0% found this document useful (0 votes)
24 views24 pages

Darker Paths I The Necromancer

Darker Paths I: The Necromancer introduces an optional character class for fantasy role-playing games, featuring over 75 new spells and cantrips. This supplement is designed to be compatible with various editions of the world's most popular RPGs and explores the unique role and challenges of playing a necromancer. The document emphasizes that the inclusion of this class and its spells is entirely at the discretion of the game master.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
24 views24 pages

Darker Paths I The Necromancer

Darker Paths I: The Necromancer introduces an optional character class for fantasy role-playing games, featuring over 75 new spells and cantrips. This supplement is designed to be compatible with various editions of the world's most popular RPGs and explores the unique role and challenges of playing a necromancer. The document emphasizes that the inclusion of this class and its spells is entirely at the discretion of the game master.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 24

Adventures Dark and Deep ™

Darker Paths I: The Necromancer

By Joseph Bloch

Being an optional character class, the Necromancer, with more than 75 new spells and cantrips for its use.
This supplement is suitable for use and fully compatible with other games compatible with the original and advanced editions of the
world’s most popular fantasy role-playing game.

(Order #6906996)
Table of Contents

Introduction...................................................................................................................................................................................................................................... 1
The Necromancer............................................................................................................................................................................................................................. 2
Spell casting ................................................................................................................................................................................................................................ 2
Spell book................................................................................................................................................................................................................................... 3
Create magic items ...................................................................................................................................................................................................................... 4
Affect undead.............................................................................................................................................................................................................................. 4
Non-Human Races ........................................................................................................................................................................................................................... 5
Dark Elves (Drow) ........................................................................................................................................................................................................................ 5
Spell Descriptions ............................................................................................................................................................................................................................. 5

Credits

Design, layout, and cartography ...................................................................................................................................................................................... Joseph Bloch


Proofreading and editing ........................................................................................................................................................... Tony Burnett, Louis Clark, Robert North
Artwork ................................................................................... Cover and character illustration on p. 2: Jason Sholtis, copyright © 2011 Jason Sholtis, all rights reserved
............................................................................................................................................................ other interior artwork by various artists, all in the public domain

License Information

OPEN GAME LICENSE Version 1.0a 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or
all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc Open Game Material so affected.
("Wizards"). All Rights Reserved.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into
other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to
abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to the extent necessary to make it enforceable.
reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game
Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such 15. COPYRIGHT NOTICE
content does not embody the Product Identity and is an enhancement over the prior art and any additional content Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including
translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
means product and product line names, logos and identifying marks including trade dress; artifacts; creatures Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio
representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses Castle Zagyg Class Options & Skills for Yggsburgh, Copyright 2006 Troll Lord Games, author Gary Gygax. Ultimate
and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, Combat Playtest Round 2: Gunslinger firearms rules Copyright 2011 Paizo Publishing, LLC, lead designer Jason
logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product Bulmahn.
identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark"
means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the Apparition from the Tome of Horrors Complete,
Complete Copyright 2011, Necromancer Games, Inc., published and distributed
associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Underworld Oracle.
use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. Coffer corpse from the Tome of Horrors Complete,
Complete Copyright 2011, Necromancer Games, Inc., published and
(h) "You" or "Your" means the licensee in terms of this agreement. distributed by Frog God Games; Author Scott Greene, based on original material by Simon Eaton.
Huecuva from the Tome of Horrors Complete,
Complete Copyright 2011, Necromancer Games, Inc., published and distributed by
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Frog God Games; Author Scott Greene, based on original material by Underworld Oracle.
Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content Poltergeist from the Tome of Horrors Complete,
Complete Copyright 2011, Necromancer Games, Inc., published and distributed
that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No by Frog God Games; Author Scott Greene, based on original material by Lew Pulsipher.
other terms or conditions may be applied to any Open Game Content distributed using this License.
“Condense Essential Saltes” spell Copyright 2008-2011 Daniel Proctor, first published in Realms of Crawling Chaos,
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. Goblinoid Games, 2011.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, ADVENTURES DARK AND DEEP™ Players Manual, Copyright © 2010-2011, Joseph Bloch. ADVENTURES DARK AND DEEP™
worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. Bestiary, Copyright © 2011, Joseph Bloch. ADVENTURES DARK AND DEEP™ Game Masters Toolkit, Copyright © 2011,
Joseph Bloch. ADVENTURES DARK AND DEEP™ is a trademark of Joseph Bloch, Darker Paths 1: The Necromancer,
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You Copyright © 2011, Joseph Bloch.
represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights
conveyed by this License. END OF LICENSE

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact Designation of Product Identity
text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must
add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a,
Game Content you Distribute. and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: ADVENTURES DARK AND
DEEP™, The World of Erseta™, Lost Eria™, Rittergeist™, Barony of Rittergeist™, BRW Games™, trade dress associated
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, with the above-named items, new magic items not included in the A DVENTURES DARK AND DEEP™ Players Manual,
except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. artifacts; creatures, characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork,
You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction symbols, designs, depictions, likenesses, formats, poses, concepts, artwork, themes and graphic, photographic and
with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams,
owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or
constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game supernatural abilities or effects, cartography, logos, symbols, or graphic designs; and any other trademark or
Content shall retain all rights, title and interest in and to that Product Identity. registered trademark not explicitly designated as Open Game Content.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are Designation of Open Game Content
distributing are Open Game Content.
The following items are designated Open Game Content, as defined in Section 1(d) of the Open Game License Version
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use 1.0a: The text of the necromancer class description and all spells associated with it in this work.
any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed
under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You
Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any
Contributor unless You have written permission from the Contributor to do so.

(Order #6906996)
Darker Paths 1: The Necromancer

Introduction With all of the caveats about allowing evil player characters into a campaign in
the first place (more about which below), necromancers would absolutely be a
The introduction of variant character classes has a long and proud tradition
viable choice as a specialist branch of mage. In a campaign that featured
within role-playing games, almost as old as the genre itself. Whether the game
dungeon crawls into assorted crypts and tombs, the necromancer would
master chooses to open such new classes as options for his players, or simply
certainly find himself with much to do. In such situations, of course, it is certainly
uses them as a new and hitherto-unknown foil for them to test their mettle, such
possible that the necromancer would overpower such settings, given their
classes can add spice and freshness to an otherwise staid campaign.
special spells and class abilities. Care must be given to allowing the
necromancer an opportunity to shine (for instance, a campaign where a grave
The new character class presented herein is no different, and indeed versions of
is never seen would be an exercise in both futility and frustration for the player
it have seen publication in various places and various forms over the years. The
of the necromancer character), while at the same time not spotlighting the class
present offering is not based on the earlier versions that appeared in the pages
to the point that other players feel slighted.
of gaming magazines or elsewhere over the last few decades, although it
shares with those examples a common heritage of folklore and historical
The life of the adventuring necromancer will be slightly different than the life of
precedent.
other spell-casters such as clerics or mages. They have few spells that deliver
damage in combat, especially at lower levels. What they are able to do,
Whatever one may think of the powers ascribed to or claimed by such people,
however, is to either create undead minions to send forth into battle on their
necromancers are a part of the cultural heritage of western Europe, whence
behalf, or to take control of undead they encounter while in the midst of an
many if not most role-playing games derive their chief inspiration. They most
adventure. Depending on the campaign setting, this could in and of itself
certainly belong to the body of archetypes that define the character classes used
present a few logistical problems; it’s one thing for a cavalier to walk into an
to exemplify those who populate the fantastic worlds of such role-playing
inn and arrange for his retinue of squires and horsemen to stay the night. It’s
games.
quite another thing for a necromancer to walk into the inn and explain that he’ll
need several stalls in the stable to house his zombie servitors.
The necromancer is a spell-caster quite at home with the dead and undead
inhabitants of such fantasy worlds. Such an enemy is a classic foeman; the
In some settings this might actually be seen as a natural part of life; in a world
player characters are out to stop him before he summons an unholy army of the
where necromancers walk the streets, seeing skeletons rushing to and fro
undead to sweep away all before him. However, other possibilities exist:
delivering messages or shopping in the market might be entirely natural. In
other settings, necromancers might need to conceal their nature, which adds
• The PCs are hired by the widow of someone whose shade has been
another set of challenges to playing the class.
enslaved by the necromancer, in order to free him and give him
peace.
It cannot be stressed enough that the necromancer class presented herein, and
• The PCs need to engage the necromancer’s services in order to
the spells associated with it, are completely optional. They are not required to
overcome some undead enemy.
play the ADVENTURES DARK AND DEEP™ game, and their inclusion is entirely--
• The PCs are hired by a necromancer to secure the long-dead corpse
entirely-- at the discretion of the game master. It is very possible that the game
(or some personal item from his crypt) of some famous personage.
master may also exclude the class from his players, but use it as a villainous
• With conventional scrying and auguries unhelpful, the PCs turn to a
non-player character. This is fully in keeping with the game’s strictures, and
necromancer in order to discover some long-lost secret known only
doubly in keeping with the maxim that the game master’s word is law.
to the dead.
• A necromancer hires the PCs in order to eliminate a rival for fresh
Some might even feel that the necromancer class as a whole is superfluous, and
corpses; ghouls, giant rats, demons, etc.
simply import the spells presented herein into the regular ADVENTURES DARK AND
DEEP™ game, adding them to the repertoire of the mage class (and perhaps,
Naturally, the villainous nature of the necromancer makes it almost required
with some artful adaptation, to other classes such as the cleric, illusionist, or
that he will be playing a double or even triple game. Nothing will be as it
savant). If the game master finds this product to be put to better use in his own
seems; by eliminating the local ghoul infestation, perhaps the PCs inadvertently
campaign in such a fashion, it is his decision to make. They are not called
pave the way for the necromancer to become powerful enough to seize power.
game masters without cause.
The widow’s shade could actually be a powerful evil being which goes on a
rampage of its own once it is “liberated”. Or, of course, the game master can
On “Evil” Campaigns
simply toy with the expectations of the players, and have everything be exactly
as it appears on its face…
Campaigns where evil characters are the norm are one of the hardest things to
pull off well. All too often the temptation to descend into the realm of “my
This is not to say that a necromancer character is only good as a set-piece
atrocity against the innocent villagers is worse than your atrocity” takes over,
villain. To be sure, the services of a necromancer would find application in most
and the campaign can devolve into a slapstick parody of a regular fantasy role-
settings as a workman-like spell caster the same as any mage, illusionist, or
playing campaign. However, it is possible, with the full engagement and prior
savant. Just as the others have their own specialties, so too does the
buy-in of the players, to conduct such a campaign with seriousness, exploring
necromancer. It should not be any odder to find such a class in a city as an
the motivations of those sorts of individuals who might in other campaigns be
illusionist or a savant, each serving a particular clientele.
used simply as the villainous foils for the paragons of “good”.

Necromancers would fit naturally into any sort of magical guild system that
The fact that the game has specific philosophical definitions for terms such as
might exist within the campaign setting. It is possible, of course, that a given
“good” and “evil” (as well as “lawful”, “chaotic”, and “neutral”) lends itself to a
setting might have some sort of special proscription against the necromantic
campaign made up of “evil” player characters. Once it is realized that “evil”
arts. In such a case, necromancers would either not be found operating openly,
does not automatically mean a ravaging engine of malice and destruction, but
or would be concealed as something else. There is enough similarity between
simply a belief that those who are stronger/richer/more accomplished should
them and other spell-casting classes to enable a necromancer to ply his trade
reap the benefits of their talents, a more nuanced and interesting approach to
subtly and sub rosa for quite some time. Of course, such a clandestine existence
the typical fantasy role-playing campaign becomes possible.
would leave the necromancer open to blackmail or other nefarious schemes,
which in and of itself might lead the player characters to an adventure.

(Order #6906996)
ADVENTURES DARK AND DEEP

Necromancers have the following powers and skills:


The Necromancer • Spell casting
• Spell book
The necromancer is a subclass of the mage. Their stock-in-trade are the bodies
• Create magic items
and spirits of the dead, which they employ as tools for the realization of their
• Affect undead
own ends. They truck with the undead, sometimes employing them as servants
or allies, while their ever-increasing knowledge affords them magical abilities
Necromancers who wear armor of any type are not able to cast spells,
similar to some undead creatures, as well as granting powers over them. There
although they may use magic items while doing so (except those magic items
are few pieces of knowledge concerning death that remain hidden from the
which are usable only by mages or necromancers). They may only become
necromancer.
proficient in dagger, dart, knife, scythe, sickle, or sling, and can use caltrops as
weapons.

