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The Necromancer - Booklet - Print

The document introduces the necromancer class for the Old-School Essentials RPG, focusing on spells and abilities related to death and the undead. It includes 72 necromancer spells, new magic items, optional rules for horror-themed gameplay, and guidance for running necromantic campaigns. This is a preview of a larger supplement currently in development, expanding on necromancy and undead themes.

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Lucas Mo
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0% found this document useful (0 votes)
59 views18 pages

The Necromancer - Booklet - Print

The document introduces the necromancer class for the Old-School Essentials RPG, focusing on spells and abilities related to death and the undead. It includes 72 necromancer spells, new magic items, optional rules for horror-themed gameplay, and guidance for running necromantic campaigns. This is a preview of a larger supplement currently in development, expanding on necromancy and undead themes.

Uploaded by

Lucas Mo
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
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RETRO ADVENTURE GAME RETRO ADVENTURE GAME

The Necromancer
Expand your games into the macabre realms of death
and the undead with the necromancer class.

▶ The necromancer: A new arcane spell caster focused


on the occult arts of death and the undead.
▶ 72 necromancer spells: From 1st to 6th level. Horrid
curses and afflictions, rituals to consult with the dead
and summon the undead, mighty wards against the
powers of death.
▶ Preview: This booklet contains a preview of material
from a larger Old-School Essentials supplement that is
in development.

Requires Old-School Essentials.


ose-rpg.com

NG-046 — ISBN 979-8-88756-132-5 The Necromancer


Tome of Necromancy
Ready for more blood-dripping, bone- RETRO ADVENTURE GAME
chilling dark fantasy? The necromancer Magic Items
class and spells presented in this booklet Nigh on 100 new necromantic items,
are excerpts from a much larger Old-
School Essentials supplement delving into
necromancy and the undead. Highlights
including armour, potions, rings, wands,
staves, swords, weapons, and many more.
The Necromancer October 2024
include the following. Optional Rules
The Necromancer Additional rules for running games of
horror and dread, including diseases,
The necromancer class and spell list, as extended turning tables, commanding
seen in this booklet. the undead, and much more.

Death Cults Necromantic Campaigns

JUSTINE JONES
Deities of death and the afterlife, each Referee advice for designing and running
described along with details on their cults campaigns focused on necromancy and
and the spells and tenets of clerical spell the undead. Versions © Font Bros. – www.fontbros.
casters in their service. Credits com. Economica © TipoType – De-
Coming Soon? Writing, editing, layout: Gavin Norman. rivative Versions © Font Bros. – www.
Necromantic Research Cover art: Justine Jones. Interior art: fontbros.com. Published by Exalted Fu-
We dare not anger the dark powers by
Magical research procedures and rituals attempting to divine the publication date David Hoskins, Aaron Howdle, Chris neral Press, 1740 E. Fairview Ave #1052,
that meddle with the forces of death and of this necrotic tome. Huth, Justine Jones, Mark Kosobucki, Meridian, ID, 83642, United States, www.
undeath. Create warding zones and mag- Adrian Landeros, Mark Lyons, Chris exaltedfuneral.com.
Hearken to the grave bell and await the
ic circles, construct servitors and golems, Malec, Peter Mullen, Juan Ochoa, Peter Old-School Essentials is a trademark of
thirteenth stroke...
and dare to step upon the unhallowed Pagano, Frank Scacalossi, Del Teigeler, Necrotic Gnome. This work includes
path to lichdom. Simon Underwood, Letty Wilson. material taken from the System Ref-
erence Document 5.1 (“SRD 5.1”) by
Monsters Legal Wizards of the Coast LLC and available
Scores of new undead monstrosities to Text and design © Necrotic Gnome 2024. at https://dnd.wizards.com/resources/sys-
challenge characters of all levels. Among Cover illustration © Justine Jones 2024. tems-reference-document. The SRD 5.1
the horrors in this tome are dragon lich- Heading background image © Peter is licensed under the Creative Commons
es, mummy lords, demi-liches, doom- Mullen 2024. Unless noted otherwise, all Attribution 4.0 International License
shades, nosferatu, and a horde of variant interior illustrations © Necrotic Gnome available at https://creativecommons.org/
skeletons and zombies. 2024. Dimitri © Fontalicious – Derivative licenses/by/4.0/legalcode.
© CHRIS MALEC

32
Skeletal Army
Duration: 1 hour per level
Introduction Range: 120′
Cast in a graveyard or at the site of a bat-
tle, this spell causes a troop of skeletons
to reanimate and rise up from the earth,
ready to do the caster’s bidding.
Introducing the Necromancer Class Number: Up to 4 skeletons per level of
The Necromancer the caster are reanimated.
If starting a new campaign, the necro-
Wizards who deal with the macabre mys- Weapons: The skeletal legion is equipped
mancer may simply be included in the
teries of death and undeath are a staple with any weapons they were buried with.
roster of character types players may
of sword and sorcery fiction and fantasy choose from when creating a character. Expiration: When the duration ends,
gaming. While the Old-School Essentials the raised skeletons and their weaponry
Necromancers can easily be introduced
magic-user class has access to some spells crumble to dust.
into ongoing campaigns as NPCs, making
within the necromantic domain (for
especially compelling villains. A powerful Skeleton
example, horrid classics such as animate
necromancer whose lair is warded with AC 7 [12], HD 1 (4hp), Att 1 × weapon
dead and death spell), such magic is not
fiendish magic and populated with un- (1d6 or by weapon), THAC0 19 [0], MV
the class’ primary focus. Enter the necro-
dead minions makes a formidable enemy. 60′ (20′), SV D12 W13 P14 B15 S16 (1),
mancer...
ML 12, AL Chaotic, XP 10
Necromantic Magic Expanding the Magic-User ▶ Undead: Usually make no noise.
Groups that do not wish to add a new Immune to biological effects (e.g. poison)
Necromancers wield magic in the follow-
spell-casting character class to their and mind-affecting / mind-reading spells
ing main areas:
games may instead consider adding the (e.g. charm, hold, sleep).
▶ Undead: Detecting, commanding, new spells in this book to the purview of
© CHRIS MALEC

summoning, and creating undead mon- the magic-user class. Spirit Shield
sters of all kinds.
Duration: 6 turns or until expired Undead Regeneration
▶ Offence: Inflicting pain, disease, and Range: The caster
injury, paralysing by touch, cursing, and Duration: 1 round per level
even killing outright. This spell summons 2d6 guardian spirits Range: 60′
▶ Control: Opening and sealing crypt from the realm of the dead. The spirits
doors, conjuring necrotic barriers, are faintly visible, whirling around the One or more undead monsters of the
placing horrid traps, and possessing the caster, forming a protective shield against caster’s choosing become indestructible
bodies of unwitting victims. magic. for the duration.
Spell reflection: When the caster is Hit Dice limit: Up to 1 HD of undead
targeted by a spell, one of the guardian per level of the caster are affected. Un-
Preview Content spirits reflects it back at the character dead monsters of more than 3 HD cannot
The necromancer and spells are excerpts who cast it. The guardian spirit perishes. be affected.
from a much larger Old-School Essen- Expiration: Once all guardian spirits Regeneration: If an affected monster is
tials supplement focusing on necro- have reflected a spell, spirit shield ends. killed, it rises again the following round,
mancy and the undead. See p32 for regaining 1d8 hit points.
Turning: The guardian spirits can be
more details on this necrotic tome. turned, being treated as 8 HD undead. Destruction: Affected monsters which

