped seeped in death. death. Those Those who wish wish to enter enter further must succeed a 5ear Test in order to do so, otherwise they will leave as 9uickly as possible and be reluctant to return. Sanctum may Sanctum may not be dispelled though if the #arpstone that holds the enchantm enchantment ent is destroyed destroyed or removed removed from the confines the spell will fail.
ANCIENT RENE+AL OF NA(AS* Type: Arcane Arcane Language: High Nehekharan Magic: : XP: :77 XP: :77 Ingredien Ingredient: t: The first breath of a newborn, the last breath of a dying man, / pint of your own blood inflicts the permanent loss of / #ound0. C!nditi!n: >ou must have the Dark Dark Lore Lore (Necro (Necroman mancy) cy) or Dark Dark Lore Lore (Nag (Nagas ash) h) Talent to perfo perform rm this ritual. ritual. >ou must have have prepa prepared red a loca locati tion on with with the the Sanctum )itu )itual al to act act as an anchor point, which is also where the ritual must be cast. >ou must have have bound your soul to your body for for this ritual ritual to take take effect. effect. If you do not not have the TalentE -ndead this ritual will inflict you with with /d/7 /d/7 #oun #ounds ds rega regard rdle less ss of Tough oughne ness ss 2onus or armor and a Necromantic !ide 3ffect. C!ne"uence: If you fail the asting )oll you perm perman anen entl tly y lose lose /d/7 /d/7 from from your your #ill #ill +owe +owerr haracteristic. Cating Nu#$er: =6 Cating Ti#e: 5rom sunset to sunrise Decripti!n: Decripti!n: The The Ancient Renewal of Nagash is the pinn pinnacl acle e of true true immor immortal tality ity for for those those who who have already con9uered con9uered the problems problems of aging. aging. It can only be learned by one who has access to all of the Nine 2ooks of Nagash as the spell$s secrets are are crypt cryptic ical ally ly arra arrang nged ed thro throug ugho hout ut all all nine nine volumes. volumes. -pon -pon casting casting this ritual ritual you will will bind your soul and body to the heart of your Sanctum, Sanctum , spec specif ific ical ally ly the the #arps arpsto tone ne whic which h acts acts as an anchor for the the spell. 5rom that point point on whenever whenever you you shou should ld be slai slain n your your spir spirit it will will inst instan antl tly y transport itself to your Sanctum where Sanctum where it must wait for the return of your body in order for them to both be re
The The pooli pooling ng of %har %har energ energies ies in your your Sanctum also allows for greater ease in the casting of Dark Lore (Necromancy) spells and rituals, granting you a bonus of G/ to your &agic haracteristic when doing so. so. This bonus bonus only applies to actual Dark Lore (Necromancy) spells (Necromancy) spells not +etty !pells, *esser !pells, !pells, nor )itual )itual !pells that do not re9uire re9uire the Dark Dark Lore Lore (Necr (Necroma omanc ncy) y) or Dark Lore Lore (Nagash) (Nagash) Talent in order to be cast. All other other types of spells spells cast within within your Sanctum results Sanctum results in a haos %ie being added added to the asting asting )oll. )oll. These bonuses bonuses 21
#hile you are in your Sanctum as Sanctum as a spirit you you are treated as a 8host, and though you are unable to cast spells or effect the physical world you are able to command any -ndead under your control that are are in your !anctu !anctum m with you. you. Those Those who make make use of this spe spell tend end to leav leave e a few permanently controlled, controlled, intelligent -ndead in their !anctum for for
+ower +ower haracter haracteristi istic c are immediat immediately ely destroyed destroyed.. Those with a #ill +ower haracteristic may make a (ery Hard =7D0 #ill +ower Test or they too are destroyed. "nly truly truly powerful powerful -ndead -ndead such as a *ich or (ampire have any hope of resisting this ritual$s effects as for every turn in which they fail an "pposed #ill +ower Test with you they will be infl inflic icte ted d with with /d/7 /d/7 #ound ounds s rega regard rdlless ess of Toughness 2onus or armor for as long as they remain within the rituals area of effect. After a hour into the casting of the ritual the effects will begin begin to be felt. felt. 5rom that point point on all -ndead within a number of yards e9ual to double your your #ill #ill +ower +ower hara haracte cteris risti tic c will will begin begin to be effected. The spell will will then end when when the reading of the ancie ancient nt words words has been been compl complete eted d /?7 /?7 turns0. !hould you you be interrupted interrupted in the casting of the ritual, or voluntarily cease in casting it, after the initial hour a successful #ill +ower Test will result in you not suffering the onse9uences of the ritual.
"nce this ritual is cast the only way it will cease to function is if your Sanctum Sanctum should should fail. fail. If you you are in the process of regenerating your form when this occurs occurs you will will remain remain as a normal 8host. 8host. If it should happen at any other time you will need to recast the ritual after creating another Sanctum. Sanctum .
The primary source of this ritual is in the more complete copies copies of (anhal$s (anhal$s *iber *iber &ortis. As very few complete copies of this damnable tome have survived over the years even fewer scribed copies of this ritual exist.