Necromancers advance in level according to the following table:

TABLE 1: NECROMANCER LEVEL ADVANCEMENT


Accumulated Hit
Experience Points Experience
Experience Level Points
0 1 1d4
2,250 2 2d4
4,500 3 3d4
9,000 4 4d4
18,000 5 5d4
35,000 6 6d4
60,000 7 7d4
95,000 8 8d4
145,000 9 9d4
220,000 10 10d4
440,000 11 10d4+1
660,000 12 10d4+2

After 12th level, the necromancer needs an additional 220,000 experience


points per level, and gains an additional hit point for every level gained.

Necromancers begin with 2d4x10 g.p.

Spell Casting

Necromancers are able to cast magic spells as a result of their studies of arcane
forces, the phenomenon of mortality and the undead.

TABLE 2: NECROMANCER SPELLS AVAILABLE BY LEVEL


Spell Level
Level 1 2 3 4 5 6 7
1 1 - - - - - -
2 2 - - - - - -
3 2 1 - - - - -
4 3 2 - - - - -
5 3 2 1 - - - -
6 3 3 2 - - - -
7 4 3 2 1 - - -
8 4 3 3 2 - - -
9 4 4 3 2 1 - -
10 4 4 3 3 2 - -
11 5 4 4 3 2 1 -
12 5 4 4 3 3 2 -
13 5 5 4 4 3 2 1
14 5 5 4 4 3 3 2
15 5 5 5 4 4 3 2
16 6 5 5 4 4 3 3
17 6 5 5 5 4 4 3
Necromancers must have an intelligence score of at least 10 and a wisdom 18 6 6 5 5 4 4 3
score of at least 9. They may be of any evil alignment (lawful evil, neutral evil, 19 6 6 5 5 5 4 4
or chaotic evil). Only humans or dark elves (drow) can become necromancers. 20 6 6 6 5 5 4 4
21 6 6 6 5 5 5 4

(Order #6906996)
Darker Paths 1: The Necromancer

TABLE 3: NECROMANCER INTELLIGENCE FOR SPELL USE


Higher level spells have a minimum required intelligence score in order to be Spell Level Minimum Intelligence
memorized, as shown on the following table. 5 11
6 13
7 15

TABLE 4: NECROMANCER SPELLS BY LEVEL


Macabre Cantrips First Level Second Level Third Level
1 Animate vermin Algor mortis Animate dead Bonebullet
2 Chattering skull Automatic writing Corpse road Channel spirit
3 Conceal reek Autopsy Detect life Command dead company
4 Death mask Charnel guise Ectoplasmic wall Defilement
5 Death rattle Coffin knock Fast zombie Detect tomb
6 Detect bones Comprehend languages Feign death Detect undead
7 Embalm Darkness, 15’ radius Funeral shroud Empty tomb
8 Pallor mortis Detect animated dead Ghastly reek Essential salts
9 Detect good Heal zombie Ghoul’s touch
10 Dig grave Hold undead Protection from undead II
11 Ectenic blast Iron skeleton Safe coffin
12 Eyes of the dead Livor mortis Smart zombie
13 Hold portal Marked for death Speak with the dead
14 Invisibility to undead Protection from charnel disease Summon undead I
15 Protection from undead I Séance
16 Protection from rats Silence 15’ radius
17 Read necromancer magic
18 Repair skeleton

Fourth Level Fifth Level Sixth Level Seventh Level


1 Conqueror worm Danse macabre Death fog Astral spell
2 Friends with the dead Death spell Enchant an item Command dead legion
3 Gaseous form Command dead host Geas Kiss of the vampire
4 Into the grave Magic sickle Ghostly fear Lich’s aura
5 Living death Negative plane shield Memento mori Summon undead V
6 Mummy rot Protection from undead III Span of the mayfly Magic scythe
7 Passtomb Spectral form Summon undead IV Master death
8 Protection from Normal Missiles Summon undead III Withering touch
9 Vampiric transformation Undead guardian
10 Summon undead II Veil of normalcy
11 Wake the dead Walking dead
12 Wight’s touch Wall of bones

Spell book Characters will never begin the game with a travelling spell book; if they wish
to get one, they must pay to have it made.
The necromancer will typically begin his adventuring career with two standard
spell books; one will contain the cantrips that he learned and practiced with as The book of cantrips will contain a number of zero-level spells as follows. It will
an apprentice, and the other will contain the few first-level spells that his master have as many useful cantrips as the necromancer has points of intelligence, up
(or magical college, etc.) deemed suitable for his use. These two books do not to a maximum of his intelligence score minus 3; the player may choose which
cost the necromancer anything. Note that the necromancer must either opt to those are. In addition, the beginner necromancer will have 1d4+2 legerdemain
immediately discard his book of cantrips or keep it; he cannot turn around and cantrips, 1d4+1 person-affecting cantrips, 1d4+4 haunting-sound cantrips, and
sell it to gain extra cash at the beginning of his career as an adventurer. 1d4+4 macabre cantrips. All of these other sorts of cantrips are determined
randomly. Cantrips are selected from the following list:

(Order #6906996)
ADVENTURES DARK AND DEEP

TABLE 5: NECROMANCER CANTRIPS


Useful Legerdemain Person-
Person-Affecting
Affecting Haunting-
Haunting-Sound Macabre
1 Chill Change Belch Creak Animate vermin
2 Clean Distract Blink Footfall Chattering skull
3 Color Hide Cough Groan Conceal reek
4 Dampen Mute Giggle Moan Death mask
5 Dry Palm Nod Rattle Death rattle
6 Dust Present Scratch Tap Detect bones
7 Exterminate Shave Thump Embalm
8 Flavor Sneeze Whistle Pallor mortis
9 Freshen Twitch
10 Gather Wink
11 Invisible librarian Yawn
12 Polish
13 Salt
14 Shine
15 Spice
16 Sprout
17 Stitch
18 Sweeten
19 Tie
20 Warm
21 Wrap

The initial spell book will contain four spells. All beginning necromancers will Affect undead
have the read necromancer magic spell in their book. In addition, he will have
one spell from each of the following categories, determined randomly: Necromancers are able to “turn” certain types of undead creatures, such
zombies, ghouls, vampires, etc. (Note that, unlike clerics, necromancers cannot
TABLE 6: NECROMANCER STARTING SPELLS turn extra-planar creatures or paladins; thus, type XIII creatures are not
Roll (d6) Offensive Defensive Utility included on the table below.) Affecting consists of persuading the undead in
1 Charnel guise Algor mortis Automatic writing question that the necromancer is too powerful to resist. The necromancer then
2 Coffin knock Hold portal Autopsy rolls on the following table:
3 Darkness, 15’ Invisibility to Comprehend
radius undead languages TABLE 7: NECROMANCERS AFFECTING UNDEAD
4 Ectenic blast Protection from Detect animated Necromancer Level
undead I dead Creature 9-
5 Eyes of the dead Protection from rats Detect good Type 1 2 3 4 5 6 7 8 13 14+
6 Pick offensive spell Repair skeleton Dig grave I 10 7 4 0 0 0 0 0* 0* 0*
II 13 10 7 0 0 0 0 0 0* 0*
Once the necromancer begins to run short of pages in his spell book, or when III 16 13 10 4 0 0 0 0 0 0*
he desires to have a travelling spell book to bring with him while adventuring, IV 19 16 13 7 4 0 0 0 0 0*
he must pay to have such a book constructed. V 20 19 16 10 7 4 0 0 0 0
VI - 20 19 13 10 7 4 0 0 0
A standard spell book will cost 1,000 g.p. for the book itself and take 4-7 VII - - 20 16 13 10 7 4 0 0
weeks to put together. Travelling spell books cost 500 g.p. and take 1-4 weeks VIII - - - 20 16 13 10 7 4 0
to construct. The rare inks required to transcribe spells in pages of either sort of IX - - - - 20 16 13 10 7 0
book will cost 100 g.p. per spell level, and the physical process of writing them X - - - - - 20 16 13 10 4
will take half a day per level of the spell being transcribed (with cantrips treated XI - - - - - - 20 16 13 7
as 1st level spells in this instance). XII - - - - - - - 19 16 10

Note that mages, illusionists, necromancers, and savants cannot memorize If the roll on a d20 is equal to or greater than the number indicated, the
spells from one another’s’ spell books. Even if the spell has the same name and necromancer is able to successfully affect the undead in question. If the first
effect, they are different in execution from one class to another. attempt to affect undead fails, the same necromancer cannot make another with
the same undead (although if there is more than one necromancer present,
Create magic items another may try without penalty). Undead that are affected will fall under the
control of the necromancer (if it has an intelligence of 5 or less) or will become
Necromancers are able to create or recharge magic items much as can mages, convinced that the necromancer and his associates (if any) are valuable allies
as long as they have the appropriate spells in their repertoire. They are able to and will become of friendly and helpful demeanor (if it has an intelligence of 6
create items usable by mages as long as they are also able to be used by sub- or more). Of course, if they are ill-treated after this, that disposition will
classes of mage. They are unable to create items which are usable by mages certainly change, and no re-affecting effort is allowed.
only, such as a staff of the magi.
Where a 0 is indicated on the table, the attempt to affect the undead is
automatic.

(Order #6906996)
Darker Paths 1: The Necromancer

Usually, 1-12 creatures will be affected by a successful turning attempt. Animate Dead
However, an asterisk indicates that 7-12 creatures will be so affected. There is
no limit to the number of undead that can be affected by the same Level 2 necromancer spell (necromantic)
necromancer, and no range for the effect to wear off. However, undead can be Requires: incantation, gestures, blood, flesh, bone
affected by another necromancer (or turned by a cleric), which undoes the Casting time: 2 minutes
effect of the earlier affecting.
This spell allows the caster to create animated skeletons or zombies from
Undead creatures with an intelligence of 6 or more who have been successfully skeletal remains or corpses. These undead creatures will then obey the simple
affected are entitled to a saving throw after a given amount of time to see if the commands of the caster, and will remain animated until they are destroyed by
effect wears off. some means. The number of undead created depends on the type:

Intelligence Saving throw every… Undead Type Number created


6 2 months Animal skeleton 2 per level of the caster
7-9 1 month Skeleton 1 per level of the caster
10-12 3 weeks Zombie 1 per level of the caster
13-14 2 weeks Monster Zombie 1 per 3 levels of the caster
15-16 1 week Giant Skeleton 1 per 4 levels of the caster
17 3 days
18 2 days See the ADVENTURES DARK AND DEEP™ Bestiary for more details on the specific
19 or greater 1 day undead creatures mentioned. The corpses can be up to 10’ away from the
caster when animated, if needed. If they are still in the grave, it will take 1d6
rounds for them to dig themselves out from the earth, on average (and if
Non-
Non-Human Races possible!).

Dark Elves (Drow) Animate Vermin

Dark elves may become necromancers. All of the standard rules for drow as Necromancer cantrip (necromantic)
listed in the ADVENTURES DARK AND DEEP Players Manual apply, with the Requires: incantation, gestures
following additions. Casting time: 2 seconds

Dark elves may choose from the following additional multi-class options: This cantrip allows the caster to bring to life the skeleton or recently deceased
corpse of some single small creature such as a mouse, sparrow, bat, etc. The
• cleric/necromancer (females only) creature will not be able to attack or otherwise inflict damage, but it will obey
• fighter/necromancer the simplest of commands uttered by the caster, and will remain animate for 10
• fighter/necromancer/thief (inc. acrobat or mountebank) minutes per level of the caster.
• necromancer/thief (inc. acrobat or mountebank)
Astral Spell

TABLE 8: DARK ELF LEVEL LIMITS (MALE/FEMALE) Level 7 necromancer spell (alteration)
Intelligence Max. Level (Male/Female) Requires: incantation, gestures
10 10/5 Casting time: 15 minutes
11 11/5
12-17 12/5 This spell allows the caster to separate his spirit/soul, and possibly those of
18 12/6 others, into an “astral body” and travel the Astral Plane, which touches on a
19 13/7 number of other planes of existence. While the astral body is traveling, the
20 15/9 physical body will remain in an unbreakable trance, connected to the astral
21 17/11 body by an invisible silver cord which, if broken, means the death of both the
astral and physical self. No material possessions, with the exception of certain
magical items whose very nature is multi-planar, travel with the astral body.
Spell Descriptions
The astral plane can be used to travel to the outer planes (Heaven, Hell, etc.).
Algor Mortis
Once the astral body has reached one of the other planes of existence, a new
body is automatically created, which is still connected to the material body by
Level 1 necromancer spell (alteration)
the silver cord. If the second body is killed, the silver cord snaps back to the
Requires: incantation, gestures, blood from a corpse
material body, bringing it out of its trance with a start.
Casting time: 6 seconds (1 segment)
Up to five other creatures, linked together in a circle with the caster, can also be
This spell allows the caster to cause his body temperature (or that of some other
taken into the astral plane by means of this spell.
creature he touches) to cool to that of the ambient temperature. The effect lasts
for 1 hour plus 1 hour per level of the caster, and has the practical effect of
rendering the recipient invisible to infravision, since the body no longer radiates
any heat. The full cooling of the body takes 10 minutes to take effect. The blood
of a fresh corpse must be sprinkled on the person to be effected.