JUAN OCHOA
are utterly destroyed (e.g. disintegrated,
destroyed by a D result on a turning
attempt) do not regenerate.
2 31
Necrotic Gaze
Duration: 1 round per level
Range: 30′
The caster’s eyes turn pure black, bringing
death to any they gaze upon.
Necromancer Spell List
Gaze attack: Once per round, the caster
may gaze at a living target within 30′. The 1st Level 4th Level
gaze may be used in addition to other 1. Chill Touch 1. Command Undead
attacks and actions. 2. Command Dead 2. Corpse Clairvoyance

© FRANK SCACALOSSI
Effects: The target must save versus 3. Corpse Visage 3. Corpse Mask
death or suffer 2d6 damage. The body of 4. Decay (Ward Against Decay) 4. Curse
a target killed by the gaze disintegrates 5. Deathlight 5. Dispel Magic
into black sludge. 6. Detect Undead 6. Inter (Exhume)
7. Marionette 7. Reassemble
Expiration: When the spell ends, there 8. Pass Undead 8. Rotting Touch
is a 1-in-20 chance of the caster being Sacrificial Resurrection 9. Protection From Evil 9. Skeletal Wings
rendered blind for 1d6 hours. Duration: Instant 10. Read Magic 10. Swarm Transformation
Range: 120′ 11. Skull Speech 11. Wall of Bones
Protection From Undead 12. Undead Servitor 12. Wound Transference
By making a bargain with the powers of
Duration: 1 round per level death, the caster can exchange one soul 2nd Level 5th Level
Range: The caster or a creature touched for another, bringing a recently deceased
1. Bone Armour 1. Animate Dead
The subject is rendered immune to the human or demihuman back to life in
2. Choke 2. Bonewrack
special attacks of all undead creatures. return for a sacrifice of equal magnitude.
3. Death Recall 3. Cloudkill
Special attacks: The immunity includes Time limit: The caster can raise a person 4. Detect Magic 4. Commune With Spirit
paralysis, energy drain, ability score who has been dead for no longer than 5. Feign Death 5. Gaseous Form
drain, disease, poison, fear effects, etc. four days per level of the caster above 6. Paralysing Touch 6. Guardian Spirit
10th. For example, a 13th level caster can 7. Seal Tomb (Open Tomb) 7. Hold Undead
Normal attacks: Undead can still harm
revive a character who has been dead for 8. Skeletal Steed 8. Magic Jar
the subject with attacks that inflict dam- 9. Skull Sight 9. Spirit Vision
twelve days (three levels above 10th ×
age. For example, the claw attacks of a 10. Silence 15′ Radius 10. Summon Undead
four days).
ghoul still inflict 1d3 damage, but do not 11. Speak With Dead 11. Veil of Life
inflict paralysis. Ritual sacrifice: The spell is cast as a ritu-
12. Spectral Hand 12. Wall of Gloom
al lasting 1 turn, during which a number
Spells: The subject does not gain immu-
of intelligent beings must be sacrificed. 3rd Level 6th Level
nity to spells cast by undead creatures,
Their total Hit Dice must equal that of
but gains a +2 bonus to saving throws 1. Animate Dead, Temporary 1. Bonesteel
the person to be resurrected.
against them. 2. Bone Staff 2. Deathlessness
Weakness: Returning from death is an 3. Carrion Stench 3. Death Spell
ordeal. Until the subject gets two full 4. Crypt Sight 4. Doomveil
weeks of bed rest, they have 1 hit point, 5. Death Ward 5. Energy Drain
move at half the normal rate, cannot 6. Drag From Death’s Door 6. Eternal Quest (Remove Eternal Quest)
carry heavy items, and cannot attack, cast 7. Fear 7. Necrotic Gaze
spells, or use other class abilities. This 8. Grave Breath 8. Protection From Undead
period of weakness may not be shortened 9. Hold Person 9. Sacrificial Resurrection
by any magical healing. 10. Protection From Evil 10′ Radius 10. Skeletal Army
11. Skull Trap 11. Spirit Shield
12. Vampiric Touch 12. Undead Regeneration
30 3
Doomveil Eternal Quest
Duration: 1 turn per level Duration: Permanent until fulfilled /
Range: 15′ Instant (remove eternal quest)
Range: 60′
The Necromancer All living creatures within range (exclud-
ing the caster) must save versus spells or The caster commands a single subject to
be surrounded with a shimmering black perform a specific quest or task.
Requirements: Minimum WIS 9 a 1st level necromancer has one spell in aura. Examples of quests: Rescuing a prison-
Prime requisite: INT their spell book, selected by the referee
Effect: While the spell lasts, affected er, killing a specific monster, bringing a
Hit Die type: 1d4 (who may allow the player to choose).
creatures are unable to gain hit points due magic item to the caster, or going on a
Combat aptitude: Non-martial The list of spells available to necroman-
to regeneration or healing of any kind journey to an oracle.
Maximum level: 14 cers is found on p3.
(natural or magical). Suicidal quests: The prescribed quest
Armour: None Using magic items: As spell casters, nec-
must not be obviously suicidal.
Weapons: Dagger, staff (optional) romancers are able to use magic scrolls of Energy Drain
spells on their spell list. They can also use Saving throw: The subject may save ver-
Necromancers are adventurers who study items that may only be used by arcane Duration: Instant sus spells to resist the eternal quest.
the arcane arts of death and the undead. spell casters (e.g. magic wands). They are, Range: Touch Refusal: The subject must undertake
Through this study, they have learned to however, not able to use magic items with the quest or slowly perish. Every day in
The creature touched permanently loses
cast magic spells. non-necromantic effects that specifically which the subject does not pursue the
one experience level (or Hit Die).
Alignment: Being allied with the maca- target living creatures, including humans quest, their maximum hit points are
(e.g. a ring of controlling animals). Attack roll: In combat, a melee attack roll
bre forces of death and undeath, necro- reduced by 1. If the subject dies, they rise
is required. If the attack misses, the spell
mancers are usually neutral or chaotic. as an undead monster of Hit Dice equal
is wasted.
Lawful necromancers may exist in some Staff Use (Optional Rule) to half their level and continue the quest.
campaigns, at the referee’s discretion, Effects: The victim loses one Hit Die of The type of undead should be chosen by
Optionally, necromancers may be allowed hit points, as well as all other benefits due
possibly as wardens of the dead. to wield a staff in combat. the referee.
to the drained level (e.g. spells, saving
Completion: Once the task is completed,
Arcane Magic throws, etc.). A character’s XP is reduced
After Reaching 11th Level the spell ends. If the subject is undead,
to halfway between the former and new
See Magic in Old-School Essentials for they perish, released into death. If they
A necromancer may build a stronghold, levels. A person drained of all levels
full details on arcane magic. are alive, their maximum hit points are
often a great tower or necropolis. 1d6 becomes a zombie in 1d4 days, under the
restored to normal.
Magical research: A necromancer of apprentices of levels 1–3 will then arrive control of the caster.
any level may spend time and money on to study under the necromancer. Restrictions: Non-living targets (includ- Reversed: Remove Eternal Quest
magical research. This allows them to add ing undead) are not affected. Can dispel an active eternal quest spell
new spells to their spell book and to re- and any incurred penalties. An eternal
search other magical effects. When a nec- quest placed by a lower level caster is
romancer reaches 9th level, they are also Level Restrictions automatically dispelled. An eternal quest
able to create magic items. Researched The following races may be necroman- created by a higher level caster has a 5%
spells, effects, and magic items must be cers, with level limits as noted: chance per level difference of not being
within the scope of the necromancer dispelled.
class, as judged by the referee. ▶ Drow: 8th level.
▶ Elf: 8th level.
Spell casting: Necromancers own spell
books containing the formulae for arcane ▶ Half-elf: 9th level.
spells. The level progression table (op- ▶ Human: Unlimited.
posite) shows both the number of spells
in the necromancer’s spell book and the

