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Raise Undead: The Necromancer’s specialty is using the corpses of his enemies as his weapons.
Assuming they have the materials (in the form of collected body parts or recently defeated foes), they
can cast their Raise Undead Ritual to create an undead army as powerful as the spellcheck allows.
• A Necromancer can only have as many undead followers as their current max HP.
• The raised undead last as long as the necromancer stands or are dismissed. Dismissed undead
turn to dust and cannot be reanimated again.
• In most cases, the stats of the raised undead are based on Table 3 and 4, not on the materials
used. A raised dog is just as strong as a raised human.
• At any moment the necromancer may turn to dust a raised undead to add +2 to their spell
check.
• If a raised undead is defeated, spellcaster may roll a Luck Check to see if the body is in good
enough condition to reanimate again.
• After defeating a foe, the Necromancer may roll a Luck Check to see if the body is in good
enough condition to reanimate.
Raise Enchanted Undead: At level 3, the Necromancer learns to raise undead imbued with their own
magical powers. These enchanted undead are much deadlier as they have a higher crit range and can
cast any spell their owner knows. Additionally, when they defeat an enemy, the foe must make a will
save or become a regular undead of HD equal to their own or the Necromancer, whichever is lowest.
Spellburn: Necromancers can Spellburn like Wizards. When casting their Raise Undead Rituals, they
can spellburn after rolling their spell check at a rate of 2 points of spellburn for each +1 to Spell Check.
Enchanted Undead
HD / Crit Die /
Atk AC Ref Fort Will
(1d6) Table Spell Check Reanimate Will
Crit Range
Bonus Save
1 +0 1d6+0 9 1d6 / U +1 +1 +0 20 +0 5
2 +1 1d6+1 10 1d6 / U +1 +1 +0 19-20 +0 7
3 +1 1d6+1 10 1d8 / U +2 +1 +1 19-20 +1 9
4 +2 1d6+2 11 1d8 / U +2 +2 +1 19-20 +1 11
5 +2 1d6+2 11 1d10 / U +3 +2 +1 18-20 +1 12
6 +3 1d6+3 12 1d10 / U +4 +2 +2 18-20 +2 14
7 +3 1d6+3 12 1d12 / U +4 +3 +2 18-20 +2 16
8 +3 1d6+3 13 1d12 / U +5 +3 +2 18-20 +2 18
9 +4 1d6+4 13 1d14 / U +5 +3 +3 17-20 +3 20
10 +4 1d6+4 14 1d14 / U +6 +4 +3 17-20 +3 22
11 +4 1d6+4 14 1d16 / U +6 +4 +3 17-20 +5 24
12 +5 1d6+5 15 1d16 / U +7 +4 +4 17-20 +6 26
13 +5 1d6+5 15 1d20 / U +7 +5 +4 17-20 +7 28
14 +5 1d6+5 16 1d20 / U +8 +5 +4 17-20 +8 30
Table IV. Raise Undead & Raise Enchanted Undead
Level 1 / 2 Range: Touch Casting Time: 1 hour Save: N/A
Raise Raise Result
Undead Enchanted
Undead
1 1 Lost, Failure, or worse: 1d6 modified by luck: (0 or less) corruption + patron taint +
misfire; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire.
14-17 16-19 Caster may raise 2 HD worth of undead, divided evenly. The highest HD they can
raise is equal to the spellcaster’s current level.
18-19 20-21 Caster may raise 4 HD worth of undead, all of equal HD. The highest HD they can
raise is equal to the spellcaster’s current level.
20-23 22-25 Caster may raise 6 HD worth of undead, all of equal HD. The highest HD they can
raise is equal to the spellcaster’s current level+1.
24-27 26-30 Caster may raise 8 HD worth of undead, all of equal HD. The highest HD they can
raise is equal to the spellcaster’s current level +1.
28-29 30-31 Caster may raise 10 HD worth of undead, all of equal HD. The highest HD they can
raise is equal to the spellcaster’s current level +2.
30-31 32-33 Caster may raise 12 HD worth of undead, all of equal HD. The highest HD they can
raise is equal to the spellcaster’s current level +3.