(Order #6906996)
ADVENTURES DARK AND DEEP

Autopsy
Automatic Writing
Writing
Level 1 necromancer spell (divination)
Level 1 necromancer spell (divination) Requires: incantation, gestures, silver scalpel
Requires: incantation, writing implement, writing surface Casting time: 1 minute
Casting time: 6 seconds (1 segment)
This spell allows the caster to determine the cause of death of any single corpse,
This spell allows the caster to open up his consciousness to the spirits of the as long as it is within touching distance. The older or less intact the corpse, the
dead and seek their counsel. He may ask one question; both the limit on the less likely the caster is to be able to determine the cause of death via this spell.
length of the answer and the percentage chance that the answer will be There is a base 50% chance of success, plus 5% per level of the caster, adjusted
accurate depend on his experience level. as follows.

Caster’s Level Max. Answer Length Duration Accuracy Condition Modifier


1-2 2d6 words 6 seconds 30% Corpse is less than 1 year dead +5%
3-6 3d6 words 12 seconds 60% Corpse is 1-10 years dead -5%
7-9 4d6 words 18 seconds 90% Corpse is 11-100 years dead -10%
10 or greater 5d6 words 24 seconds 90+1d10% Corpse is 101+ years dead -15%
Corpse is intact +10%
The actual writing takes as many seconds as indicated in the “duration” above Corpse is missing 1 or more limbs, the head, etc. -10%
(6 seconds = 1 segment). Naturally, the answer will not be straightforward, but Corpse is a skeleton -20%
couched in poetry and obscure language, and the caster will not know whether Corpse is a fragment of a skeleton (skull, finger bone, etc.) -30%
the answer given is accurate or simply the musings of a bored and capricious
spirit. This spell cannot be cast underwater. The scalpel is not destroyed in the casting of the spell; it may be reused.

Bonebullet

Level 3 necromancer spell (necromantic)


Requires: incantation, gestures, small bones
Casting time: 18 seconds (3 segments)

This spell enables the caster to animate small bones and turn them into self-
propelled missiles. The bones themselves must be relatively small and arrow-like
in shape; in humanoids finger or toe bones are ideal for this purpose, and
bones 1’ in length are the largest that can be used. 1 such bone can be
animated per level of the caster; when they are launched, they will speed
unerringly towards the target named by the caster, each doing 1d4 h.p. of
damage when it hits, but the target is entitled to a saving throw vs. spells
(success indicates half damage, rounded up). Multiple bones can be launched
at different targets. The bones have a maximum range of 10’ plus 10’ per level
of the caster, and must be launched immediately at the conclusion of the spell’s
casting. The bones themselves have a 50% chance of shattering when they hit.
Only bones may be used in the casting of the spell; bone-shaped wood or stone
will not work (exception: fossilized bones can be used in this spell, in which
case they will do 1d6 h.p. of damage instead of 1d4 when they hit).

Channel Spirit

Level 3 necromancer spell (necromantic)


Requires: incantation, gestures, incense
Casting time: 3 minutes

This sometimes dangerous spell allows the caster to invite the spirit of a specific
dead person into his body, to enable that spirit to communicate with the living.
Whereas the spell speak with the dead requires the remains of the deceased to
be present, channel spirit does not. This benefit comes with a cost, however; for
each question that is asked, there is a 1% chance that the spirit will decide to
remain in the body (treat as a ghost attempting to possess the body). If this
happens, ignore the “maximum duration” given in the table below; the spirit
will attempt to control the body for as long as possible.

The higher the level of the caster, the more effective the spell, both in terms of
how long ago the subject can have died, as well as the length of the
questioning allowed:

(Order #6906996)
Darker Paths 1: The Necromancer

Experience How Long Ago Max. Number of


Level Deceased Max. Duration Questions Command Dead Host
Host
5-6 1 week 1 minute 2
7-8 1 month 3 minutes 3 Level 5 necromancer spell (necromantic)
9-12 1 year 10 minutes 4 Requires: incantation, gestures, blood, bile, embalming fluid
13-15 10 years 20 minutes 5 Casting time: 10 minutes
16-20 100 years 30 minutes 6
21+ 1,000 years 1 hour 7 This spell allows the caster to issue telepathic commands to up to 1,000
skeletons and/or zombies under his command, as long as they are within 100
Of course, the caster must be able to understand the language of the dead miles of his own location. The undead must already be under his thrall in order
creature, and it will not possess any information in death that it did not possess to be so commanded. Commands may be issued for up to 1 hour plus 10
in life. The caster requires incense; the latter is consumed in the casting of the minutes per level of the caster, after which time the last commands issued will
spell. have precedence.

This spell cannot be cast underwater, save within the area of effect of an airy Command Dead
Dead Legion
water spell.
Level 7 necromancer spell (necromantic)
Charnel Guise
Guise Requires: incantation, gestures, blood, bile, embalming fluid.
Casting time: 10 minutes
Level 1 necromancer spell (illusion/phantasm)
Requires: incantation, gestures, salve made from bone powder This spell allows the caster to issue telepathic commands to up to 10,000
Casting time: 1 minute skeletons and/or zombies under his command, as long as they are within
1,000 miles of his own location. The undead must already be under his thrall in
This spell allows the caster to disguise himself or one other man-sized creature order to be so commanded. Commands may be issued for up to 1 hour per
(up to 7’ tall) or two small creatures as a skeleton (two small creatures would level of the caster, after which time the last commands issued will have
each appear as a separate skeleton). Both his features and his clothing and precedence.
other possessions will be thus transformed. While disguised as a skeleton he
may either remain still or move around, fight, etc. without disrupting the effect. Comprehend Languages (Confuse Languages)
The illusion will remain in effect for 10 minutes per level of the caster, and
requires a paste made from rain water collected in a graveyard at night and Level 1 necromancer spell (alteration)
powdered human bone. This spell may not be cast underwater. Requires: incantation, gestures, soot, salt
Casting time: 1 minute
Chattering Skull
This spell allows the caster to understand both spoken and written languages. It
Necromancer cantrip (necromantic) does not, however, allow the caster to speak or compose in those languages. It
Requires: incantation, gestures will not work on magical writings, although the caster will recognize their
Casting time: 1 second magical nature. The spell requires a pinch of soot and some grains of salt,
which are lost when the spell is cast. It lasts for 5 minutes per level of the caster,
This cantrip allows the caster to set the teeth of a mammalian skull chattering for and can only be cast upon a single creature or object bearing writing, which
6 seconds. The cantrip will not work on skulls missing the lower jaw. must be touched. The reverse of the spell, confuse languages, prevents any sort
of comprehension (the victim seems to be speaking and only hears gibberish,
Coffin Knock
Knock etc), and can be used to counteract a comprehend languages spell. If confuse
languages is cast upon a living creature, it is entitled to a saving throw vs.
Level 1 necromancer spell (alteration) spells.
Requires: incantation
Casting time: 6 seconds (1 segment) Conceal Reek

This spell allows the caster to open any casket, coffin, sarcophagus, etc. within Necromancer cantrip (enchantment/charm)
60’. Regardless of how it has been fastened shut (nailed, chained, locked, etc.), Requires: incantation, gestures
the lid will spring open. A coffin that has been wizard locked will remain open Casting time: 2 seconds
for 10 minutes. Note that the spell only works on containers that hold or are
intended to hold the remains of the dead. If the coffin lid is covered with 1’ or This spell allows the caster to conceal the stench of any rotting flesh, particularly
more of earth (as in, if it is buried), it will not open. that of a corpse, within a 10’ square area (the corpse(s) must be within the
area; not the reek they produce). It will not have any effect on the smell of a live
Command Dead Company creature, or the charnel stench of a ghast. For 5 minutes, the stench of the
corpse will be replaced with a sweetly pleasant odor.
Level 3 necromancer spell (necromantic)
Requires: incantation, gestures, blood, bile, embalming fluid Conqueror Worm
Worm
Casting time: 10 minutes
Level 4 necromancer spell (conjuration/summoning)
This spell allows the caster to issue telepathic commands to up to 100 skeletons Requires: incantation, gestures, rice
and/or zombies under his command, as long as they are within 10 miles of his Casting time: 24 seconds (4 segments)
own location. The undead must already be under his thrall in order to be so
commanded. Commands may be issued for up to 1 hour, after which time the This spell allows the caster to conjure up one or more of the dreaded worms
last commands issued will have precedence. that infest the shambling body of a son of chaos (see the ADVENTURES DARK AND

(Order #6906996)
ADVENTURES DARK AND DEEP

DEEP™ Bestiary for details). The caster may produce 1 worm for every 3 levels Darkness,
Darkness, 15’ Radius
of experience or fraction thereof; thus a 10th level caster will produce three
worms. The worms are then hurled at enemies, with a range of 8’. One Level 1 necromancer spell (alteration)
creature may be targeted each round, until all of the worms are gone, and Requires: gestures, bat fur, pitch or coal
multiple worms can be thrown at the same target in the same round. Casting time: 12 seconds (2 segments)

The worm must roll “to hit” (as a 4d8 hit die creature); if successful, it will This spell creates an area of complete and total darkness in a globe some 15’ in
burrow into the skin of the victim in but a single round. During this time, the radius. The globe can be centered on any point within 10’ per experience level
worm can be destroyed by cold steel, holy water, or some blessed object such of the caster, and will last for 10 minutes plus 1 minute per level. No sort of
as a holy symbol. Otherwise, it will burrow through the body into the brain of vision, magical or natural, will function within the globe, but a light spell will
the victim, killing the victim within 1d4 rounds. During this time, only the spells cancel out a darkness spell, and vice versa, so that normal light sources will
remove curse or cure disease will destroy the worm. Neutralize poison or dispel function. Continual light will overwhelm the darkness spell, and light the area
evil will halt its progress for 1d6x10 minutes, after which time it will resume its without the need for conventional light sources. The spell requires a bit of the fur
journey. Once it slays its victim, they will rise immediately as a son of chaos as of a bat and a small piece of either pitch or coal.
the worm begins to spawn. If it misses its attack, the worm is easily destroyed
(this destruction is automatic if the target is anything but unconscious or
paralyzed).

This spell cannot be cast underwater.

Corpse Road

Level 2 necromancer spell (necromantic)


Requires: incantation, gestures, bell, soot
Casting time: 12 seconds (2 segments)

This spell allows the caster to temporarily nullify the effects of a burial
ceremony, consecrate ground ceremony, or rest eternal ceremony spell. For
consecrated ground, the spell will create a path some 10’ wide and 10’ long
per level of the caster, through which undead (or other creatures) will be able to
travel without effect for 10 minutes plus 1 minute per level of the caster. If a
particular grave site (or multiple sites) are within the path, the effects of the
burial ceremony or rest eternal ceremony are nullified during the duration of
the spell as well. The soot is hurled on the ground and is lost, but the bell can be
reused. The spell cannot be cast underwater.