SOUL%IND (REAT (REA T SPELL OF UN%INDIN(
Type: Arcane Arcane Language: High Nehekharan Magic: @ Magic: @ XP: @77 XP: @77 Ingredient: An ounce ounce of #arpsto arpstone ne for every point of #ill +ower you possess, /6 candles made from the fat of a priest of &orr, all the blood of a virtuous 3lf maiden, and the heart of a (ampire. C!nditi!n: >ou must have the Dark Dark Lore Lore (Necro (Necroman mancy) cy) or Dark Dark Lore Lore (Nag (Nagas ash) h) Talent to perform this ritual. ritual. If your race is &utant &utant this spell will fail. If you have have the TraitE TraitE -ndead at the time of casting this this spell will will fail. >ou may not have a 5amiliar at the time of casting or the spell will fail. There must not be any !pirits within /77 yards of the ritual site. This ritual ritual will only affect you. you. C!ne"uence: C!ne"uence: If the asting )oll is failed you become a #raith forever bound to the ritual site. Cating Nu#$er: =7 Cating Ti#e: ; hours Dec Decri ript pti! i!n: n: This awes aweso ome rit ritual is but a shado shadow w of the the spell spell Nagash Nagash himse himself lf utili' utili'ed ed to create the fabled 3lixir of *ife, a spell he never sought to transcribe and share, yet even still the power Soul!in" gran grants ts is with withou outt comp compar are. e.
Type: Arcane Type: Arcane Arcane Language: &agick Magic: 6 Magic: 6 XP: 677 XP: 677 Ingred ngredie ient nt:: The written Nehekharan Nehekharan words words of unbinding the ritual itself0. C!nditi!n: > C!nditi!n: >ou ou must have the Speak Language (Nehekharan) !kill to perform the ritual. >ou must recite the ancient Nehekharan words of unbinding for the entirety entirety of the the ritual. ritual. If you do not not have either either the the Dark Lore (Necroman (Necromancy) cy) or Dark Lore (Naga (Nagash) sh) Talent casting this spell causes you to gain gain a Necr Necrom oman anti tic c !ide !ide 3ffe 3ffect ct as if you you had had ac9uired said !ide 3ffect twice. C!ne"uence: 5ailu 5ailure re to cast cast this this ritual ritual will result in a bolstering of the undead you sought to unbind causing them to be healed of all #ounds and to become 5ren'ied. Cating Nu#$er: /? Nu#$er: /? Cating Ti#e: / Ti#e: / hour Decripti!n: Anathema to all Necromancer$s, the Great Spell of n!in"ing n!in"ing releases all summoned -ndea -ndead d and boun bound d !piri !pirits ts of the the energ energies ies that that hold them. them. All corporea corporeall -ndead withou withoutt a #ill #ill 22
Soul!in" does
consume a pint of humanoid blood at least once a week week the mental mental and physic physical al bonu bonuses ses to your your haracteristics and your spell casting bonus will subsid subside e until until you do. >ou are howev however er not a (ampi ampire re as othe otherr than than the the lost lost bonu bonuse ses s you you rece receiv ive e no othe otherr penal enalti ties es,, or bonu bonuse ses, s, for for consuming, consuming, or not consuming, consuming, blood. blood. !hould you you become -ndead such as a *ich0 this side effect will no longer hinder you.
"nce "nce you you have ave succ succes essf sful ully ly comp comple lete ted d the the Soul!in" ritual ritual your physical physical body will slow its aging process down to / year for every /7 that passes passes.. Also, Also, due due to the the control control of your your body becoming more assured you gain a G:D bonus to your !trength, Toughness, and and Agility haracteristics, as well as an increase of 6 to your #ounds.
This power of this ritual will not protect you from mishaps, or curses, that cause you to become a 8host, #raith, #raith, or other such spiritual spiritual entity. entity. >ou will however be bound to a location where at least a fragment fragment of your body body is, moving moving as it does. If you you are are also also unde underr the the eff effects ects of the Ancient Renewal of Nagash, Nagash, or similar magic, your body will will mov move to wher where e you your spir spirit it is, is, not not your your Sanctum. Sanctum . !o unless unless you can can some how how get your your body moved to your Sanctum you Sanctum you will be unable to re
>our >our mental characteristics characteristics are heightened as well as you receive a bonus of G:D to your #ill +ower, and Intelligence Intelligence haracteristics. haracteristics. >ou also receive receive a bonus of G/7D to all hanneling Tests due to your ability to better feel the winds of magic. Additionally, as you are now more at one with your metaphysi metaphysical cal surroundin surroundings gs you are able to see !pirits and other 3thereal beings as well as the souls of the dying as they depart.
2eing 2eing affect affected ed by this this ritual ritual fulfil fulfills ls the ancie ancient nt Nehekharan burial rite conditions re9uired for the ritual nlife of Nagash. Nagash .
There is one side effect to this spell, if you do not
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