Necromancy Spells
Level One
Level one Necromancy spells perform very low level maintenance on corpses and motion patterns. There is no raising of the dead, as such, only a preparation for it.
- Hack and Hew
- With this spell, the magician makes minor alterations on a dead or undead body. Unlike the Reconstitute spell, this one does fall within the proper domain of Necromancy, for despite appearances it is only a manipulation of motion. The changes enacted by this spell occur by a permutation of the normal motion within a body, usually the flow of fluids; rather similar to the formation of a tumour. This spell does not allow fine manipulation, essentially just extreme muscle growth in a specific area. This spell takes ten minutes to cast. ROLL - Alchemy. DIFF. - 55.
- Reconstitute
- This spell returns a dead body to a state such that, if it were invested with a mind, it would survive. If not for this spell, all the magician's later efforts would be useless: the body would die again as soon as it was resuscitated. In fact, this spell is not "necromancy" at all, for Necromancy is the sphere of motion, and this spell has nothing to do with that. Whatever it's technical classification, however, the spell has been known by and taught to necromancers as far back as anyone can remember. The first step to enacting this spell is finding a body. The less decomposed it is, the better, and the easier this spell is to cast. It must at least possess the ability to activate its own muscles via electric impulses along its nerve fibres, for a zombie does not locomote in any significantly different manner than a live person. The physical prowess of the body selected will determine the power of the zombie created from it. The spell takes an hour to enact. ROLL - Intelligence. DIFF. - 50 + (10 × number of weeks since death).
Level Two
At this level, the magician is able to use his own mind as a source of motion, thereby conferring life upon his creations.
- Link
- With this spell, the magician links a corpse's dead mind to his own live one, thereby creating a zombie. This is not a "spark", it is a persistent process which, as soon as it is broken, results in the re-death of the zombie. The zombie's behaviour is largely dependent on the part of your own mind to which you link it; if you choose to center the link in the amygdala, say, you might get a zombie which has only the most basic instincts and understanding, while linking the zombie to the motion of your cerebellum would result in a substantially smarter zombie, but lacking much instinctive ability. While a zombie's brain does send messages with its body normally, its body does not communicate back to it; therefore, a zombie never feels bodily pain or pleasure; at the same time, the lack of sensation results in a greatly decreased ability to function in the world as a normal person would, for example, the zombie's famous shambling gait is a result of this. This spell costs 1 ST to cast; this is indicative of the continued strain the magician experiences in keeping his mind in a frame conducive to the zombie's continued survival.
Necromancy § Magic § Home
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