Danse Macabre
acabre

Level 5 necromancer spell (enchantment/charm)


Requires: incantation, gestures, flute or drum
Casting time: varies

This spell allows the caster to attempt to compel those within range of the spell
to literally dance themselves to death. While the caster plays the flute or drum
(which must be maintained during the entire casting of the spell), all those
within 20’ must make a saving throw vs. spells. Failure indicates they are
swayed by the effects of the tune and they begin dancing. Those who are
dancing can attack, but with a -4 penalty “to hit”, and then only against those
enemies who are within a 10’ radius of their position, as the danse macabre
does not allow them to move beyond that radius. For each round they dance,
those affected will suffer 1d3 h.p. of damage plus 1 cumulative for every round
the dance has gone on. EXAMPLE: On the first round, a victim will take 1d3
h.p. of damage. On the second, he will take an additional 1d3+1. On the third, Death
Death Fog
Fog
he will take 1d3+2. And so forth. Once begun, the danse macabre can only be
halted by the caster taking damage (which harms his concentration and halts Level 6 necromancer spell (evocation)
the spell); he can walk normally, but not cast spells or attack while maintaining Requires: incantation, gestures, powdered peas, powdered hoof, acid
concentration. It can only be cast underwater within the area of effect of an airy Casting time: 36 seconds (6 segments)
water spell.
This spell summons a dense bank of mist that obscures all vision, including
Those with 8 or more hit dice get a +4 bonus to their saving throw. Those with infravision, beyond 2’. The fog will occupy one cube 20’ on a side per
12 or more hit dice get a second saving throw on the second round the spell is experience level of the caster (thus a 12th level caster would create an area of
in effect, again with a +4 bonus. fog twelve 20’ cubes in size), and will remain for 1-4 minutes plus 1 minute per
level. The fog can be made to appear up to 30’ away from the caster. It can
only be blown away by the strongest of winds, and those entering the area will
only be able to move at 1/10th of their normal movement rate, and gust of

(Order #6906996)
Darker Paths 1: The Necromancer

wind will not affect death fog. The fog is also highly acidic; the fog will kill
grass and flowers in but 2 minutes, bushes in 4 minutes, saplings in 8 minutes, Defilement
and large trees in 16 minutes. Animals and other creatures will take increasing
amounts of damage each minute they are exposed to its mists: 1 h.p. in the first Level 3 necromancer spell (abjuration)
minute, 2 h.p. in the second, 4 h.p. in the 3rd, and 8 h.p. per minute for every Requires: incantation, gestures, feces or blood
minute thereafter. This spell requires a pinch of powdered peas, powdered Casting time: 3 minutes
animal hoof, and a drop of strong acid.
This spell allows the caster to permanently undo the effects of a consecrate
This spell cannot be cast underwater, save within the area of effect of an airy ground ceremony spell. An area up to 100 square yards for every 3 levels of
water spell. the caster may be so defiled. Any burial ceremony or rest eternal ceremonies
that had been carried out within the area of effect will likewise be nullified. The
Death Mask
Mask spell requires that a quantity of blood or feces be sprinkled on the area to be
defiled.
Necromancer cantrip (alteration)
Requires: incantation, gestures, wax mask Detect Animated
Animated Dead
Casting time: 6 seconds (1 segment)
Level 1 necromancer spell (divination)
This cantrip allows the caster to transform a blank waxen mask into a near- Requires: incantation, gestures, bone dust
perfect replica of the face of a corpse that is at hand. The corpse must be able Casting time: 6 seconds (1 segment)
to be touched, as the wax must be pressed against the flesh of the corpse’s
face. Once pressed, the wax mask’s visage is permanent, unless destroyed by This spell allows the caster to discern the presence of animated skeletons and
some outside force, excessive heat, etc. zombies within a beam some 10’ wide and 10’ long per level of the caster. No
other undead will be detected by the spell, and the caster must maintain
Death Rattle
Rattle concentration. Concentration may be maintained for a maximum of 30 seconds
per experience level of the caster. It requires concentration such that the caster
Necromancer cantrip (necromantic) can only cover a 60° arc in one minute (i.e., it would take a full 6 minutes for
Requires: incantation, gesture the caster to turn around completely while actively detecting animated dead).
Casting time: 2 seconds The caster will be able to discern whether it is a skeleton or zombie that is
detected 40% of the time. If he fails the roll, the answer will simply be cloudy; a
This cantrip allows the caster to force a corpse (and it must be a corpse with a false result will not be returned. The bone dust is tossed into the air as the spell
relatively intact torso and head; a skeleton will not do) to utter a low haunting is cast, and is thus not re-usable. This spell may not be cast underwater.
moan similar to that caused by the expelling of natural gasses within a corpse.
This rattle will have the effect of startling anyone within 10’ who was not Detect Bones
Bones
expecting it, giving them a +1 penalty to initiative, if applicable.
Necromancer cantrip (divination)
Death Spell
Spell Requires: incantation, gestures
Casting time: 3 seconds
Level 5 necromancer spell (necromantic)
Requires: incantation, gestures, crushed black pearl This cantrip allows the caster to detect the presence of the bones of some dead
Casting time: 36 seconds (6 segments) person within a beam some 10’ wide and 10’ long. It will work through soil,
stone, etc. It will not work on the bones of living individuals, and will only work
This spell will kill a number of creatures in the area of effect, which is 25 square for 1 minute. It is useful in detecting unmarked grave sites. It will work on bones
feet per level of the caster, centered on a point 10’ away from the caster per still covered in flesh, as long as the flesh is dead.
level. The number of creatures that can be slain depends on their hit dice. The
game master should roll 4d20. That indicates the number of hit dice worth of Detect Good
Good
creatures that are slain; creatures with fewer hit dice are killed first, and
remainders that are not large enough to cover all of the hit dice of a creature Level 1 necromancer spell (divination)
are ignored. EXAMPLE: A necromancer casts the death spell on a group of 41 Requires: incantation, gestures
orcs led by a 7th-level fighter. He rolls a 46 to determine how many hit dice the Casting time: 30 seconds (5 segments)
spell affects. All 41 orcs are killed, leaving 5 hit dice remaining. However, since
the fighter has 7 hit dice, he is not affected by the spell, as it does not have This spell allows the caster to detect strong sources of good, whether from
sufficient killing power left to do him in. individuals, enchanted objects, etc. The caster creates a “beam” of detection
10’ wide and 90’ long, which functions in whatever direction he is facing. The
Creatures with more than 8 hit dice are not affected, but creatures with 8 hit spell lasts for ten minutes plus five minutes per level of the caster, and requires
dice or less do not get a saving throw against the spell. It will not affect the concentration such that the caster can only cover a 60° arc in one minute (i.e.,
undead, lycanthropes, or creatures from other planes of existence. The spell it would take a full 6 minutes for the caster to turn around completely while
requires a crushed black pearl of not less than 1,000 g.p. value. actively detecting good). Neutral items such as traps or animals cannot be
detected, unless they have some actively good magical component (such as a
trap which releases a deva; the spell would enable detection of the deva, but
not the trap itself). The degree of the good at hand can, generally, be
determined via this spell; slight, average, great, enormous. If the latter category
(only), there is a 10% chance per level of the caster that the type of good
(lawful, neutral, or chaotic) will also be detectable.

(Order #6906996)
ADVENTURES DARK AND DEEP

Detect Life
Life Ectenic Blast
Blast

Level 2 necromancer spell (divination) Level 1 necromancer spell (evocation)


Requires: incantation, gestures Requires: incantation, gestures
Casting time: 1 minute Casting time: 6 seconds (1 segment)

This spell will detect even the faintest signs of life in any creature, both of This spell allows the caster to issue forth a bolt of pure ectenic force. This force
animal and vegetative nature. Only a single “corpse” can be targeted by the will strike one single target within 30’ of the caster plus 5’ per experience level.
spell, and it must be within 10’ per level of the caster, with an inch of wood or Those struck by the ectenic blast will take 1d4 h.p. of damage plus 1 h.p. per
stone, or 2’ of earth, each counting as 10’ of open space for range level of the caster, as well as being knocked back 2’ per level of the caster.
determination. This spell will reveal life in those affected by spells such as feign EXAMPLE: A 5th level necromancer would cause 1d4+5 h.p. of damage and
death, as well as more ordinary coma, paralysis, suspended animation, those knock a victim back 10’. If there is no room to be knocked back, the target will
who are travelling on the astral or ethereal planes, etc. The spell will last for 5 take an additional 1 h.p. per foot that it could not be knocked back. EXAMPLE:
minutes. If the same necromancer attacked a target standing 4 feet from a wall, that
person would take an additional 6 h.p. of damage, since he should have been
Detect Tomb
Tomb knocked back 10’, but could only go back 4’.

Level 3 necromancer spell (divination) Ectoplasmic


Ectoplasmic Wall
Requires: incantation, gestures
Casting time: 1 minute Level 2 necromancer spell (necromantic)
Requires: gestures, gauze
This spell allows the caster to determine whether or not the burial place, or the Casting time: 12 seconds (2 segments)
intended burial place, of someone is within the area of effect. The caster creates
a “beam” of detection 10’ wide and 90’ long, which functions in whatever This spell allows the caster to create a barrier of pure ectoplasm, which is the
direction he is facing. The spell lasts for one minute per level of the caster, and basic substance of incorporeal undead. Ectoplasm is a gauzy, semi-translucent
requires concentration such that the caster can only cover a 60° arc in one material with a jelly-like consistency. The barrier can be up to 20 square feet
minute (i.e., it would take a full 6 minutes for the caster to turn around per level of the caster (and is approximately an inch in thickness), and can
completely while actively searching for tombs). The beam will detect any appear 10’ distant for each level of the caster. EXAMPLE: A 7th level caster
intentional burial place, regardless of structure or type. It need not be an could create a wall some 10’ high and 14’ wide. It will last up to 5 minutes plus
elaborate crypt to be detected; an ordinary dug grave will also be detected by 1 minute per level of the caster. The ectoplasmic wall will slow down regular
means of this spell, as long as it is within the area of effect. It will under no living creatures, causing them to spend 12 seconds (2 segments) in crossing the
circumstances give any indication as to the nature of the tomb, its contents or barrier (treat this as a +2 penalty to initiative if in a melee situation and one or
inhabitants, or even the means by which it may be entered. more combatants must cross the barrier). Missiles fired through the wall will
have a -2 penalty “to hit”. Corporeal undead such as vampires and skeletons
Detect Undead
Undead will be delayed for twice as long as mortal creatures. Non-corporeal undead
such as specters will be slowed down three times as long as mortal creatures.
Level 3 necromancer spell (divination) The spell requires the caster place a small square of gauze in his mouth,
Requires: incantation, gestures, wormwood, grave dirt whence the (non-)substance of the ectoplasmic wall then emerges.
Casting time: 1 minute
Embalm
This spell allows the caster to detect the presence of any undead creature, from
skeletons to ghosts to vampires, within the area of effect. The caster creates a Necromancer cantrip (necromantic)
“beam” of detection 10’ wide and 90’ long, which functions in whatever Requires: incantation, gestures
direction he is facing. The spell lasts for one minute per level of the caster, and Casting time: 3 seconds
requires concentration such that the caster can only cover a 60° arc in one
minute (i.e., it would take a full 6 minutes for the caster to turn around This cantrip allows the caster to protect a dead body from putrefaction and
completely while actively detecting undead). The caster also has a 5% chance decay for up to 1 day. As the blood in the body is transformed into a yellowish
per level of determining the type of undead that is detected. The spell requires a fluid, it also renders the body inedible to creatures such as ghouls, rats, and
pinch of wormwood and a pinch of grave dirt, both of which are lost as the vampires for that time. It has no effect on living creatures.
spell is cast.
Empty Tomb
Dig Grave
Grave
Level 3 necromancer spell (illusion/phantasm)
Level 1 necromancer spell (alteration) Requires: incantation, gestures, smoked glass
Requires: incantation, gestures, model shovel Casting time: 3 minutes
Casting time: 2 minutes
This spell will create the illusion (including visual, auditory, touch, and where
This spell allows the caster to create a rectangular hole some 7’ long, 3’ wide, applicable olfactory components) that a given tomb, crypt, grave, etc. has been
and 7’ deep. The grave can only be dug in loose soil, sand, gravel, etc.; it looted and is otherwise unoccupied. The area affected can be up to 100 square
cannot be used to create a hole in stone, marble, wood, cement, etc. The earth feet per level of the caster, and will last for 10 minutes per level of the caster.
removed from the hole will be piled adjacent to the hole; it does not simply Within the area, any chests will appear open and empty, sarcophagi or coffins
disappear. The shovel can be re-used. empty, and all items of value will be missing. Any undead in the area will not
be seen by those under the influence of the illusion. If they should attack,

10

(Order #6906996)
Darker Paths 1: The Necromancer

however, the illusion will be dispelled. The spell requires a lens-shaped piece of Essential Salts
Salts
glass some 3” in diameter, which is destroyed by the casting of the spell.
Level 3 necromancer spell (necromantic)
Enchant an Item Requires: incantation, gestures, balm (see below)
Casting time: 10 minutes
Level 6 necromancer spell (alteration)
Requires: incantation, gestures, other (see spell description) This spell allows the caster to reduce any single corpse of man-size or smaller to
Casting time: special (see spell description) its component “essential salts”, which can then be transported easily and used
in lieu of an actual corpse in any sort of spell that would otherwise require such,
This spell is vital in the construction of magic items. The exact material such as animate dead or speak with the dead. Even spells such as raise dead
components required depends on the nature of the magic item being can use the essential salts of the individual rather than the actual corpse; the
constructed; a cloak of displacement, for instance, would require the pelt of a living body will be reconstituted from the salts themselves, with the missing flesh
displacer beast. More information on the process can be found in the Creating miraculously reforming in but a trice. If the salts themselves or a significant
Magical Items section in the ADVENTURES DARK AND DEEP™ Players Manual. portion (10% or more) are lost, then the magic is lost and the salts cannot be
used for their intended purpose. To reduce a body to its essential salts requires
This spell requires that the caster be sequestered with the item to be enchanted it be slathered in a special balm made of animal fat, alum, brine, volcanic ash,
for a period of 8d8+16 hours, but with the proviso that he can never work and salt. A typical man-sized creature will be reduced to 4 lbs. or so of salts. If
more than 8 hours per day (thus, the actual time required for this spell to be the spell is cast underwater, the corpse immediately dissolves into the water
competed is 3-10 days). During this entire period, the item being enchanted around it, destroying it utterly. It cannot be cast upon any animate creature,
can never be more than 1’ away from the caster, the magical work cannot be whether it be living or undead.
in any way interrupted, and the caster cannot cast any other spells. At the end
of the proscribed period, the caster must make a saving throw vs. spells (with a Eyes of the Dead
Dead
maximum bonus of +3 due to magical items or other factors that provide such
bonuses and a roll of 1 on the die indicating an automatic failure). Success Level 1 necromancer spell (necromantic)
means that the item is ready to receive whatever other enchantments the caster Requires: incantation, gestures, lizard or frog eye
intends to imbue it with. Casting time: 6 seconds (1 segment)

Certain magical items also use this spell as part of the recharging process. If This spell allows the caster to create a special link between himself and a single
that is the case, it will be noted in the item’s description in the ADVENTURES DARK undead creature. The creature in question must be touched by the caster
AND DEEP™ Game Masters Toolkit. (although no adverse effects of such contact will take place; no level drains,
etc.). Once touched, the caster will be able to see everything that is within the
visual range of the undead creature, for a duration of 1 hour per level of the
caster. If the creature is slain, the connection will be lost. The spell requires that
the caster swallow the eye of a lizard or frog.