32+ 34+ Caster may raise 14 HD worth of undead, all of equal HD. The highest HD they can
raise is equal to the spellcaster’s current level +4.
Corruption Roll 1d6: (1) A leg dies off. Strangely, it’s still functional. Though rotting at a slow pace. (2) An
arm dies off. Strangely, it’s still functional. Though rotting at a slow pace. (3) Caster begins to
stink like rotting flesh. -1 to Personality. (4) Caster’s flesh is rotting. Caster is now always
surrounded by 1d30 flies. (5) Caster’s flesh is rotting. Caster has 1d30 worms worming their way
through their body. (6) A random face body part falls off, losing whatever sense it was used for.
Misfire Roll 1d5: (1) All nearby dead bodies return to full life as if they had never been dead. They thank
the Necromancer and walk away. (2) All nearby dead bodies (including allies) reanimate as
undead, but not as expected, they all have only 1 hp, a 1d16 Action Die, 5 AC, 0 to all saves. (3)
Somewhere, far away, a dead body reanimates as a 1d3 HD undead. With absolute loyalty to the
Necromancer, they will arrive in 1d10 days. (4) Energies of life and death surround the party.
Next person to die instantly comes back to life but loses one hit die worth of max HP. (5) All
current undead the Spellcaster controls turn to dust.
Example: A level 4 Necromancer has 4 bodies ready to raise. The result Raise Undead is 18, giving them 4 HD
worth of reanimating power. The Necromancer can get four 1 HD creatures, two 2HD, or one 4HD. They cannot
get one 2HD and two 1HD.
Table V. Raise Mayor Undead
A Necromancer can attempt to bind the soul of their defeated enemy to their deceased corpse. This
allows the Necromancer to use any and all skills and powers they had in life.
Yes. This means you can bring a dragon back to life and make it your pet.
The controlled soul will fight for freedom and every morning they will get an increasingly stronger
Will Save attempt to escape. On a successful Will Save, the undead turns to dust and the soul escapes
the control of the Necromancer. On a natural 20 on the Will Save, the foe regains control of their body,
does not turn to dust, and fights their former captor. On a natural 1 their Will Save bonus resets to 0.
16-17 Necromancer may raise any creature of 3 HD or less. Creature has same stats, hp, spells, and skills
as the live version. Every morning creature gets a Will Save equal to Spell Check to escape their
imprisonment. Every morning they fail they get an additional +1 to their next Will Save.
18-21 Necromancer may raise any creature of 4 HD or less. Creature has same stats, hp, spells, and skills
as the live version. Every morning creature gets a Will Save equal to Spell Check to escape their
imprisonment. Every morning they fail they get an additional +1 to their next Will Save.
22-23 Necromancer may raise any creature of 5 HD or less. Creature has same stats, hp, spells, and skills
as the live version. Every morning creature gets a Will Save equal to Spell Check to escape their
imprisonment. Every morning they fail they get an additional +1 to their next Will Save.
24-26 Necromancer may raise any creature of 7 HD or less. Creature has same stats, hp, spells, and skills
as the live version. Every morning creature gets a Will Save equal to Spell Check to escape their
imprisonment. Every morning they fail they get an additional +1 to their next Will Save.
27-31 Necromancer may raise any creature of 9 HD or less. Creature has same stats, hp, spells, and skills
as the live version. Every morning creature gets a Will Save equal to Spell Check to escape their
imprisonment. Every morning they fail they get an additional +1 to their next Will Save.
32-33 Necromancer may raise any creature of 11 HD or less. Creature has same stats, hp, spells, and skills
as the live version. Every morning creature gets a Will Save equal to Spell Check to escape their
imprisonment. Every morning they fail they get an additional +1 to their next Will Save.
34-35 Necromancer may raise any creature of 13 HD or less. Creature has same stats, hp, spells, and skills
as the live version. Every morning creature gets a Will Save equal to Spell Check to escape their
imprisonment. Every morning they fail they get an additional +1 to their next Will Save.
36+ Necromancer may raise any creature of 15 HD or less. Creature has same stats, hp, spells, and skills
as the live version. Every morning creature gets a Will Save equal to Spell Check to escape their
imprisonment. Every morning they fail they get an additional +1 to their next Will Save.