© DAVID HOSKINS
number they may memorise, determined
by the character’s experience level. Thus,
4 29
6th Level Spells Deathlessness
Duration: 1 round per level
Necromancer Level Progression

Level XP HD THAC0
Saving Throws
D W P B S
Spells
1 2 3 4 5 6
Range: The caster
Bonesteel The caster is rendered immune to much 1 0 1 19 [0] 13 14 13 16 15 1 – – – – –
Duration: Permanent physical harm, their heart and breathing 2 2,500 2 19 [0] 13 14 13 16 15 2 – – – – –
Range: 60′ stopping and their blood ceasing to flow. 3 5,000 3 19 [0] 13 14 13 16 15 2 1 – – – –
Regeneration: The caster regenerates 4 10,000 4 19 [0] 13 14 13 16 15 2 2 – – – –
A single object or creature of normal
bone is hardened with the resilience of 1 hit point at the start of each round. 5 20,000 5 19 [0] 13 14 13 16 15 2 2 1 – – –
steel. Even damage that reduces the caster’s hit 6 40,000 6 17 [+2] 11 12 11 14 12 2 2 2 – – –
points below 0 can be regenerated while 7 80,000 7 17 [+2] 11 12 11 14 12 3 2 2 1 – –
Armour Class: The subject’s AC im- the spell lasts. The caster falls uncon-
proves by 4 points. 8 150,000 8 17 [+2] 11 12 11 14 12 3 3 2 2 – –
scious upon reaching 0hp, but awakens
Mundane damage resistance: The sub- once they regenerate to 1hp. 9 300,000 9 17 [+2] 11 12 11 14 12 3 3 3 2 1 –
ject takes half damage from non-magical 10 450,000 9+1* 17 [+2] 11 12 11 14 12 3 3 3 3 2 –
Attacks: Weapons (including natural
attacks. weapons such as claws and bites) inflict 11 600,000 9+2* 14 [+5] 8 9 8 11 8 4 3 3 3 2 1
Metal-affecting magic: May target the but a single point of damage. Magic 12 750,000 9+3* 14 [+5] 8 9 8 11 8 4 4 3 3 3 2
subject. weapons also inflict their magical “plus” 13 900,000 9+4* 14 [+5] 8 9 8 11 8 4 4 4 3 3 3
bonus (e.g. a sword +2 would inflict a 14 1,050,000 9+5* 14 [+5] 8 9 8 11 8 4 4 4 4 3 3
total of 3 damage to the caster). THAC0: Attack matrix row to use. D: Death / poison; W: Wands;
Energy: Damage from fire, electricity, (Ascending AC attack bonus in [].) P: Paralysis / petrify; B: Breath attacks;
cold, and acid is halved. *: Modifiers from CON no longer apply. S: Spells / rods / staves
Immunities: The caster is unaffected by
drowning, gases, paralysis, and energy
drain.
Poison: Has no effect on the caster, but
lingers in the system and, unless neutral-
ised by other means, takes effect once the
spell ends.
Saving throws: The caster gains a +4
bonus to saves versus death and paralysis.

Death Spell
Duration: Instant
Range: 240′
Up to 4d8 Hit Dice of creatures within a
60′ cube area must save versus death or
die, instantly.
Restrictions: Undead and creatures with
greater than 7 Hit Dice are unaffected.
JUSTINE JONES

JUSTINE JONES

28 5
Veil of Life
Duration: 1 turn per level
Necromancer Spells Range: 30′
This spell cloaks undead monsters with
an illusion making them appear alive.
Subjects: 1 undead monster per level of
the caster.
Command Dead Appearance: Each subject appears as it
did in life. The illusion veils all the signs
1st Level Spells Duration: 1 round per level
of death, including deathly odours.
Range: 60′
Chill Touch Behaviour: Subjects’ behaviour and
2d6 humanoid corpses or skeletons with- intelligence are not altered. For example,
Duration: 3 rounds +1 per level
in range rise up as undead and obey the while a skeleton can be veiled to appear
CHRIS HUTH

Range: Touch
caster’s commands for a short time. as a living person, it remains mindless
The caster’s hands are enveloped with a Combat stats: Each reanimated corpse or and unable to speak.
chilling, blue miasma that disrupts the skeleton has 1 hit point and attacks using Detecting: Only magic (e.g. detect un-
Wall of Gloom
life energy of any living creature touched. the stats listed below. Duration: Concentration + 6 turns
dead, detect illusion) can reveal the veil.
Attack roll: In combat, a melee attack roll Special abilities: They are unable to use Range: 120′
Undead status: In all other respects, the
is required. any special abilities (including spell cast- subjects are still treated as undead. For A sinister barrier of pure darkness mani-
Effects: The victim suffers 1d4 damage ing) that they possessed in life. example, they can be turned and are af- fests at a location of the caster’s choosing.
and loses 1 point of STR. If the victim fected by spells such as command undead.
does not have a rated STR score, they Commanded Dead Size: 5′ thick, 20′ high, and up to 20′ long
instead suffer a –1 penalty to attack rolls AC 7 [12], HD 1 (1hp), Att 1 × weapon per caster level.
each time they are touched. (1d6 or by weapon), THAC0 19 [0], MV Darkness: The wall blocks both normal
60′ (20′), SV D12 W13 P14 B15 S16 (1), and infravision.
Recovering: Lost points of Strength are ML 12, AL Chaotic, XP 10
recovered at a rate of one per hour. Touching: Anyone touching the wall
▶ Undead: Usually make no noise. must save versus spells or flee in terror
Immune to biological effects (e.g. poison) for 1d6 rounds.
and mind-affecting / mind-reading spells
Passing through: Anyone not afflicted
(e.g. charm, hold, sleep).
by terror upon touching the wall may
attempt to pass through, incurring a
second save versus spells. If this save
fails, the creature is paralysed (magically
frozen; unable to move or speak) and
remains stuck in the darkness of the wall
until its duration ends.
Exceptions: The caster, undead creatures,
and creatures with an affinity for dark-
ness or shadow are unhindered by the
wall.
Concentration: The spell lasts as long as
the caster concentrates and performs no
other actions. Once concentration ends,