Fast Zombie
Zombie

Level 2 necromancer spell (necromantic)


Requires: incantation, gestures, quicksilver
Casting time: 12 seconds (2 segments)

This spell allows the caster to improve the speed of zombies and monster
zombies. Speed is increased to 120’/min., and the creatures roll initiative
normally (they no longer automatically strike last in the round). The spell
requires that a dab of quicksilver be applied to the forehead of each zombie to
be affected. The effect lasts for 1 hour plus 10 minutes per level of the caster,
and can be applied to 1 zombie per level of the caster.

Feign Death
Death

Level 2 necromancer spell (necromantic)


Requires: incantation, gestures
Casting time: 12 seconds (2 segments)

This spell allows the caster to create a state of catatonia that is indistinguishable
from death. The person so affected is fully conscious of his surroundings, but the
senses of sight and touch are dead (hearing and smell are unaffected). Any
damage suffered to the “body” for the duration of the spell is reduced by half,
and paralysis and level draining attacks, etc. will have no effect. If the “body” is
poisoned while the spell is in effect, the venom will have no effect, but will take
effect once the duration of the spell is over. The caster of the spell can end its
effects at will, but it will take a full minute for the target to regain the use of his
body. This spell lasts for twelve minutes plus one minute per level of the caster.

11

(Order #6906996)
ADVENTURES DARK AND DEEP

Friends with the Dead (Once the victim is back to fulfilling the geas, his strength will return at a rate of
2 points per week.) The geas can only be eliminated by fulfilling its conditions,
Level 4 necromancer spell (enchantment/charm) or the casting of a wish spell.
Requires: incantation, gestures, grave dirt
Casting time: 24 seconds (4 segments) Ghastly Reek

This spell allows the caster to envelop himself in an aura that makes undead Level 2 necromancer spell (alteration)
creatures more amenable to him and less inclined to see him as a victim (or Requires: incantation, gestures, rotting flesh
food) than they otherwise might. 2 hit dice worth of undead per level of the Casting time: 12 seconds (2 segments)
caster may be so affected, as long as they are all within an area 10’ in radius,
which can be centered on a point up to 10’ per level of the caster distant. This spell surrounds the caster with a cloud of stench that recalls moldering
Mindless undead such as skeletons and zombies will be unaffected, but most corpses; anyone within a 10’ radius must make a saving throw vs. poison or
other undead will need to make a saving throw vs. magic. Failure indicates that have a -2 penalty “to hit” until they leave the area. The effect lasts for 4 minutes
they will accord the caster respect, not attack him, and otherwise be more plus 1 minute per level of the caster. The spell requires that a bit of rotting flesh
inclined to treat him favorably than they otherwise might. If they are successful be hurled into the air.
in their saving throw, they will not be more resentful or hostile than they
otherwise might have been. The spell requires that the caster mark his forehead Ghostly Fear
Fear
with dirt taken from a grave.
Level 6 necromancer spell (necromantic)
Funeral Shroud Requires: incantation, gestures
Casting time: 36 seconds (6 segments)
Level 2 necromancer spell (evocation)
Requires: incantation, gestures, muslin This spell creates an aura of fear similar to that caused by a ghost. Anyone
Casting time: 12 seconds (2 segments) within 30’ of the caster must make a saving throw vs. magic. Failure indicates
the creature will age 10 years and flee in terror for 2d6 rounds. Clerics of 7th
This spell allows the caster to envelop an enemy in a funeral shroud, which will level or higher are immune and all creatures of 9th level (or with 9 hit dice) and
wrap around him and eventually suffocate him. The victim must be within 10’ of above get a bonus of +2 to their saving throw.
the caster, who must successfully hurl a square of muslin cloth on him (“to hit”
AC 9, regardless of the armor worn by the target, but adjustments for dexterity, Ghoul’s Touch
Touch
quickness, etc. apply). If successful, the victim is entitled to a saving throw vs.
magic. Failure indicates that the victim is wrapped in a gauzy shroud, which Level 3 necromancer spell (necromantic)
both pins his arms and legs and covers his head and mouth, preventing Requires: incantation, gesture, ghoul flesh
breathing. Unless aided, such victims will die within 1d4+3 rounds from Casting time: 18 seconds (3 segments)
suffocation. Cutting an opening for air requires but a single segment. Removing
the shroud entirely takes a complete round. This spell enables the caster to paralyze one human or demi-human (except
elves) by touch who fails their saving throw vs. paralyzation. This effect will last
Gaseous Form
Form for 1d6 rounds. A bit of ghoul flesh is needed, which is destroyed as the spell is
cast. Naturally, a successful “to hit” roll is required.
Level 4 necromancer spell (alteration)
Requires: incantation, gestures Heal Zombie
Casting time: 24 seconds (4 segments)
Level 2 necromancer spell (necromantic)
This spell will cause the caster to become as mist or smoke, allowing him to Requires: incantation, gestures
travel up to 30’ per minute, and able to enter any space that is not air tight. The Casting time: 12 second (2 segments)
spell gust of wind, and strong winds and breezes, will blow a person in
gaseous form around, of course. Anyone in gaseous form is immune to all This spell allows the caster to heal damage on a single zombie. 1d12 h.p. of
normal and most magical attacks; only magical fire or lightning will affect such damage is restored upon the caster’s touch. The zombie can never be brought
a person. The effect will last for 10+1d10 minutes, maximum. to more than its original hit point total.

Geas Hold Portal


Portal

Level 6 necromancer spell (enchantment/charm) Level 1 necromancer spell alteration)


Requires: incantation Requires: incantation
Casting time: 24 seconds (4 segments) Casting time: 6 seconds (1 segment)

This spell (pronounced “gesh”) enables the caster to impose upon some creature This spell will cause any doors, gates, shutters, etc. within the area of effect to
(by touch) a powerful compulsion to undertake, or refrain from, some action. hold fast as if they were locked and barred. The spell affects all portals within
The target of the geas must be conscious and intelligent, and is not entitled to a an area 80 square feet per level of the caster, as long as they are within 20’
saving throw. The exact nature of the geas is left to the caster, but great care per level of the caster. The effect lasts for 1 minute per level of the caster. Such
must be taken in its composition; if it is vague or otherwise improperly formed, held portals can still be destroyed through normal means, of course, and the
it will have no effect. A geas cannot be cast that compels the victim to suicide or magic will be ineffectual against extra-planar creatures (angels, devils, etc.),
certain death, but nothing says that the object of the geas cannot be dangerous other casters four or more experience levels higher than the caster (who can
(even very much so). For each week that the target of the geas attempts to open the portal without resort to any sort of spell on their part), or a knock or
ignore or circumvent the compulsion or twist the meaning of its words, it will dispel magic spell.
lose 2 points of strength and must roll 1d4. On a roll of 1, the target will die.

12

(Order #6906996)
Darker Paths 1: The Necromancer

unaffected, they are not suddenly affected by magnetism, etc.). In the case of an
Hold Undead animated skeleton, this has the effect of changing the creature’s armor class
from 7 to 2. Up to 1 skeleton for every 2 levels of the caster can be affected, as
Level 2 necromancer spell (necromantic) long as all are within a 60’x60’ area centered on a point no further than 120’
Requires: incantation, gestures from the caster. If there are more skeletons within the area than can be affected
Casting time: 30 seconds (5 segments) by the spell, the caster may decide which are to be affected. The effect will last
for 10 minutes plus 1 minute per level of the caster. It has absolutely no effect
The hold undead spell enables the caster to magically hold in place, completely on skeletons of living creatures, and if cast on an undead creature other than
frozen and unable to move, up to two hit dice “worth” of corporeal undead per an animated skeleton, it will have no effect. The iron filings and bone dust are
level, for four minutes plus one minute per level of the caster. The targets must hurled into the air and are lost as the spell is cast. The spell cannot be cast
be within 60’ of the caster, and each gets a saving throw vs. spells. A successful under water except within the confines of an airy water spell.
saving throw means the spell is ineffectual for the individual concerned. If the
spell is somehow only partially effective (as with a ring of spell turning), it will Kiss of the Vampire
Vampire
function as a slow spell.
Level 7 necromancer spell (necromantic)
Into the Grave
Grave Requires: incantation, gestures, dirt from a vampire’s grave
Casting time: 42 seconds (7 segments)
Level 4 necromancer spell (alteration)
Requires: incantation, gestures This spell allows the caster to touch one individual with his mouth (kiss, bite,
Casting time: 6 seconds (1 segment) etc.) and thereby drain 2 energy levels (or hit dice, as applicable) from that
person. If the victim is unwilling, a regular “to hit” roll is required. If the hit
This spell allows the caster to physically sink into the ground and enter a sort of misses, the spell is spoiled. The spell must be used in the same round as the
protective stasis, as long as he does so in a spot which serves as a grave, crypt, casting began. Anyone who is completely drained of life energy by this spell
etc. The grave in question can be up to 20’ deep in soil or sand or 10’ in stone will become a vampire one day after being buried. The caster does not gain
or brick. The caster may then remain there, safe in the borrowed grave, for up any benefit from the draining of the levels.
to 1 hour per experience level. He must specify the time interval prior to casting
the spell. While thus protected in his grave, the caster is aware but unable to Lich’s Aura
move or cast spells; only such purely mental exercises such as telepathy will be
of any use. If the grave is disturbed or opened while he is there, his body will Level 7 necromancer spell (enchantment/charm)
be discovered atop that of the actual inhabitant of the grave, and he will need Requires: incantation, gestures, piece of a lich’s clothing
1d3 rounds to recover, if his pre-set restoration time has not yet arrived. When Casting time: 42 seconds (7 segments)
the time does arrive, the caster’s body will be magically transported back
through the earth to its previous location on top of the grave. If it is occupied, This spell allows the caster to take on the fear-inducing aura of a lich. Any
he can appear up to 10’ distant per level (determine direction randomly). If no creature under 5 hit dice that catches sight of the caster will flee in terror for
free space exists at the time he has set to return, he will simply awaken within 2d6 rounds, unless a saving throw vs. spells is made. In addition, the touch of
the grave, fully conscious and unable to free himself unless he has some sort of the caster will paralyze the victim with fear for 2d12 rounds unless a saving
magical means of egress. throw is made. The effect of the spell will last for 9 minutes plus 1 minute per
level of the caster. The small piece of clothing from a lich is destroyed in the
Invisibility to Undead
Undead casting.

Level 1 necromancer spell (illusion/phantasm) Living Death


Death
Requires: incantation, gestures
Casting time: 24 seconds (4 segments) Level 4 necromancer spell (necromantic)
Requires: gesture
This spell allows the caster to touch one creature, who will then be immune from Casting time: 24 seconds (4 segments)
attack by any type of undead creature that fails to make a saving throw vs.
spells (if the beneficiary of the spell is of lawful neutral, neutral, or chaotic This spell will cause any one target creature to fall down “dead”. No amount of
neutral alignment, the saving throw is made with a -2 penalty). Each type of physical or magical investigation, with the exception of the spell word of
undead rolls a separate saving throw (vampires, skeletons, ghouls, etc.), rather knowledge, will reveal the fact that the victim is, in fact, still alive (detect life will
than each individual creature. Failure indicates that all undead of that type will not work unless the caster is of a higher level than the caster who cast living
simply overlook and ignore the beneficiary of the invisibility to undead spell. death). Magical attempts to bring the victim “back to life” (resurrection, raise
Attacks that affect an area (such as a fireball spell) will still have full effect, dead, etc.) will all seem to fail. The victim will remain thus for 12 hours plus 6
however. The creature or person who is benefitting from the spell can take no hours per level of the caster. It is thus quite possible for the victim to be buried
offensive action (including using weapons, casting offensive spells, etc.). alive, awakening inside his own coffin under six feet of hard earth, only to
Neutral or beneficial spells (such as feign death or cure light wounds) can be “die” a second death. The spell requires that the caster touch the victim; a
cast without voiding the spell. The spell lasts for 6 minutes. successful “to hit” roll will thus usually be required.

