
Necromancer
Profession, single-classed
A practitioner of Black Magic, among the most evil of spell casters, fascinated by death and the lower planes. Power comes through a chain of pacts with an arch demon or arch devil patron.
From the book
Necromancers wield Black Magic and rank among the vilest of casters. Most are morbidly drawn to death, haunting graveyards, burial grounds and catacombs to commune with beings of the lower planes; their early spell choice is narrow, but great power can come by the darkest routes.
Like evil priests they draw power from an evil patron, but only through successive bargains struck with one arch demon or one arch devil, a choice made once. First contact is made with the Summon Familiar spell; the familiar then carries later dealings. Each pact buys knowledge or servants in exchange for ever deeper service, so by 13th level the necromancer is wholly at the mercy of the patron, played by the Game Judge.
Necromancers can turn or befriend undead, turn spirit beings, and resist death magic and undead attacks. If killed they cannot be raised, returning instead on the thirteenth day as an undead creature, unless exorcised at once.
Skills by level
- Level 1
- Any Single Weapon
- Read Magic (100%)
- Spell Casting
- Level 2
- Level 5
- Level 7
- Level 9
- Level 12
- Rods, Staves, and Wands
- Level 13
At a glance
- Minimum attributes
- INT 12
- Alignment
- Lawful Evil or Chaotic (Evil)
- Combat training
- Untrained
- Hit points per level
- 1 H.P. per point of CON, plus 2 H.P. at first level; then +2 H.P. and any CON bonus per level gained; after 12th level, +1 H.P. per level with no CON bonus (optional rule, page 48)
- Special abilities
- Can turn or befriend undead creatures and turn Spirit Beings (roll d20 on the TURNING UNDEAD table, appendix). Gains +1 per level on saves against death magic and against undead special attacks such as paralysis and aging, and +1 saves vs Charisma against demons or devils, depending on the patron. Undead return: a slain necromancer cannot be raised; instead it comes back on the thirteenth day after death as an undead creature (d10): 1 Skeleton, 2 Zombie, 3 Ghoul, 4 Barrow Wight, 5 Mummy (Sahu), 6 Vampire, 7 Phantom, 8 Ghost, 9 Spectre, 10 Yatu (Lich). It keeps the abilities it had in life but gains no X.P. or levels until it kills whoever slew it. Only a successful exorcism right after death, with one attempt allowed, prevents this.
- Fields of magic
- Black Magic
- Restrictions
- Must choose allegiance to demons or devils (arch demon or arch devil patron); Increasingly bound to the patron's service; by 13th level literally at the patron's mercy (the Game Judge plays the patron)
- Patron
- An evil patron: either an arch demon or an arch devil (must choose). First contact via the Summon Familiar spell, then through the familiar. Pacts: Level 1 - a minor familiar of choice for acknowledging the patron as benefactor, friend and ally; any level - a new spell for a promise of one future service; Level 5 - any lesser demon's (or devil's) true name for serving the patron in word and deed for not less than seven years (patron contacted each time such knowledge is sought); Level 7 - any winged demon's (or devil's) true name for service for all of his or her natural life; Level 9 - any greater demon's (or devil's) true name for recognizing the patron as master in life and in death; Level 13 - a lesser demon (or devil) familiar for agreeing to perform any service the patron requires