SIMON UNDERWOOD

ADRIAN LANDEROS
the wall persists for 6 turns.
6 27
Spirit Vision Summon Undead Corpse Visage Deathlight
Duration: 1 round per level Duration: Permanent (until dismissed Duration: 1 turn per level Duration: 6 turns +1 per level
Range: The caster or slain) Range: The caster Range: 60′
Range: 240′
The caster briefly enters a trance, their The caster’s face and voice replicate those A single skull, skeleton, corpse, or un-
spirit drifting to observe a distant place The caster invokes Orcus, lord of the un- of a corpse touched. dead monster is wreathed with flickering
or object brought to mind. dead, who sends a number of his undead Limitations: The spell only works on the light.
The clarity of the vision: Depends on the servitors to the caster’s aid. corpse of a humanoid deceased within Light: 15′ radius. May be of any colour
caster’s familiarity with the subject. Monsters summoned: Roll 1d6 on the the last week. the caster chooses.
Detecting the caster: Any persons pres- table below to determine which monsters Decay: The caster’s face and voice reflect Saving throw: An intelligent undead
ent at the site being viewed experience appear. For monster stats see Old-School the exact state of the target corpse. If the monster may save versus spells to resist.
a brief chill as the caster’s spirit arrives. Essentials. corpse is decayed, the caster’s face will Counters invisibility: The flickering
Those who can see invisible detect the Concentration: Is required to command appear rotting and their voice ragged and light makes it impossible for the target to
caster’s spirit as a faint shimmering summoned undead. rasping. become fully invisible.
outline. Dismissing: While control over the
Attacking the caster: The caster’s spirit undead is maintained, the caster may Decay Detect Undead
has AC 5 [14] and can only be harmed by dismiss them at any time, sending them Duration: 1 turn / instant / permanent Duration: 3 turns
magic and magic weapons. If it is struck, back to their master, Orcus. (ward against decay) Range: 60′
the caster suffers damage and the spell Disruption: If the caster moves at more Range: Corpse touched
ends. than half speed or their concentration is This spell enables the caster to divine
This spell has two usages (chosen when the presence of undead creatures within
Turning the caster: The caster’s spirit disturbed, the command over the undead
cast): range.
can be turned as a 4 HD undead monster, ends. The monsters are, henceforth, free-
ending the spell if successful. willed entities and will immediately try 1. Destroy tissue: A touched corpse or Information: The spell indicates neither
to kill the caster and any who get in their dead body part (e.g. dismembered the precise location nor the type of any
Obstructions: A thin layer of lead blocks
way. limb, extracted organ, etc.) is eaten undead detected, only their direction.
this spell.
away to bones in 1 turn, devoured by
Awakening: If the caster is awoken from Dispelling: Summoned undead may be Obstruction: The ability to detect un-
a gruesomely accelerated mass of mag-
the trance, the spell is cut short. dispelled by dispel magic or dispel evil. dead is blocked by 1′ of stone, 3′ of earth,
gots and mould. For the purposes of
Restrictions: The caster may cast this or a thin layer of metal.
raise dead, a decayed corpse is treated
spell at most once per day. as being 6 days old + 1 day per level of
the caster.
Summon Undead Results 2. Harm undead: Decay inflicts 2d6
1d6 Monsters Summoned damage against an undead monster
1 16 skeletons with flesh (e.g. zombie, ghoul). The
2 8 zombies target must be touched in the round
the spell is cast, requiring a successful
3 8 ghouls
melee attack.
4 5 wights
5 4 wraiths Reversed: Ward Against Decay
6 3 mummies A single corpse or dead body part (e.g.
dismembered limb, extracted organ, etc.)
is permanently protected from the natu-
ral processes of decay and deterioration.
FRANK SCACALOSSI

© MARK LYONS
26 7
Pass Undead Hold Undead Magic Jar
Duration: 1 turn per level Duration: 6 turns +1 per level Duration: Special
Range: The caster or a creature touched Range: 120′ Range: The caster
The subject is rendered completely unde- This spell causes one or more undead The caster’s body enters a comatose
tectable to undead. monsters to be paralysed if they fail a trance as their life-force is transferred
Detection: Undead with 6 or more HD saving throw versus spells. It may be cast into a receptacle (any inanimate object
in two ways: within 30′), known as a magic jar. From

© MARK KOSOBUCKI
may save versus spells to detect anyone
protected by this spell. Undead with 9 or 1. Against an individual: The target’s there, the caster may attempt to possess
more HD are never deceived by the spell. saving throw is penalised by –2. the bodies of other creatures.
Marionette Hostile actions: Taking hostile action 2. Against a group: 1d4 individuals in When the caster’s life-force is in the
Duration: Concentration, up to 1 round against undead (e.g. attacking, casting the group are targeted. magic jar:
per level offensive spells) reveals the subject’s pres- Incorporeal undead: (e.g. spectres, ▶ Possession: The caster may attempt
Range: 30′ ence, but only to the affected individuals. wraiths) can be affected, but gain a +2 to possess the body of another creature
The caster takes control of a single crea- bonus to the saving throw. within 120′. The victim may save versus
ture, moving it around as they wish, like Protection From Evil spells to resist possession. If the save
a puppet. is successful, the caster may not make
Duration: 6 turns
another attempt to possess that victim for
Targets: The spell can target either a Range: The caster
one turn. If the save fails, the caster’s life-
corporeal undead monster of up to 4 HD This spell wards the caster from attacks force leaves the magic jar and enters the
or a human, demihuman, or human-like by creatures of another alignment, as victim, possessing it.
monster (see Persons under Monsters, in follows: ▶ Returning: The caster may choose
Old-School Essentials).
Bonuses: The caster gains a +1 bonus to to return to their own body at any time,
Saving throw: The victim may save ver- saving throws against attacks or special ending the spell.
sus paralysis to resist the spell. abilities of affected creatures. ▶ If the magic jar is destroyed: The
Actions: The caster can make the victim Affected creatures’ attacks: Against the caster dies.
move, attack, freeze, or act in any way caster are penalised by –1. ▶ If the caster’s own body is destroyed:
desired. Control is imperfect, however: Their life-force is stranded in the magic
the victim moves jerkily and acts without Enchanted, constructed, or summoned
creatures: The spell additionally prevents jar.
precision, making attack rolls at a –2
such creatures from attacking the caster When the caster’s life-force is possess-
penalty.
in melee, though they may still make ing a victim:
Special abilities: The caster cannot ranged attacks. If the caster engages such ▶ Control: The caster gains full control
command the victim to use any special a creature in melee, this protection is over the victim’s body, but is not able to
abilities they possess (e.g. poison, breath broken (the caster still gains the save and make the victim cast spells.
weapons, spells, etc.). attack bonuses mentioned above). ▶ If the magic jar is destroyed: The spell
Self-destructive acts: Acts that are
ends and the caster’s life-force is trapped
self-destructive or against the victim’s
in the possessed body.
habits or alignment allow another save to
break the magical control. ▶ If the possessed victim is killed: The
caster’s life-force returns to the magic jar.
Concentration: Being distracted (e.g.
▶ Dispelling: Dispel evil forces the cast-
attacked) or performing any other action
er’s life-force back into the magic jar.
(except moving) causes the spell to end.
▶ If the caster’s own body is destroyed:
Their life-force is stranded in the body of