Iron Skeleton
Skeleton Livor Mortis

Level 2 necromancer spell (alteration) Level 2 necromancer spell (necromantic)


Requires: incantation, gestures, iron filings, bone dust Requires: incantation, gestures, embalming fluid
Casting time: 12 seconds (2 segments) Casting time: 12 seconds (2 segments)

This spell allows the caster to make the bones of skeletons (whether animated or This spell allows the caster to simulate the effects of livor mortis; all of their
not) hard as iron (the bones do not actually become iron, however, so weight is blood will seemingly stop circulating in the body and will sink to the lower

13

(Order #6906996)
ADVENTURES DARK AND DEEP

extremities, causing them to turn purplish-blue (if visible). It can either be cast caster wield a miniature scythe of silver, worth at least 250 g.p., which is
upon the caster or upon someone the caster touches, and will last for 5 minutes destroyed as the spell itself expires.
plus 1 minute per level of the caster. The most practical impact of this spell is
that slashing or piercing weapons such as swords, arrows, spears, etc. will only Magic Sickle
Sickle
do ½ damage to the recipient of the spell, and attacks or magic that would
normally cause bleeding (such as a weapon of wounding or the tail of a Level 5 necromancer spell (evocation)
barbed devil) will not do so. Even attacks aimed at the lower extremities will not Requires: incantation, gestures, miniature sickle
bleed, due to the nature of the enchantment. If the recipient of the spell is Casting time: 30 seconds (5 segments)
brought to fewer than 0 hit points, they will not bleed and lose additional hit
points as long as the spell remains in effect. The spell requires a dab of This spell allows the caster to call into being a sickle-shaped weapon of
embalming fluid be placed on the chest near the heart. negative energy. The sickle will attack as a fighter of a level half that of the level
of the caster (rounded down), and can operate up to 30’ away. The caster must
maintain concentration while the sickle is fighting; if concentration is broken the
sickle will simply remain motionless until the caster regains concentration or the
spell expires. The spell remains in effect for 1 round per level of the caster. Any
creature hit by the sickle will take 1d10 h.p. of damage (S/M) or 1d8 h.p. of
damage (L), and must make a saving throw vs. death. Failure indicates the
sickle will permanently drain an additional hit point from the target,
permanently (i.e., those additional hit points can never be recovered by magic
item or rest, or any spell save restoration or wish). The magic sickle can hit
creatures normally hit only by +1 weapon, as well as those who are ethereal or
astral. The spell requires that the caster wield a miniature scythe of silver, worth
at least 50 g.p., which is destroyed as the spell itself expires.

Marked for Death

Level 2 necromancer spell (necromantic)


Requires: incantation
Casting time: 12 seconds (2 segments)

This spell allows the caster to mark one person, who must be within 30’ of the
caster, as being especially of interest to Death. That person will suffer a -2
penalty on all saving throws that are life-or-death in nature. Other saving
throws, failing which would not result in the death of the character, will not be
affected by the spell. In addition, where applicable, there is a +2 (or +10%, as
applicable) chance for deadly random events to beset the victim of this spell;
ornamental weapons “happen” to fall from their spot threatening to impale him,
a gate just “happens” to open and lose a stampede of bulls down a street the
victim is walking down, etc. In a situation where the victim is in a group, from
which a target is randomly selected for some gruesome fate, the victim would
have a 5% greater likelihood of being targeted. The game master should use his
discretion in such cases, but being the recipient of this spell should make life
much more “interesting”. It can be removed by a “remove curse” spell (or the
equivalent), but is otherwise permanent, at least until the victim expires.

Master Death
Magic Scythe
Scythe
Level 7 necromancer spell (necromantic)
Level 7 necromancer spell (evocation) Requires: incantation, gestures, black opal
Requires: incantation, gestures, miniature scythe Casting time: 7 minutes
Casting time: 42 seconds (7 segments)
This spell allows the caster to cheat death for a time. For the duration of this
This spell brings into being an enchanted scythe made of energy from the spell the caster, or someone touched by him, will simply be unable to die. This
negative plane. This scythe will attack as a fighter of a level half that of the does not mean he is immune to pain or suffering, nor does it mean he is
caster (rounded down), and can operate up to 30’ away. The caster must invulnerable to injury or the effects of disease, but nothing will actually kill him.
maintain concentration while the scythe is fighting; if concentration is broken In situations where the body would be instantly destroyed (lava, acid, etc.) will
the scythe will simply remain motionless until the caster regains concentration or simply be burned to a charred skeleton, which slowly regenerates its flesh.
the spell expires. The spell remains in effect for 1 round per level of the caster. Those brought to a hit point total less than 0 will simply hover at -9 h.p. until the
Any creature hit by the scythe will take 3d6 h.p. of damage (S/M) or 3d6+3 spell wears off. The spell will last 30 minutes per level of the caster, and will age
(L), and must make a saving throw vs. death. Failure indicates the scythe will the caster by 2 years. It requires a black opal 1,000 g.p. in value or greater,
drain an additional 1d6 h.p. from the target, permanently (i.e., those additional which is destroyed as the spell is cast.
hit points can never be recovered by magic item, rest, or any spell other than
restoration or wish). The magic scythe can hit creatures normally hit only by +3
weapons, as well as those who are ethereal or astral. The spell requires that the

14

(Order #6906996)
Darker Paths 1: The Necromancer

Memento Mori Any attack that hits, or that misses but scores 9-12 will hit the shield and invoke
its effect upon the weapon. Note that a missed attack will still miss, even if it is
Level 6 necromancer spell (necromantic) affected by the shield.
Requires: incantation, spell, mirror
Casting time: 36 seconds (6 segments) Any non-magical weapon which successfully strikes the caster must make an
immediate save vs. crushing blow with a -4 penalty. Failure indicates not only
This spell compels the target to contemplate his own mortality, thereby affecting that the weapon did not, in fact, hit, but that it shattered and is utterly useless as
him in some way. The spell requires that the victim have an intelligence of at a result of the blow.
least 6, and be able to see the caster, who must be within 20’ and displays the
visage of the target in a mirror (the mirror can be re-used). The target is entitled Any magical weapon striking the shield must also make a saving throw against
to a saving throw vs. paralyzation, just as if he was avoiding a gaze attack. If crushing blow with a -4 penalty (although weapons get a +1 bonus for every
the target sees his image, the reaction will depend on his intelligence. "plus" of their enchantment). If the item fails its saving throw, not only is the
caster unaffected by the blow, but the item in question will be permanently
Intelligence Effect drained of one "plus" of its enchantment. Thus, if a dagger +3 strikes the shield
0-5 None instead of the intended target, and fails its saving throw (with a total -1 penalty:
6-7 Frozen in shock for 1d3 rounds -4 plus 3 for the dagger's enchantment), it will then become a dagger +2.
8-10 Run in fear for 1d3 rounds Nothing short of a wish spell will restore such an effect. Magical weapons
11-12 Weeps for 1d6 rounds (no combat or spells) without "plusses" must save vs. crushing blow with no penalty or bonus. If they
13-14 Save vs. death (+4 bonus), or frightened to death fail, their enchantment is permanently lost.
15-16 Save vs. death or frightened to death
17-18 Save vs. death (-4 penalty), or frightened to death Anyone attempting to strike someone protected by this spell in hand-to-hand
19-20 Weeps for 1d3 rounds (no combat or spells) combat who strikes the shield or the caster must also make a saving throw
21+ Insanely angry for 1d3 rounds (attack the nearest creature) against spells. If they fail the saving throw, not only is the caster unaffected by
the strike, but the attacker will lose 1 hit point permanently, which cannot be
Necromancers are themselves immune to this spell, as are deities and outer restored by magical healing, rest or any other means short of a wish or
planes creatures of greater sort (generally, if they do not have a “turn as type” restoration spell.
rating, they are unaffected by the spell).
Pallor Mortis
Mummy Rot
Necromancer cantrip (alteration)
Level 4 necromancer spell (necromantic) Requires: incantation, gestures
Requires: incantation, spells, bandages from a mummy or mummy dust Casting time: 2 seconds
Casting time: 24 seconds (4 segments)
This spell allows the caster to cause any person within 10’ to take on a deathly
This spell allows the caster to infect any person he touches with the dreaded pallor, with their skin becoming pale and waxy. This will lower their effective
mummy rot disease. This wasting affliction will be fatal in 1d6 months. During charisma score by 1. The cantrip will wear off in 30 minutes, minus 1 minute
that time however, it also has the following effects: per level of the person affected.

• Victim loses 2 points of charisma per month, permanently Passtomb


• Cure spells and healing potions will not work on the victim
• Victim heals wounds at only 1/10th of the normal rate Level 4 necromancer spell (alteration)
Requires: incantation, gestures, powdered ghoul nail
The disease can be cured only by a cure disease spell, but charisma losses will Casting time: 24 seconds (4 segments)
not be restored. Those whom the disease kills can only be raised from the dead
if both a cure disease and a raise dead spell are cast within 1 hour of death. This spell will cause a hole to appear in a nearby wall, some 5’ wide, 8’ high,
and 20’ deep. The target wall can be of stone, brick, wood, and/or plaster, but
Only one person can be so touched per use of the spell. A successful “to hit” must be within 30’ of the caster and must be part of a tomb, crypt, or other
roll is required; if the roll fails, the spell is ruined. burial structure. Metal walls (and gates, portcullises, etc.) are not affected.
Multiple spells can be cast to create deep passages through thick walls. The
Negative Plane Shield passage will remain for 1 hour plus 10 minutes per level of the caster. The spell
requires a pinch of powdered ghoul nail, which is destroyed as the spell is cast.
Level 5 necromancer spell (evocation)
Requires: incantation, gestures Protection from Charnel Disease
Casting time: 30 seconds (5 segments)
Level 2 necromancer spell (abjuration)
This spell calls forth a barrier of energy from the negative plane to shield the Requires: incantation, gestures, cloves, citrus fruit
caster. The shield appears as a large, dark translucent disc which seems to Casting time: 12 seconds (2 segments)
whirl around of its own accord to intercept blows with incredible speed. The
barrier will give a bonus of 4 to the caster's armor class, but that is not the This spell is proof against all grave or undead related diseases including, but
spell's primary function, for the force with which it is created will drain the not limited to, mummy rot, diseases borne by the bite of giant rats, blood
physical and magical properties of any weapon that comes into contact with it. infections caused by huecuvas, etc.). 1 person (either the caster or a person
touched by the caster) will be thus protected for 6 hours per level of the caster. It
Any successful hit against the caster, or an attack that misses but rolls within 4 will have no effect on already-extant diseases.
of the required number "to hit", will in fact hit the shield. EXAMPLE: A fighter
needs a 13 to hit a necromancer protected by a Negative plane shield spell.

15

(Order #6906996)
ADVENTURES DARK AND DEEP

Protection from Normal Missiles This spell requires that a circle of the powdered essence of some corporeal
undead such as a ghoul, vampire, etc. be sprinkled on the ground in a circle. It
Level 4 necromancer spell (abjuration) is naturally lost as the spell is cast.
Requires: incantation, gestures, piece of tortoise/turtle shell
Casting time: 18 seconds (3 segments) Protection from Undead
Undead III

This spell provides complete invulnerability to non-enchanted missile weapons Level 5 necromancer spell (abjuration)
such as arrows, sling bullets, crossbow bolts, spears, etc. With regard to larger, Requires: incantation, gestures, powdered iron and silver
siege-type weapons such as catapult stones and ballista bolts, it reduces the Casting time: 1 minute
damage done by 1 hit point per die of damage. The same goes for enchanted
missiles such as magical arrows, a +2 spear, etc. It provides no defense against This spell has two effects. First, this spell creates a magical shell of force around
purely magical assaults such as the magic missile, fireball, or lightning bolt the recipient that extends 10’ from his body (however, it will not move with the
spells. caster). This shell protects from physical contact by corporeal undead such as
ghouls, liches, etc. and lasts for 5 minutes per level of the caster. In addition to
Protection from Rats being proof against physical attack, the spell also affords the person bearing its
protection a +2 on any saving throws caused by attacks by such creatures, and
Level 1 necromancer spell (abjuration) any attacks that do not involve direct physical contact (such as missiles, etc.)
Requires: incantation, gestures, cat fur incur a -2 on their rolls “to hit.”
Casting time: 6 seconds (1 segment)
Second, it will create a similar magical shell of force around the recipient that
This spell creates a barrier 15’ in radius around the caster, through which no extends 1’ from his body. This shell protects from physical contact by any non-
rat, giant rat, mouse, or any other rat-like creature can pass. Wererats must corporeal undead such as wraiths, ghosts, etc. and lasts for 3 minutes per level
make a successful saving throw vs. spells to be able to pass through the barrier. of the caster. It is otherwise similar to the effect against corporeal undead.
It lasts for 3 rounds plus one round per level of the caster, and moves with him
as he moves about. It does not require concentration. The spell requires a bit of This spell requires that a circle of a combination of powdered iron and silver be
cat fur which is lost as the spell is cast. sprinkled on the ground in a circle. It is naturally lost as the spell is cast.

