Necromancer

Requirement: Must have Willpower and Intelligence of 3 or higher.
You hear the calls of the spirits of the dead, and when you call, they answer.

Novice: If you kill an enemy, your Spellpower increases by +2 for a number of turns equal to your Willpower. Killing another enemy during this time resets the duration but doesn’t add to the Spellpower bonus. You learn the spell Death Syphon.

Journeyman: You learn the spell Spirit Mark.

Master: If you go down to 0 Health during a fight, a spirit appears by your body for a number of turns equal to your Willpower. This simulacrum takes on your
form and can cast any spells you know for no mana cost. You are not considered to be dying while the simulacrum is protecting you, but you cannot be healed until the spirit returns to the Fade. The simulacrum cannot be damaged. You learn the spell Lingering Mark.

 

Death Syphon

Requirements: Necromancy Arcana (Novice)
Spell Type: Utility
MP Cost: 4
Casting Time: Major Action
Target Number: 15
Test: None
You draw upon nearby entropic energy to replenish your own mana. Any living creature that dies within 6m of you while this spell is active restores a number of your spent mana points equal to the creature’s Willpower, with a minimum of 1. It cannot bring you above your normal full complement of mana points. Death syphon lasts for a number of rounds equal to your Intelligence ability.

 

Spirit Mark

Requirements: Necromancer Specialization (Journeyman)
Spell Type: Attack
MP Cost: 18
Casting Time: Major Action
Target Number: 17
Test: Willpower (Morale) vs. Spellpower
You mark an enemy within 30m so that spirits will assault them, doing ongoing damage. Until the end of the encounter, the subject takes 1d6 + the Caster’s Willpower Penetrating Damage per turn. The subject can end the effects with a successful Willpower (Morale) test vs. your Spellpower, made on its turn. Otherwise the spell ends after a number of rounds equal to your Willpower ability. If a target dies while the Spirit Mark is on them, their spirit will arise to fight for the caster for a brief time (Willpower rounds). The spirit has all the normal statistics of the deceased, but they ignore the effects of terrain, and only magical attacks (spells or hits from magical weapons) can harm them. Other attacks pass through their forms without effect. The spirits fight for the caster for turns equal to the caster’s Willpower before they depart.

 

Lingering Mark

Requirements: Necromancer Specialization (Master)
Spell Type: Attack
MP Cost: 21
Casting Time: Major Action
Target Number: 19
Test: Willpower (Morale) vs. Spellpower
Lingering mark is the upgraded version of the spirit mark spell. You mark an enemy within 40m so that spirits will assault them, doing ongoing damage. Until the end of the encounter, the subject takes 2d6 + the Caster’s Willpower Penetrating Damage per turn. The subject can end the effects with a successful Willpower (Morale) test vs. your Spellpower, made on its turn. The spell otherwise ends after a number of rounds equal to your Willpower ability.

If a target dies while the lingering mark is on them, their spirit will arise to fight for the caster for a time. The spirit’s intensity and how long they will fight for the caster is greatly increased over Spirit Mark. The spirit has all the normal statistics of the deceased but gain +2 bonuses to attack and damage. These spirits ignore the effects of terrain and normally only magical attacks (spells or hits from magical weapons) can harm them, other attacks passing through their forms without effect. The spirits fight for the caster for turns equal to the caster’s Willpower × 2 before they depart.

Necromancer

Les voyageurs de l'entre-monde Abdanck