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