Protection from Undead I Read Necromancer Magic (Unreadable Necromancer Magic)

Level 1 necromancer spell (abjuration) Level 1 necromancer spell (divination)


Requires: incantation, gestures, powdered bone Requires: incantation, gestures, crystal prism, (pinch of dirt, drop of water)
Casting time: 12 seconds (2 segments) Casting time: 1 minute

This spell creates a magical shell of force around the recipient that extends 1’ This spell allows the caster to understand magical writings, scrolls, and
from his body (however, it will not move with the caster). This shell protects from inscriptions that are written in magical scripts used by necromancers. The spell
physical contact by non-intelligent undead constructs such as animated lasts for 2 minutes per level of the caster, and requires the use of a crystal prism
skeletons, zombies, etc. and lasts for 3 minutes per level of the caster. In (which is not destroyed by the casting). When used on scrolls, spell books, etc.
addition to being proof against physical attack, the spell also affords the person the spell enables the caster to determine what is contained within (although
bearing its protection a +2 on any saving throws caused by attacks by such doing so usually triggers cursed scrolls and the like). A necromancer will never
creatures, and any attacks that do not involve direct physical contact (such as need this spell to read his own spell book, of course, and once the spell is used
missiles, etc.) incur a -2 on their rolls “to hit.” The spell requires that the caster on a given piece of magical writing, it need not be used again (so, a
create a 3’ diameter circle of powdered bone from an animated skeleton. The necromancer could use it to determine the contents of a magic scroll as long as
components are destroyed in the casting. the scroll contained a necromancer spell, and then later, when he wishes to
actually use the scroll, would not need to cast read necromancer magic again).
Protection from Undead II The spell is never needed to read a spell that the necromancer himself has
inscribed.
Level 3 necromancer spell (abjuration)
Requires: incantation, gestures, mummy bandages/vampire dust/etc. The reverse of the spell, unreadable necromancer magic, will enable the caster
Casting time: 36 seconds (6 segments) to render magical writings indecipherable, even by means of a read
necromancer magic spell, until it wears off or is dispelled.
This spell has two effects. First, this spell creates a magical shell of force around
the recipient that extends 10’ from his body (however, it will not move with the Repair Skeleto
Skeleton
keleton
caster). This shell protects from physical contact by non-intelligent undead
constructs such as animated skeletons, zombies, etc. and lasts for 5 minutes per Level 1 necromancer spell (necromantic)
level of the caster. In addition to being proof against physical attack, the spell Requires: incantation, gestures, bone powder paste
also affords the person bearing its protection a +2 on any saving throws caused Casting time: 6 seconds (1 segment)
by attacks by such creatures, and any attacks that do not involve direct physical
contact (such as missiles, etc.) incur a -2 on their rolls “to hit.” This spell allows the caster to repair damage done to an animated skeleton or
other skeletal undead such as an animal skeleton or skeleton lord. The caster
Second, it will create a similar magical shell of force around the recipient that must have sufficient access to the beneficiary of the spell to be able to apply a
extends 1’ from his body. This shell protects from physical contact by any paste made of bone powder and water to the breaks and chips on the skeletal
corporeal undead such as wights, vampires, etc. and lasts for 3 minutes per form (it cannot be cast on a skeleton while in melee). Once this is done, the
level of the caster. It is otherwise similar to the effect against skeletons and skeleton (or skeletal undead) will recover 1d8 hit points of damage. Under no
zombies. circumstances will this spell raise the total number of hit points past its original
total.

16

(Order #6906996)
Darker Paths 1: The Necromancer

the spell; one brain can serve for up to 6 zombies. The effects last for 24 hours
Safe Coffin
offin plus one hour per level of the caster. Often, a spell-caster will send his zombie
servants out in search of the brains needed, to be brought back to him to serve
Level 3 necromancer spell (abjuration) in the cannibalistic feast, in which case they are known to moan “brainnnnns”
Requires: incantation, gestures as they move about.
Casting time: 1 minute

This spell allows the caster to disarm any and all mechanical traps on a single
coffin, sarcophagus, etc. As the spell is cast, they will simply pop open and
misfire, sometimes with an audible “sprong!” sound accompanying. The coffin
must be no larger than 200 cubic feet in size. Magical traps will not be tripped,
but will give off a tell-tale glow indicating their presence. Note that the spell will
not work on ordinary boxes, chests, etc.

Séance

Level 2 necromancer spell (necromantic)


Requires: incantation, gestures
Casting time: 5 minutes

This spell allows the caster to summon the soul or spirit of a relative of someone
participating in the séance. Up to 12 people, plus the caster, can participate;
they all join hands while the caster summons up the desired spirit. The more
people participating, the longer dead the summoned spirit can be, and the
more distant a relative.

Participants Spirit Can be Dead


Dead Relation
0-2 1 month Parent, child, sibling, spouse
3-6 1 year Grandparent, grandchild, uncle/aunt Span of the Mayfly
Mayfly
7-11 10 years Cousin, great-grandparents or -children
12 100 years 2nd cousin, great-grandparents or - Level 6 necromancer spell (necromantic)
children up to 3 generations removed Requires: incantation, gestures, hourglass
Casting time: 42 seconds (7 segments)
Once summoned, the spirit can be asked 1 yes or no question per level of the
caster, or a single more open-ended question whose answer will be no longer This spell allows the caster to inflict upon one creature a terrible fate. Whatever
than one word per level of the caster. its natural life-span would normally be, the creature will live it out over the
course of the next 24 hours. The victim will begin to age years in mere hours,
Silence
Silence 15’ Radius
Radius eventually entering senility, physical senescence, and finally death. The spell
requires that the caster touch the victim, smashing an hourglass as he does so
Level 2 necromancer spell (alteration) (thus a roll “to hit” may be required; if the hit misses, the spell will be spoiled).
Requires: incantation, gestures Nothing short of a limited wish or similar magic will halt the progress of the
Casting time: 30 seconds (5 segments) spell, and nothing short of a full wish will reverse its effects. Potions of longevity
will work temporarily, but only for a few minutes, as their effects are rapidly
This spell allows the caster to create a zone of complete and utter silence in a overcome by the progress of the spell.
sphere with a radius of 15’, on a point up to 120’ away from the caster. The
spell can be cast upon a creature or person; if so, he is entitled to a saving Speak with the Dead
Dead
throw vs. spells; failure indicates the spell is targeted on a point in space 1’
behind the intended target. Success indicates the effect of the spell moves with Level 3 necromancer spell (necromantic)
the target. The spell lasts for 2 minutes per level of the caster. Such silence will Requires: incantation, gestures, holy symbol, incense
not only interrupt normal speech, but prevent the casting of spells with spoken Casting time: 10 minutes
components, the operation of magical devices that require command words,
etc. This spell allows the caster to converse with some being who has passed
beyond the mortal plane, as long as some portion of their remains are at hand
Smart Zombie
Zombie to act as a focal point. The higher the level of the caster, the more effective the
spell, both in terms of how long ago the subject can have died, as well as the
Level 3 necromancer spell (necromantic) length of the questioning allowed:
Requires: incantation, gestures, brains
Casting time: 18 seconds (3 segments) Experience How Long Ago Max. Number of
Level Deceased Duration Questions
This spell allows the caster to increase the intelligence of his zombie servitors. 5-6 1 week 1 minute 2
Zombies affected by this spell are able to demonstrate a dark parody of true 7-8 1 month 3 minutes 3
intelligence, capable of understanding very complex commands and even 9-12 1 year 10 minutes 4
taking initiative if the situation calls for it. The intelligence of the zombies is 13-15 10 years 20 minutes 5
effectively increased to 9. Up to 2 zombies can be affected per level of the 16-20 100 years 30 minutes 6
caster. The spell requires human brains, which the zombies consume as part of 21+ 1,000 years 1 hour 7

17

(Order #6906996)
ADVENTURES DARK AND DEEP

Of course, the caster must be able to understand the language of the dead Die roll (d
(d %)
%) Undead Type
creature, and it will not possess any information in death that it did not possess 01-30 Animal Skeleton
in life. The caster requires incense; which is consumed in the casting of the spell. 31-60 Animated Skeleton
61-85 Poltergeist
This spell cannot be cast underwater, save within the area of effect of an airy 86-00 Zombie
water spell.
The spell requires a small bag and a candle made from the fat of a corpse,
which need not be lit, both of which are destroyed in the casting of the spell.

Summon Undead II

Level 4 necromancer spell (conjuration/summoning)


Requires: incantation, gestures, bag, candle made of corpse-tallow
Casting time: 24 seconds (4 segments)

This spell allows the caster to cause 1d6 undead creatures to appear, as if out
of thin air, and attack his enemies (no explanation will be necessary in that
case). There is a 1d4 minute delay between the time the spell is completed and
the creatures appear. If they are required to do some other, more complex task,
the caster must explain this to them. They will remain until slain, the combat is
ended, or after 2 minutes plus 1 minute per level of the caster (whichever comes
first). The exact type of undead summoned is determined randomly.

Die roll (d
(d %)
%) Undead Type
01-40 Ghoul
41-60 Huecuva
61-85 Shadow
86-00 Wight

The spell requires a small bag and a candle made from the fat of a corpse,
Spectral Form
Form which need not be lit, both of which are destroyed in the casting of the spell.

Level 5 necromancer spell (alteration) Summon Undead III


Requires: incantation, gestures, incense
Casting time: 30 seconds (5 segments) Level 5 necromancer spell (conjuration/summoning)
Requires: incantation, gestures, bag, candle made of corpse-tallow
This spell allows the caster to assume a translucent, ghost-like form. In the Casting time: 30 seconds (5 segments)
spectral form, the caster can perform any action he could otherwise do in life,
but in addition has the benefit of being immune to poison and paralyzation, as This spell allows the caster to cause 1d4 undead creatures to appear, as if out
well as being able to pass through walls and other solid objects. However, he of thin air, and attack his enemies (no explanation will be necessary in that
will not be able to engage in combat, except for spells that are actuated by case). There is a 1d4 minute delay between the time the spell is completed and
touch, and if in direct sunlight the effects of the spell are instantly ended (if the the creatures appear. If they are required to do some other, more complex task,
caster or a portion of him are within a solid object when this occurs, he must the caster must explain this to them. They will remain until slain, the combat is
make a saving throw vs. death or be slain instantly by the shock, otherwise ended, or after 2 minutes plus 1 minute per level of the caster (whichever comes
taking between 1d6 and 10d6 h.p. of damage as he is expelled from the first). The exact type of undead summoned is determined randomly.
object, depending on how much of his physical form “re-forms” within some
other object). Die roll
roll (d
(d %)
%) Undead Type
01-35 Coffer Corpse
This spell cannot be cast underwater, save within the area of effect of an airy 36-45 Ghast
water spell. 46-65 Giant Skeleton
66-85 Monster Zombie
Summon Undead
Undead I 86-00 Wraith

Level 3 necromancer spell (conjuration/summoning) The spell requires a small bag and a candle made from the fat of a corpse,
Requires: incantation, gestures, bag, candle made of corpse-tallow which need not be lit, both of which are destroyed in the casting of the spell.
Casting time: 18 seconds (3 segments)
Summon Undead IV
This spell allows the caster to cause 2d4 undead creatures to appear, as if out
of thin air, and attack his enemies (no explanation will be necessary in that Level 6 necromancer spell (conjuration/summoning)
case). If they are required to do some other, more complex task, the caster must Requires: incantation, gestures, bag, candle made of corpse-tallow
explain this to them. They will remain until slain, the combat is ended, or after 2 Casting time: 36 seconds (6 segments)
minutes plus 1 minute per level of the caster (whichever comes first). The exact
type of undead summoned is determined randomly. This spell allows the caster to cause 1d3 undead creatures to appear, as if out
of thin air, and attack his enemies (no explanation will be necessary in that
case). There is a 1d3 minute delay between the time the spell is completed and