© FRANK SCACALOSSI
the creature being possessed.
8 25
Gaseous Form Guardian Spirit Read Magic
Duration: Permanent until ended Duration: 1 day per level or until man- Duration: 1 turn
Range: The caster ifested Range: The caster
Range: 10′
The caster, their clothing, and all carried Allows the caster to decipher magical
items transform into a cloud of mist. The caster summons a lost soul from the script or runes, as follows:
Movement: The caster moves at 60′ (20′) realms of the dead and tasks it to guard Scrolls: The magical script of a scroll
and is able to pass through small holes the location where this spell is cast. of arcane spells can be understood. The
and cracks. Warding: Once summoned, the spirit caster is then able to activate the scroll at

LETTY WILSON
Actions: The caster cannot attack, speak, lies dormant and invisible in the locale any time in the future.
or cast spells. to be protected, but will manifest when a Spell books: A spell book written by
trigger condition is satisfied. another arcane spell caster can be deci-
Invulnerability: The caster can only be
The trigger condition: May be as broad phered.
harmed by magic and magic weapons.
or as specific as the caster wishes. It may
Undead Servitor
Duration: The caster can end the spell’s Inscriptions: Runes or magical words
include conditions on creatures entering inscribed on an object or surface can be Duration: 6 turns +1 per level
effect at any time, returning to their nor- Range: 30′
the warded area or touching anything understood.
mal physical form. If the caster is killed,
within. The trigger condition may only
they also return to their normal form. Reading again: Once the caster has used This spell temporarily reanimates the
take visual appearances into account (e.g.
this spell to decipher a magical inscrip- bones or body of a single dead humanoid
it cannot discern the alignment, class,
tion, they can always understand that into an undead skeleton or zombie.
level, etc. of creatures who enter).
script again without read magic. Obedient: The undead servitor obeys the
Once triggered: The guardian spirit
caster’s commands.
manifests in a form selected by the caster Skull Speech
when the spell was cast (see possible Special abilities: The servitor is unable to
manifestations, below). Duration: 1 turn per level use any special abilities (including spell
Range: 60′ casting) that it possessed in life.
Following manifestation: The spirit is
released from its task, ending the spell. The caster may cause a single skull within Skeleton Servitor
Possible manifestations: range to speak in a rasping whisper. AC 7 [12], HD 1 (4hp), Att 1 × weapon
▶ Wraith: The spirit manifests as a Words: The caster may cause the skull to (1d6 or by weapon), THAC0 19 [0], MV
wraith (see Old-School Essentials) and utter any words desired. It is not possible 60′ (20′), SV D12 W13 P14 B15 S16 (1),
attempts to fight off intruders for up to 6 to cast spells via the skull. ML 12, AL Chaotic, XP 10
turns. Undead monsters: An undead monster’s ▶ Undead: Usually make no noise.
▶ Warning: The spirit manifests at the skull may be caused to speak. Intelligent Immune to biological effects (e.g. poison)
caster’s current location, warning of the undead may save versus paralysis to and mind-affecting / mind-reading spells
intrusion in the warded area and provid- resist. (e.g. charm, hold, sleep).
ing a broad description of the intruders. Zombie Servitor
▶ Chilling fog: The spirit manifests as AC 8 [11], HD 2 (9hp), Att 1 × weapon
a chilling fog, filling a 10′ cube per level (1d8 or by weapon), THAC0 18 [+1],
of the caster. It blocks normal vision and MV 60′ (20′), SV D12 W13 P14 B15 S16
infravision and inflicts 1hp of cold dam- (1), ML 12, AL Chaotic, XP 20
age per round to living creatures. The fog ▶ Undead: Usually make no noise.
lasts for 1 turn. Immune to biological effects (e.g. poison)
© DEL TEIGELER

and mind-affecting / mind-reading spells


(e.g. charm, hold, sleep).
▶ Initiative: Always lose (no roll).

24 9
Reaction: To determine the spirit’s atti-
Death Recall Cloudkill tude, the referee should roll 2d6, applying
Duration: 1 turn Duration: 6 turns the caster’s NPC reactions modifier due
2nd Level Spells to CHA (see Ability Scores in Old-School
Range: Corpse touched Range: 30′
Bone Armour Essentials). If the spirit is a different
Upon casting this spell and touching the A poisonous fog streams from the caster’s
alignment than the caster, a –2 penalty
Duration: Permanent (until destroyed) body of a creature which has died within fingertips, filling a 30′ diameter area.
applies.
Range: The caster the last 24 hours, the caster experiences a Movement: The fog moves at 60′ (20′),
vision of the last 10 minutes of the crea- Knowledge: The spirit only possesses
Plates of jagged bone surround the caster, driven by the wind or, in still conditions,
ture’s life, ending with its demise. knowledge it had during life.
acting as a formidable suit of armour. away from the caster.
Trance: While witnessing the deceased Speech: The spirit magically speaks the
Armour Class: The bone armour grants Sinking: Because the fog is denser than
creature’s last moments of life, the caster same language as the caster.
AC 5 [14]. air, it sinks to the lowest point, flowing
is in a trance state, unable to move or down hills, into holes, and so forth.
In melee: Any creature that successfully perceive their surroundings. Commune With Spirit Base Chance
attacks the caster in melee suffers 1d3 Damage: All creatures in contact with Time Since Death Base Chance
damage, due to flying fragments of jagged the fog suffer 1 damage per round.
Detect Magic 1 week 60% + caster’s level
bone. Creatures with less than 5 Hit Dice:
Duration: 2 turns 1 month 55% + caster’s level
Destruction: The armour lasts until the Must also save versus death (once per
Range: 60′ round of contact) or die. 1 year 50% + caster’s level
caster suffers 5 points of damage, +1
Enchanted objects, areas, or creatures 10 years 45% + caster’s level
point per level.
are caused to glow. Both permanent and Commune With Spirit 100 years 40% + caster’s level
Choke temporary enchantments are revealed. Duration: One conversation 1,000 years 30% + caster’s level
Range: Spirit manifests in the caster’s Unlimited 10% + caster’s level
Duration: 1 round per level
Range: 90′ presence
Commune With Spirit Reaction
A pair of spectral hands clasp around The caster calls upon the spirit of a
deceased person, seeking knowledge they 2d6 Reaction
the throat of a living creature and begin
choking them. possessed during life. 2 or less Resentful. Brief, untruthful
Chance of success: The chance that the answers.
Saving throw: The victim may save ver- 3–5 Reluctant. Brief, cryptic
sus spells to negate the spell. spirit will respond to the spell is mostly
dependent on how long it has been de- answers.
Damage: The victim automatically suffers ceased (see table to the right). 6–8 Amenable. Brief, truthful
1d4 damage per round. answers.
Modifiers: The time at which the spell is
Attack penalty: The victim suffers a –2 cast also affects success: daytime –25%, 9–11 Eager. Detailed, truthful
penalty to attack rolls. full moon +10%, festival of the dead answers.
Escaping: Due to their ghostly nature, +25%. Regardless of modifiers, the max- 12 or more Impassioned. Fully elabo-
the choking hands cannot be wrenched imum chance of success is 95% and the rated, truthful answers.
away from the victim. However, the minimum 5%.
spell is negated if the caster is killed or Failure: On a roll of 96–00, malicious
knocked unconscious. undead spirits (1d6 spectres) are sum-
moned.
Success: If the spirit is successfully
summoned, it rises before the caster as a

