
Metadata.The true dealer of death, Necromancers are most at home in the cemetery digging up future minions. Shunned by most of society, these dark mages are not necessarily evil, they simply see death as full of potential energy while others see it as the end of life. Necromancers fear nothing, as they are always facing death. If you are playing a Necromancer be unafraid, kill without remorse and be interested in dead bodies, close to death yourself, almost in another world.
Restrictions
Mage Benefits
On critical hit: Double the damage dice dealt by this ability. On hit: Deal 1d6 magic damage to target. Heightened: For each additional MP spent, deal an additional 1d6 magic damage.
You may use your magelore items as though they were your hand. You are not proficient nor fluent with abilities you use through your magelore items.
If proficient: If you are proficient with an ability you use through your magelore items, you regain the proficiency bonus for that ability. If fluent: If you are fluent with an ability you use through your magelore items, you regain the fluency bonus for that ability.
Rank 1
You can see, hear, and speak to spirits and Ethereal creatures.
Heightened: For each additional MP spent, you may target an additional creature. If proficient: You can target Ethereal creatures with necromancy ritual spells such as Summon the Dead. If fluent: You can target Ethereal creatures with spiritual ritual spells such as Tea Ceremony.
Mana cost: Summon the Dead costs 0 MP if the body is in your possession. Otherwise, it costs 2 MP per size of the body.
Hit cost: Summon the Dead costs 0 HP if the body is in your possession. Otherwise, it costs 3 HP per size of the body.
If you have the body of the target in your possession, you can put the spirit back into its body such that it is no longer wisping. The body maintains all damage it had when it died.
If proficient: If the body is thoroughly damaged (such as if it's ruined) or missing entirely, you can expend some of your own life force to recreate the body from the spirit for additional MP and HP. The creature is still dead, but the body is now intact.
On critical hit: Double the damage dice dealt by this ability. On hit: Deal 1d6 magic terror damage to target. Heightened: For each additional MP spent, deal an additional 1d6 magic terror damage.
Rank 2
You gain Elder Sorcery Creation, Celestial Elder Sorcery Words, and Necromancy Elder Sorcery Words.
Mana cost: Creation cost is at least 1 MP per OP of each word in the spell plus 3 × MP of the spell itself.
You may create 1 custom "rotator" spells using Elder Sorcery words that you know using whatever Elder Sorcery creation rules are dictated to you by your GM. As with other rotators, this spell is not always available to you. You have to "rotate" into having it prepared. This spell may have a maximum number of words equal to your level. Your GM may allow you to "improvise" spells as well, using whatever rules they wish.
If proficient: You may now create 2 × (MR - 1) custom "rotator" spells where MR is the number of ranks you have in mage classes. If fluent: In addition to the spells that you crate, you can learn P additional spells from other Elder Sorcery users. See Elder Sorcery for more information.
You know OP 1 Celestial Elder Sorcery words.
OP | Celestial Adjectives | Celestial Adverbs | Celestial Articles | Celestial Conjunctions | Celestial Nouns | Celestial Prepositions | Celestial Pronouns | Celestial Verbs |
---|---|---|---|---|---|---|---|---|
1 | bad | as | an | as | color | by | me | are |
big | carefully | one | but | cup | for | my | be | |
bright | here | the | or | dagger | in | that | begin | |
clean | pretty | so | foot | of | this | did | ||
little | then | hand | off | you | may | |||
long | there | hat | on | your | might | |||
short | today | skin | to | stand | ||||
small | torch | tend | ||||||
this | wand | use |
If proficient: The OP of words you know is 1 + (3 × P). If fluent: The OP of words you know is 1 + (3 × F).
You know OP 1 Necromancy Elder Sorcery words.
OP |
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If proficient: The OP of words you know is 1 + (3 × P). If fluent: The OP of words you know is 1 + (3 × F).
Having mastered the basic techniques in this field of magic, you are able to cast more advanced spells. If you create any Elder Sorcery spells of your own, they get added to this list. However, just because you "know" how to cast these spells, doesn't mean you are always prepared to. Although all mage classes grant their own elder sorcery and rotator spells, you may only have a maximum of 2 × (MR - 1) of these spells rotated into your spell list at any given time across all classes. MR refers to the number of ranks you have in mage classes. During a long rest, you can "rotate" which spells you have prepared. The rotator spells automatically available to you are Crown of Fear, Death Rattle, Ethereal Shift, Spirit Bury, and Undead Reanimation.
Full Rules Text
If proficient: You may instead prepare P of these spells. If fluent: You may instead prepare F of these spells.
Rank 3
For ranks 3, 4, and 5, choose one combat ability and one support ability to gain at each rank.
Combat Abilities
Add Augment Undead and Spirit Pact to your list of possible rotator spells.
Full Rules Text
When you attack with Death Ray or Terror Ball, you may target an additional creature or the same creature twice. Any costs you pay must be paid twice and be the same for both attacks These incur attack penalties as though they were two separate attacks.
You may rotate between necromancy rotator spells during a short rest instead of a long rest.
If proficient: You are fluent in Necromancy Rotators. (This does not make you fluent in the spells themselves.)
Support Abilities
In addition to the custom rotator spells you create, you can learn spells created by others. When you come across a fully created spell using only words you are fluent in, can make a DC 12 + OP INT feat save to attempt to learn it. If you succeed, you can add it to your rotator spell list. If you fail, you are incapable of attempting to learn that spell again. The GM may modify the DC based on the spell's complexity, your knowledge of the spell, any special training you receive, if the spell's creator is there to assist you, or for any other factors they see fit. You may also attempt to learn words that you come across as long as they are of elements you are fluent in. The GM may adjust the DC for these as they see fit as well, but the default is DC 15 + OP INT feat save.
On fail: You are incapable of attempting to learn that spell or word again. On success: You learn the spell or word. If proficient: You are fluent in Elder Sorcery Creation, Celestial Elder Sorcery Words, and Necromancy Elder Sorcery Words.
Once per short rest, you may cast a ritual necromancy spell in half the time it would normally take. Additionally, once per long rest, you may cast a necromancy spell as though you were adept at it.
You also gain the Intrusive and Oppressive casting styles.
The range of the triggering spell is doubled.
If the triggering spell is an attack spell, you make the attack roll with advantage. If it is a feat spell, its targets make their feat save with disadvantage.
If proficient: You may now use the benefits from Necromancy Disciplines P times per long rest. If fluent: You may now use the benefits from Necromancy Disciplines F times per short rest. Feat save improvement: This ability gives proficiency in INT feat saves.
You gain Limited Spell Strike.
Limitation: Only usable with Death Ray and Terror Ball.
Trigger: You have just landed a hit with a weapon or bite attack on another creature and the effect has successfully applied.
Target takes the "on hit" effect of a conjured missile spell that you are proficient in. If the triggering hit was a critical hit, then the target takes the "on critical hit" effect instead.