Long before magicians learned how to practice the Art, priests were worshipping Death in its varied forms. In Eastern societies death was personified as an active agent in the world, symbolized by the rise and fall of a river, in the fury of a raging tempest, or in the jaws of the crocodile. In Hindu, death was revered as Kali, the Black Mother, goddess of Murder and Destruction. In Nordic society death and pestilence were personified by Hel, another feminine deity. In other cultures death was merely an impersonal event, not an active force, and the important necromantic gods were those that presided over the spirits of the dead in the Afterlife. Nergal (from Mesopotamia), Yeh-Wang-Yeh (from China), Arawn (from Celtic Europe), Mictlantecuhtli (from Mesoamerica), Osiris and Anubis (from Egypt), Hades (from Greece), and Pluto (from Rome) were all gods of the Dead, charged with ruling the netherworld. In particular, the Egyptians whose society was fairly obsessed with death had an entire pantheon of deities who were associated with the dead. Masters of the Dark Art must possess utmost self control and mental stability in order to successfully control the powerful energies at their disposal. Frequent trafficking with the spirits of the dead and more powerful creatures from the Lower Planes can exact a terrible price on the sanity of these mages. Weak willed individuals have little chance of emerging from such encounters with their mental faculties unimpaired...

Necromancers embrace the knowledge that involves tapping the powers of life as well as those of death and unlife. These enlightened few study the mysterious connection between life and death. They do not walk the same evil path as Liches, instead they honour the dead and seek to aid the living. They have a deep and profound understanding of life’s eternal cycle—the necromantic triad—which makes them potent healers as well as powerful spellcasters. Modern day Necromancers use their abilities to ruthlessly crush them.

Step 1: Attributes
Roll attributes as normal but raise INT to 15, or if already over 15 add +1. Hit points = CON +4, +4 per level.
Step 2: Skills
Choose skills in the normal manner but also gain the following free ones;
Knowledge Artifacts
Knowledge Demons
Knowledge Geomancy
Knowledge Magic
Knowledge Undead
Science Biology
Step 3: Abilities
Necromancers gain all the following free;

Spellcast - The first sphere the mancer learns from is free and must be from Necromancy, each subsequent sphere costs 5 points. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 4 spells +4 per level. The spells can come from Necromancy, Combatic, Transmutanic, Chaotic, Common and Biomancic.  Mancers can tap into the world’s natural mana at a rate of INT + WIS x4. +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 2, 5, 7, 9, 11, 13, 17 and 19. +1 Sanity save at levels 1, 3, 6, 9, 12, 15 and 18. +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20. +1 Pain save at levels 3, 5, 7, 11, 13, 15, 17 and 19. +1 Thaco when fighting Undead (including spirits) at levels 3, 6, 9, 12, 15 and 18. All spell ranges, damage, etc are doubled when used against the Undead. Pick 1 extra spell at levels 3, 7, 10, 13, 17 and 19.

Additionally Necromancers start with 30 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Astralwalk 5 The ability to shift one's soul into the astral plane. The character's spirit is intangible and invisible while in this plane but he can see and hear others. He can instantly appear at a known location or fly to an unknown one at 2.997925 x108 metres per second. He can remain in the astral plane for 1 minute per WIS, +1 minute per level. While in this form he can still use all his abilities and cast any of his spells.
Control Undead 5 The character can dominate the wills and actions of any undead whether corporeal or spirit. The victim must save on their willpower to resist. He can control up to 1 undead per 2 WIS, +2 per level.
Damage Bonus 5 +1 or +25% damage each time bought (whichever is highest) and only applies to one sphere of magic. Must be rebought for each additional sphere.
Extend Duration 10 Spell duration increases by +1 round and only applies to one sphere of magic. Must be rebought for each additional sphere.
Heightened Healing 5 The Necromancer can at will double his healing rate for WIS x1 round, +1 round per level.
HP Bonus 10 CON +6 HP instead of 4, +6 per level.
Speak to dead 5 The character can briefly speak to any spirit or corpse allowing it to speak aloud about what happened to it.
True Sight 5 Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic.
Turn Undead 5 The character can banish spirits and destroy physical undead unless they spell save. See below.
Undead Familiar 5 The mancer may summon and permanently psionically link with an undead companion of the character's choice. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.
Step 4: Careers
Possible related careers include; CSI, Pathologist, Mortician, Surgeon,  Microbiologist, Gravedigger and Academic Researcher (specialising for instance in Undead, etc).

 

Turning Undead Table
This table shows what types of Undead the Priest can begin affecting with his Holy Judgment ability at each level.
Level Type
1 Skeleton, Zombie
2 Ghoul
3 Shadow, Ghost
4 Wight, Ghast
5 Wraith, Mummy
6 Spectre
7 Vampire
8 Lich
10 Lesser Supernatural Intelligence
15 Greater Supernatural Intelligence

 

 

Modern Classes