CHRIS HUTH
shade visible to all present.
Questions: The caster may ask up to one
AARON HOWDLE

question per experience level above 8th.

JUAN OCHOA
10 23
5th Level Spells Bonewrack
Duration: 1 round per level
Feign Death
Duration: 6 turns +1 per level
Range: 30′ Range: The caster or a creature touched
Animate Dead The bones of the targeted living creature A willing subject falls into a cataleptic
Duration: Permanent agonisingly warp and throb inside its state, indistinguishable from death.
Range: 60′ flesh. Hit Dice limit: The subject may not have
Causes corpses or skeletons to rise as Saving throw: The victim may save ver- higher HD than the caster’s level.
undead skeletons or zombies. sus spells to negate the spell. Senses: The subject retains their senses of
Obedient: Created undead obey the Damage: The victim automatically suffers hearing and smell, but cannot see or feel.
caster’s commands. 1d6 damage per round. Damage: Any damage inflicted on the
Special abilities: They are unable to use Penalties: The victim suffers a –2 penalty subject is halved.
any special abilities (including spell cast- to Armour Class and attack rolls. The Immunities: The subject is unaffected by
ing) that they possessed in life. victim’s movement rate is halved. paralysis and energy drain.
Duration: The reanimating magic re- Poison: The effects of any poison in the
mains active until dispelled or until the subject’s system are suspended while the

PETER PAGANO
undead are slain. spell lasts. Once the duration ends, poi-
Number: The spell animates up to 1 Hit son has its normal effect once more.
Die of zombies or skeletons per level of Ending: The caster can end the spell at
the caster: any time. The subject requires 1 round to
awaken.
Seal Tomb
▶ Skeletons: Have AC 7 [12] and HD
equal to those the creature had in life. Duration: Permanent / Instant
▶ Zombies: Have AC 8 [11] and HD one
Paralysing Touch Range: 60′
greater than the creature had in life. Duration: 1 round per level A magical seal is placed on a single crypt
Classed characters: If a PC or NPC with Range: Touch door or coffer lid, causing it to close and
levels in a class is reanimated by this become magically locked.
The caster’s touch paralyses living crea-
spell, the levels are not counted as HD. tures. Bypassing: The magical seal is perma-
For example, the reanimated corpse of a nent but may be bypassed as follows:
5th level fighter would have 2 HD (1 HD Attack roll: In combat, a melee attack roll
is required. ▶ The caster: Can freely pass their own
as a normal human, +1 for being reani- seal.
mated as a zombie). Effects: The victim must save versus pa-
ralysis or be paralysed (magically frozen; ▶ A knock spell: Allows passage.
unable to move or speak) for 2d4 turns. ▶ Higher level casters: Magic-using
Restrictions: Elves and creatures larger characters 3 or more levels higher than
than ogres are unaffected. the caster of seal tomb may pass.
Temporary: Bypassing does not end a
seal tomb spell.
Reversed: Open Tomb
Causes a crypt door or coffer lid to open.
Magical locks: Spells such as seal tomb
and wizard lock are dispelled.
Wards: Warding spells normally trig-
gered by opening the door are temporar-
ily bypassed.
22 11
Skeletal Steed Silence 15′ Radius Wall of Bones
Duration: 3 turns per level Duration: 12 turns Duration: 12 turns
Range: 10′ Range: 180′ Range: 120′
Conjures a skeletal horse that will carry A 15′ radius area is rendered utterly An immobile wall of jagged bones
the caster (or another designated person) silent. springs into existence.
upon its back. Within the area: All sound is prevented. Size: The wall can be any length, height,
Move silently: The steed moves with a Conversation and spell casting are impos- and shape the caster wishes, up to 1,200
preternatural silence. sible. sq. ft total. For example, it may be a
Loads: The steed can carry one rider and Noise from outside the area: Can be straight wall 10′ high and 120′ long or a
up to 3,000 coins of weight. Any weight heard by those within it. ring 20′ high and 10′ radius.
beyond this causes the spell to end. Casting upon a creature: Silence may Location: The wall must be supported
Expiration: When the duration expires, be cast upon a creature, which must (e.g. by the ground) and cannot be creat-
the skeletal horse crumbles into dust. save versus spells. If the save fails, the ed in an area occupied by objects
15′ radius area of silence moves with the Cover: Missiles may be fired through
Skeletal Horse creature. If the save succeeds, the spell’s gaps in the bone wall, suffering a –3 pen-
AC 7 [12], HD 1 (4hp), Att None, effect remains stationary—the targeted alty to attack rolls.
THAC0 19 [0], MV 180′ (60′), SV D12 creature may move out of it.
W13 P14 B15 S16 (1), ML 12, AL Chaot- Monsters with fewer than 4 HD: Cannot
pass the wall of bones.
ic, XP 10
▶ Undead: Usually make no noise. Monsters with 4 or more HD: Can break
Immune to biological effects (e.g. poison) Swarm Transformation through the wall, but suffer 1d8 hit points