18

(Order #6906996)
Darker Paths 1: The Necromancer

the creatures appear. If they are required to do some other, more complex task, intended to prevent people from passing through it). The spell requires a small
the caster must explain this to them. They will remain until slain, the combat is length of pure silver chain (50 g.p. value) which is destroyed as the spell is cast.
ended, or after 2 minutes plus 1 minute per level of the caster (whichever comes
first). The exact type of undead summoned is determined randomly. Vampiric Transformation
Transformation

Die roll (d
(d %)
%) Undead Type Level 4 necromancer spell (alteration)
01-10 Apparition Requires: incantation, gestures, vampire dust
11-35 Banshee Casting time: 24 seconds (4 segments)
36-60 Son of Chaos
61-00 Specter This spell has two possible effects. The first is that it allows the caster to assume
the outward physical form of either a large bat or a wolf. While in bat form, he
The spell requires a small bag and a candle made from the fat of a corpse, can fly as does a large bat. The second is to assume gaseous form; he becomes
which need not be lit, both of which are destroyed in the casting of the spell. as mist or smoke, allowing him to travel up to 30’ per minute, and able to enter
any space that is not air tight. The spell gust of wind, and strong winds and
Summon Undead V breezes, will blow a person in gaseous form around, of course. Anyone in
gaseous form is immune to all normal and most magical attacks; only magical
Level 7 necromancer spell (conjuration/summoning) fire or lightning will affect such a person.
Requires: incantation, gestures, bag, candle made of corpse-tallow
Casting time: 42 seconds (7 segments) The spell lasts for 20 minutes per experience level of the caster, and during that
time a variety of different forms can be assumed (the transformation takes 30
This spell allows the caster to cause 1d2 undead creatures to appear, as if out seconds (5 segments) per change). No system shock survival roll is required. If
of thin air, and attack his enemies (no explanation will be necessary in that the caster takes damage while in altered form, up to 1d12 hit points of such
case). There is a 1d3 minute delay between the time the spell is completed and damage will be healed when the caster returns to his normal form. The spell
the creatures appear. If they are required to do some other, more complex task, cannot be used in daylight or its equivalent; the caster will immediately revert
the caster must explain this to them. They will remain until slain, the combat is back to his normal form if exposed to daylight.
ended, or after 2 minutes plus 1 minute per level of the caster (whichever comes
first). The exact type of undead summoned is determined randomly. Veil of Normalcy
Normalcy

Die roll (d
(d %)
%) Undead Type Level 5 necromancer spell (illusion/phantasm)
01-25 Ghost Requires: incantation gestures
26-50 Lich Casting time: 36 seconds (6 segments)
51-75 Skeleton Warrior
76-00 Vampire This spell will create the illusion (including visual, auditory, touch, and where
applicable olfactory components) that a given tomb, crypt, grave, etc. is
The spell requires a small bag and a candle made from the fat of a corpse, completely untouched and in pristine condition, despite any sort of depredation,
which need not be lit, both of which are destroyed in the casting of the spell. looting, etc. short of complete destruction. The area affected can be up to 100
square feet per level of the caster, and will last for 10 minutes per level of the
Undead Guardian caster. Within the area, any opened chests will appear intact, sarcophagi or
coffins will have their lids tightly secured, and all items of value will be present.
Level 5 necromancer spell (necromantic) The spell requires a lens-shaped piece of glass some 3” in diameter, which is
Requires: incantation, gestures, silver chain destroyed by the casting of the spell.
Casting time: 30 seconds (5 segments)
Wake the Dead
Dead
This spell allows the caster to attempt to compel an undead creature to serve as
guardian for some item or locale. The subject must be within 60’ plus 10’ per Level 4 necromancer spell (necromantic)
level of the caster. The type of creature that can be so compelled, and the Requires: incantation, gestures, blood, flesh, bone
duration of their service depends on the level of the caster. Casting time: 2 minutes

Caster’s Level Maximum “turn as type” Maximum Duration This spell allows the caster to create animated skeletons or zombies from
9 VI 90 years skeletal remains or corpses. These undead creatures will then obey the simple
10 VII 110 years commands of the caster, and will remain animated until they are destroyed by
11 VIII 130 years some means. The number of undead created depends on the type:
12 IX 150 years
13 X 170 years Undead Type Number created
14 XI 190 years Animal skeleton 10 per level of the caster
15+ XII 210 years Skeleton 8 per level of the caster
Zombie 5 per level of the caster
One creature can be affected by this spell at a time, and it is entitled to a saving Monster Zombie 2 per level of the caster
throw vs. spells. Success indicates that the subject has resisted the effects of the Giant Skeleton 1 level of the caster
spell completely. Undead under the influence of this spell will defend their given
object or locale to the point of self-immolation, but are allowed some discretion See the ADVENTURES DARK AND DEEP™ Bestiary for more details on the specific
in terms of tactics. If the object is taken without the undead in question being undead creatures mentioned. The corpses can be up to 1,000’ away from the
destroyed, it will be able to sense the direction of the object and will seek it out caster when animated, if needed. Naturally, the corpses must be present before
unceasingly. If the creature is set to guard a locale, it will not pursue those who the spell is cast; the spell will not create skeletons or zombies where no source
leave the locale (even if it is, for example, a doorway, and the undead was

19

(Order #6906996)
ADVENTURES DARK AND DEEP

material already exists. If they are still in the grave, it will take 1d6 rounds for Wight’s Touch
them to dig themselves out from the earth, on average (and if possible!).
Level 4 necromancer spell (necromantic)
Walking Dead
Dead Requires: incantation, gestures
Casting time: 24 seconds (4 segments)
Level 5 necromancer spell (necromantic)
Requires: incantation, gestures, rotting meat This spell allows the caster to drain one experience levels (or hit die, as
Casting time: 30 seconds (5 segments) appropriate) from any single creature he touches. Naturally, a successful “to
hit” roll is required, and if it misses the spell is lost. The levels cannot be
This spell causes any one person within 60’ plus 10’ of the caster to take on the regained by any means short of a restoration spell or a wish. The caster does
outward signs of death. The target is entitled to a saving throw vs. spells. Failure not gain any benefit from this spell, other than the harming of his enemy. This
means the full impact of the spell falls upon him. It should be noted that the spell cannot be cast while in sunlight. Anyone slain by this spell will rise up as a
victim is not actually dead until the final stage of the process; before then spells wight within 24 hours.
that would otherwise affect the undead do not affect him.
Withering Touch
Time Stage Effects
1d3+3 hours Fresh Stiff limbs give -4 “to hit” penalty, Level 6 necromancer spell (necromantic)
algor mortis (as per the spell), vultures Requires: incantation, gestures, parsley
can be seen (if present in that locale), Casting time: 36 seconds (6 segments)
could attract ghouls, ghasts, and giant
rats This spell will cause one of the target’s limbs to wither and age almost
1d12+3 Bloat Painful gasses build up within the instantaneously. A “to hit” roll is required; missing means that the spell itself is
hours body, swarms of flies lay eggs, -1 lost. Creatures that are unaffected by age (undead, daemons, devas, etc.) are
CON and DEX per hour (3 minimum) not affected by the spell. Such a limb is rendered useless, with the following
1d10+10 Active Decay Skin ruptures, leaking fluids, maggots effects (note that if used against non-humanoid creatures, the game master
hours can be seen on the body, strong odor, should improvise a similar table; creatures without limbs, such as slimes,
-1 CHA per hour (0 minimum). puddings, etc. simply take 6d6 h.p. of damage). The effects below are
1d6+2 hours Advanced Decay The victim’s flesh is mostly gone, cumulative.
movement itself becomes a painful
experience, the maggots are gone but Die roll (d4) Limb Effect
skin hangs in scraps on the skeleton 1 Right arm Cannot attack or hold a two-handed weapon
and the victim begs for his loved ones 2 Left arm Cannot use shield or hold a two-handed
not to shun him. -1 STR per hour (3 weapon
minimum). 3 Right leg 50% movement, -2 “to hit” penalty
After the Death The subject is finally dead, after an 4 Left leg 50% movement, -2 “to hit” penalty
“advanced agonizing, lingering span of pain and
decay” stage misery, unable to see, speak, or feel The spell requires a sprig of parsley, which is destroyed as the spell is cast.
ends anything but agony.

In the “fresh” stage, a remove curse spell will remove the effect. During the
second stage, an application of 1 dose of healing ointment per 2 hours since
the “bloat” stage has begun will reverse the effect (remove curse will no longer
work if the spell has progressed to this degree). After that, nothing short of a
heal spell will work to undo the spell’s effect. A detect curse spell will detect this
spell in operation.

Wall of Bones
ones

Level 5 necromancer spell (evocation)


Requires: incantation, gestures, human or demi-human bone
Casting time: 30 seconds (5 segments)

This spell creates a latticework of human, demi-human, and animal bones,


interlaced to create a solid and impenetrable whole. The wall will be one slab
up to 20 square feet in size and roughly 4” thick, per level of the caster. It can
appear up to 10’ distant per level of the caster. It will be anchored in the
ground and will thus not topple over; it can be set in just about any type of
surface from stone to earth to sand to ice. Each slab has 25 h.p., but only
attacks which do at least 10 h.p. of damage will have any effect (much like
attacking a stone wall or ship). The wall will endure for 1 hour plus 10 minutes
per level of the caster; after that time it will begin to crumble from the top down
and will collapse into dust within 1 minute. The spell requires a human or demi-
human (or humanoid) bone, which is hurled to the spot where the wall is to be
erected. It is lost in the casting.

20

(Order #6906996)
Adventures Dark and Deep ™

“What if?”

Some of the most intriguing works of fiction have stemmed from those two simple words. What if Hitler had won World War 2? What if the Roman Empire had never
fallen? What if John F. Kennedy had never been assassinated?

ADVENTURES DARK AND DEEP™ represents just such a “what if” scenario, if perhaps one with less weighty historical consequences. What if Gary Gygax had not left TSR in
1985, and had been allowed to continue developing the world’s most famous fantasy role-playing game?

We will, unfortunately, never know the answer to that question, because he did leave TSR in that year, and others took over the job of designing the second (and
subsequent) versions of the game. After that unfortunate episode, he was understandably reluctant to give any advice on how he would have carried the game forward.

However, he did leave behind hints as to the direction he would have taken the game. New character classes. Streamlined combat. New spells and magic items.
DVENTURES DARK
Consolidated and re-worked monsters. We have some specifics and a fair number of “big picture” ideas. All of these have been taken as inspiration for ADVENTURES
AND DEEP™.

Bear in mind that the author has no special insight into Gygax’s mind on this subject other than what he himself wrote publicly, and certainly the game should not be taken
as having any sort of official stamp, either from his estate or the corporations that have taken the game in new directions. All that has been done is to collect the hints he
did leave, use them as inspiration, and take off in a wholly different direction than that which happened “officially.”

ADVENTURES DARK AND DEEP™ is not a “retro-clone.” Rather, it is a “reconstruction” of a set of rules that never were, but could have been.

Current Catalog (October, 2011)


Adventures Dark and Deep Players Manual ....................................................................................................................................................Currently in open playtest

Adventures Dark and Deep Game Masters Toolkit ..........................................................................................................................................Currently in open playtest

Adventures Dark and Deep Bestiary ...............................................................................................................................................................Currently in open playtest

Darker Paths 1: The Necromancer ................................................................................................................................................................................ Now Available

Darker Paths 2: The Witch ........................................................................................................................................................................................... Now Available

As of this writing (October, 2011), the core rulebooks of the game are still in open playtest, and can be downloaded for free in pdf format at the game’s website:

http://www.adventuresdarkanddeep.com

(Order #6906996)
Slowly the skeletal hands of his servitors removed the golden lid from the
sarcophagus of the ancient first priest-king of the Red Isles. Within lay the
prize he had sought lo these many weeks. Success was almost at hand.

A raspy voice, choked with the dust of millennia, greeted him. “Who is it dares
disturb my rest? What fool braves death to steal from me my treasures and my
secrets? Speak now, ere corruption takes you, bubbling and rotting from within
as you draw your last breath.” The ancient mummy, its wrapped shroud
hanging from the desiccated flesh in tatters, sat upright in its glittering coffin.

Summoning his power, the necromancer spoke, infusing his words with all the
will and energy at his command, turning the very utterance into a magical
Working. “I am no mere robber of tombs, but a master of the arts of death. By
my arts I command the dead to walk and emulate the powers of the greatest of
the undead. Join me, oh mummy, and you shall know power once again.
Become my ally, and let the world know that the priest-king of the Red Isles
puts forth his hand to guide the destiny of the world once more!”

For a silent eternity, the mummy regarded him with its lifeless eyes. Then,
slowly, it nodded in assent.

The prize was won.

(Order #6906996)

You might also like