JUSTINE JONES
of damage when doing so.
and mind-affecting / mind-reading spells Duration: Permanent until ended
(e.g. charm, hold, sleep). Range: The caster
Wound Transference
Skull Sight The caster, their clothing, and all carried
Duration: Instant
items transform into a scurrying swarm
Duration: 3 turns per level Range: Creature touched
of rats, spiders, or insects.
Range: Skull touched The subject’s wounds are transferred to
Movement: While in swarm form, the
Binding their eyes with a cloth, the caster caster can move at 60′ (20′). the caster.
gains the ability to see through the empty Attacks: The swarm can attack by engulf- Healing: The subject is healed of up to
eye sockets of a humanoid skull, often ing victims within a 10′ × 10′ area. Vic- 2hp per level of the caster (at most as
one worn as a necklace or placed atop a tims suffer damage (no attack roll): 2hp many hit points as the caster currently
staff. if wearing armour, 4hp without. Victims has). The caster may decide how many hit
Dark vision: The skull can see normally, who defend themselves by brandishing points to heal.
up to 60′, in absolute darkness. a weapon (or similar) suffer half damage Wounding: The caster suffers damage
Distance: If the caster moves more than from the swarm. equal to the hit points healed.
30′ away from the skull, the spell ends. Immunity: The swarm is immune to nor-
Removing the cloth: If the caster re- mal damage, but can be harmed by fire,
moves the cloth covering their eyes, the spells, or area attacks (e.g. breath attacks).
spell ends. Duration: The caster can end the spell’s
effect at any time, returning to their nor-
mal physical form. If the caster is killed,
they also return to their normal form.

© CHRIS HUTH
12 21
Rotting Touch Speak With Dead
Duration: 1 round per level Duration: 1 turn
Range: Touch Range: 10′
The caster’s touch inflicts a horrible rot- The caster may ask questions of a de-
ting disease on living creatures. ceased person, the spirit’s voice echoing
Attack roll: In combat, a melee attack roll out from beyond the grave.
is required. Remains: Some remnant of the person’s
Effects: The victim receives no benefit physical body (e.g. bones) must be within
from magical healing. Natural healing is range.
ten times slower. Time since death: It is only possible to
Removing: The disease can only be re- awaken the spirit of a person who died
moved by magic (e.g. cure disease). within a certain time frame, dependent
on the caster’s level (see table below).
Reassemble Questions: The number which can be
asked depends on the caster’s level (see

MARK LYONS
Duration: Instant
table below). The spirit answers truthfully
Range: 60′
but briefly, and only possesses knowledge
This spell repairs corporeal undead mon- it had during life.
sters, stitching rended flesh and knitting Speech: The spirit speaks with the Spectral Hand
shattered bone back together. It has two tongues it knew in life.
usages: Skeletal Wings Duration: 2 rounds per level
Range: 60′ +10′ per level
1. Restore hit points: A total of 1d4 hit Duration: 1 turn per level Speak With Dead Limitations
points per level of the caster can be Range: 10′ A glowing, ghostly hand formed of the
Level Time Since Death Questions
repaired, divided between any number Conjures a skeletal horse with ragged, caster’s own life force manifests at their
6 or lower 7 days 2
of corporeal undead within range. bat-like wings that will carry the caster side.
7–8 7 months 3
2. Reanimate: Corporeal undead mon- (or another designated person) upon its Moving the hand: By concentrating,
sters killed within the last turn are 9–10 7 years 4 the caster can direct the hand to move,
back.
restored to 1d4 hit points and rean- 11–12 70 years 5 within range. The hand can move up to
Move silently: The steed moves with a
imated. Up to 1 HD of monsters per 13+ Unlimited 6 60′ per round.
preternatural silence.
level of the caster are affected. Touch attacks: The hand can be used to
Loads: The steed can carry one rider and
up to 3,000 coins of weight. Any weight deliver spells of up to 4th level that take
beyond this causes the spell to end. effect via touch. When making a touch
attack with the hand, the caster gains a +2
Expiration: When the duration expires, bonus to attack rolls.
the skeletal horse crumbles into dust.
Concentration: Moving, attacking, or
Winged Skeletal Horse performing any other action besides
AC 7 [12], HD 2 (9hp), Att None, casting spells causes the hand to return to
THAC0 18 [+1], MV 180′ (60′) / 360′ hover at the caster’s side.
(120′) flying, SV D12 W13 P14 B15 S16 Vulnerability: As the hand is formed of
(1), ML 12, AL Chaotic, XP 20 the caster’s life force, it is vulnerable to
▶ Undead: Usually make no noise. attack. It can only be harmed by magic
© CHRIS MALEC

Immune to biological effects (e.g. poison) and magic weapons, and has AC –2 [21].
and mind-affecting / mind-reading spells If the hand is damaged, the spell ends and
(e.g. charm, hold, sleep). the caster suffers 1d4 damage.
20 13
Bone Staff Curse Inter
Duration: 1 round per level Duration: Permanent Duration: 2d4 rounds
3rd Level Spells
Range: Bone touched Range: 30′ Range: 60′
Animate Dead, Temporary A normal bone in the caster’s hand is Places a deleterious effect upon a crea- A sinister force drags a single target into
Duration: 1 turn per level transformed into a magic staff that the ture, if it fails a save versus spells. the earth over the course of 2d4 rounds.
Range: 60′ caster or another may wield in combat. Effects: The exact form and effects of the Hit Dice limit: The target’s Hit Dice may
Causes corpses or skeletons to rise as Length: Whatever its original size, the curse are determined by the caster. not exceed the caster’s level.
undead skeletons or zombies. enchanted bone grows to 6′ in length. Maximum possible effects include: A Saving throw: A save versus death is
Obedient: Created undead obey the In melee: The staff is treated as a +1 –2 saving throw penalty, a –4 attack roll allowed to resist the spell.
caster’s commands. weapon, granting a +1 bonus to attack penalty, reducing an ability score by 50%. Aid: A creature of giant strength or
rolls and inflicting 1d6+1 damage. Multiple curses: May afflict a creature, as multiple creatures with a combined STR
Special abilities: They are unable to use
any special abilities (including spell cast- Expiration: When the duration ends, the long as each has a different effect. score of 50 or more can prevent the vic-
ing) that they possessed in life. staff shatters into dust. Referee judgement: The referee should tim’s interment.
Expiration: When the duration expires, judge the effects of this spell and may Effect: If the victim fails to resist, they are
the animated dead crumble into dust.
Carrion Stench turn overly powerful curses back onto the interred 10′ beneath the earth. Suffoca-
Duration: 1 turn per level caster! tion usually occurs within 1d4 rounds.
Number: The spell animates up to 1 Hit
Die of zombies or skeletons per level of Range: The caster or a creature touched Reversed: Exhume
the caster:
Dispel Magic
The subject exudes a nauseating carrion Causes buried bodies within range to rise
▶ Skeletons: Have AC 7 [12] and HD stench, detectable up to 60′ away. Duration: Instant to the surface of the earth.
equal to those the creature had in life. Range: 120′
Close range: All living creatures within Depth: Corpses buried deeper than 20′
▶ Zombies: Have AC 8 [11] and HD one 10′ of the subject (including allies, but Dispel magic ends spell effects within a cannot be exhumed.
greater than the creature had in life. excluding the caster and subject) must 20′ cube. Selecting: The caster may optionally
Classed characters: If a PC or NPC with save versus poison or suffer a –2 penalty Caster levels: Effects created by lower choose which bodies are exhumed (for
levels in a class is reanimated by this to attack rolls due to nausea. level casters are automatically dispelled. example, by reading names from grave-
spell, the levels are not counted as HD. Duration: Affected creatures suffer the Effects created by higher level casters stones).
For example, the reanimated corpse of a nausea effect for 1 turn after leaving the have a 5% chance per level difference of
5th level fighter would have 2 HD (1 HD subject’s presence. not being dispelled.
as a normal human, +1 for being reani- Magic items: Are unaffected.
mated as a zombie). Crypt Sight
Duration: 1 day
Range: The caster or a creature touched
The subject is able to see normally up to
30′ in utter blackness.
Acuity: Unlike infravision, the sight
granted by this spell allows the subject to
perceive fine detail, including script.
CHRIS HUTH
14 19
4th Level Spells Corpse Clairvoyance
Duration: 1 hour per level
Death Ward
Duration: 1 turn per level
Fear
Duration: Instant
Range: Corpse touched Range: 60′ Range: 60′ cone, 30′ wide at end
Command Undead The caster can see and hear through the A living subject is warded such that they Conjures a cone of magical energy that
Duration: Permanent / one or more dead eyes and ears of a corpse. do not die when reduced to 0 hit points, terrifies those within it.
days (see below) Range: The caster may move up to a mile instead being able to survive and contin- Effect: Creatures in the cone are struck
Range: 120′ away from the corpse and still receive its ue to act normally until they reach –10 with terror and will flee from the caster
sensory impressions. hit points. at maximum speed for one round per
This spell brings one or more undead
monsters under the caster’s control. The Undead: Animated corpses (e.g. zom- Death saves: The subject also gains a +2 level of the caster. (A save versus spells
effects differ depending on the intelli- bies) may be affected, and an affected bonus to saving throws versus death or negates the effect).
gence of the monsters targeted. corpse may subsequently be animated. poison. Dropping items: Affected creatures have
Mindless undead: Intelligent undead may save versus spells Healing: Healing magic functions nor- a 60% chance of immediately dropping
to resist the communion. mally for a character under this ward. For anything in their hands. The chance is
▶ Targets: Multiple mindless undead example, a character could be reduced to decreased by 5% for each level or Hit Die
monsters (e.g. skeletons, zombies) total-
ling up to 1 HD per level of the caster can
Corpse Mask –8hp, then receive a healing spell taking above 1.
them up to –2hp, then drink a potion of
be affected. Duration: 1 hour per level
healing taking them up to 3hp.
▶ Obedient: The monsters mindlessly Range: Corpse touched
Expiration: Once the spell expires, if the
obey the caster’s commands. The face of a humanoid corpse twists into subject has 0 or less hit points, they die
▶ Duration: Permanent. a replica of another person’s face. immediately.
Intelligent undead: Mental image: The caster must have
▶ Targets: A single monster of Hit Dice a clear mental image of the person to Drag From Death’s Door
not exceeding the caster’s level can be be replicated (e.g. a portrait, personal
Duration: Instant
affected. meeting).
Range: Creature touched
▶ Saving throw: The monster may save Replica: The replicated face is a perfect
versus spells to negate the spell. duplicate. The corpse’s body is unchanged A subject killed by damage (i.e. not by
by this spell. poison, disintegration, etc.) within the
▶ Mastery: The monster regards the
last 3 rounds is dragged back from the
caster as its master and will come to the Undead: Animated corpses (e.g. zom-
brink of death.
caster’s defence. bies) may be affected, and an affected
▶ Commands: If they share a language, corpse may subsequently be animated. Weakness: Returning from death is an
the caster may give the monster com- ordeal. Until the subject gets two full
mands, which it will obey. weeks of bed rest, they have 1 hit point,
move at half the normal rate, cannot
▶ Suicidal commands: The affected
carry heavy items, and cannot attack, cast
monster never obeys suicidal or obvious-
spells, or use other class abilities. This
ly harmful orders.
period of weakness may not be shortened
▶ Duration: The control lasts indefinite- by any magical healing.
ly, but the monster may save versus spells
Bargain: In return for cheating death, the
once per month to break free. Monsters
necromancer suffers 1d6 damage and the
of greater than 3 HD may save once per
subject suffers a permanent loss of one
week, and monsters of greater than 6 HD
point from a random ability score.
may save once per day.

MARK LYONS
18 15
Grave Breath Protection from Evil 10′ Radius Skull Trap Vampiric Touch
Duration: 2 turns per level Duration: 12 turns Duration: Permanent until triggered Duration: 1 turn or until used
Range: The caster or a creature touched Range: 10′ around the caster Range: Skull touched Range: Touch
The subject can survive without air for This spell wards the caster and all allies A humanoid skull is enchanted to ex- The caster’s touch drains hit points from
the duration. Their natural breathing within 10′ from attacks by creatures of plode on contact. a living creature, healing the caster by a
wheezes and comes to a stop. another alignment, as follows: Contact: The explosion is triggered if the like amount.
Immunities: The subject is immune to Bonuses: Those warded gain a +1 bonus skull is touched by a living creature or is Attack roll: In combat, a melee attack roll
drowning and to poison gases. to saving throws against attacks or special otherwise forcefully contacted. Treat as is required. If the attack is unsuccessful,
Choking: Damage from choking (e.g. the abilities of affected creatures. AC 7 [12] for purposes of firing missiles the spell is not used up.
choke spell) is reduced by half. Affected creatures’ attacks: Against to hit the skull. Damage: The victim suffers 1d6 damage
those warded are penalised by –1. Explosion: A 10′ radius blast of violet per 2 levels of the caster, to a maximum
Hold Person Enchanted, constructed, or summoned flame and necrotic energy. of 6d6 damage.
Duration: 1 turn per level creatures: The spell additionally pre- Damage: Creatures caught in the blast Healing: The caster gains hit points equal
Range: 120′ vents such creatures from making melee suffer 1d4 damage per level of the caster, to the damage inflicted. Any excess hit
attacks against those warded, though they with a successful save versus spells indi- points above the caster’s maximum are
This spell causes one or more humans, may still make ranged attacks. If any of cating half damage. treated as bonus hit points.
demihumans, or human-like monsters the warded party engages such a creature Bonus hit points: Damage suffered
(see Persons under Monsters, in Old- in melee, this protection is broken (those is subtracted first from any bonus hit
School Essentials) to be paralysed (mag- warded still gain the save and attack points. Bonus hit points disappear after
ically frozen; unable to move or speak) if bonuses mentioned above). 1 hour.
they fail a saving throw versus spells. It
may be cast in two ways:
1. Against an individual: The target’s
saving throw is penalised by –2.
2. Against a group: 1d4 individuals in
the group are targeted.
Restrictions: Undead and human-like
monsters of greater than 4+1 HD (see Hit
point modifiers under Monsters, in Old-
School Essentials) are not affected.
JUSTINE JONES
16 17

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