TEXT:  
   
  Adventures Dark and Deep™ 
   
  Darker Paths I: TTThhheee   NNNeeecccrrrooommmaaannnccceeerrr   
   
   
   
  By Joseph Bloch 
   
  Being an optional character class, the Necromancer, with more than 75 new spells and cantrips for its use. 
  This supplement is suitable for use and fully compatible with other games compatible with the original and advanced editions of the 
  world’s most popular fantasy role-playing game. 
   
  
  Table of Contents 
   
  Introduction......................................................................................................................................................................................................................................1 
  The Necromancer.............................................................................................................................................................................................................................2 
  Spell casting................................................................................................................................................................................................................................2 
  Spell book...................................................................................................................................................................................................................................3 
  Create magic items ......................................................................................................................................................................................................................4 
  Affect undead..............................................................................................................................................................................................................................4 
  Non-Human Races ...........................................................................................................................................................................................................................5 
  Dark Elves (Drow) ........................................................................................................................................................................................................................5 
  Spell Descriptions .............................................................................................................................................................................................................................5 
   
  Credits 
   
  Design, layout, and cartography ...................................................................................................................................................................................... Joseph Bloch 
  Proofreading and editing ........................................................................................................................................................... Tony Burnett, Louis Clark, Robert North 
  Artwork ...................................................................................Cover and character illustration on p. 2: Jason Sholtis, copyright © 2011 Jason Sholtis, all rights reserved 
  ............................................................................................................................................................ other interior artwork by various artists, all in the public domain 
   
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.  
   
  Castle Zagyg Class Options & Skills for Yggsburgh, Copyright 2006 Troll Lord Games, author Gary Gygax. Ultimate 
  Combat Playtest Round 2: Gunslinger firearms rules Copyright 2011 Paizo Publishing, LLC, lead designer Jason 
  Bulmahn.  
   
  Apparition from the Tome of Horrors Complete
  Tome of Horrors Complete
  Tome of Horrors Complete
  Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Underworld Oracle. 
  Coffer corpse from the Tome of Horrors Complete
  Tome of Horrors Complete
  Tome of Horrors Complete
  Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Simon Eaton. 
  Huecuva from the Tome of Horrors Complete
  Tome of Horrors Complete
  Tome of Horrors Complete
  Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene, based on original material by Underworld Oracle. 
  Poltergeist from the Tome of Horrors Complete
  Tome of Horrors Complete
  Tome of Horrors Complete
  Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Lew Pulsipher. 
   
  “Condense Essential Saltes” spell Copyright 2008-2011 Daniel Proctor, first published in Realms of Crawling Chaos, 
  Goblinoid Games, 2011. 
   
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  1.0a: The text of the necromancer class description and all spells associated with it in this work. 
  
  Darker Paths 1: The Necromancer 
   
  1 
  Introduction
  Introduction
  Introduction
  Introduction    
   
  The introduction of variant character classes has a long and proud tradition 
  within role-playing games, almost as old as the genre itself. Whether the game 
  master chooses to open such new classes as options for his players, or simply 
  uses them as a new and hitherto-unknown foil for them to test their mettle, such 
  classes can add spice and freshness to an otherwise staid campaign. 
   
  The new character class presented herein is no different, and indeed versions of 
  it have seen publication in various places and various forms over the years. The 
  present offering is not based on the earlier versions that appeared in the pages 
  of gaming magazines or elsewhere over the last few decades, although it 
  shares with those examples a common heritage of folklore and historical 
  precedent.  
   
  Whatever one may think of the powers ascribed to or claimed by such people, 
  necromancers are a part of the cultural heritage of western Europe, whence 
  many if not most role-playing games derive their chief inspiration. They most 
  certainly belong to the body of archetypes that define the character classes used 
  to exemplify those who populate the fantastic worlds of such role-playing 
  games. 
   
  The necromancer is a spell-caster quite at home with the dead and undead 
  inhabitants of such fantasy worlds. Such an enemy is a classic foeman; the 
  player characters are out to stop him before he summons an unholy army of the 
  undead to sweep away all before him. However, other possibilities exist: 
   
  • 
  The PCs are hired by the widow of someone whose shade has been 
  enslaved by the necromancer, in order to free him and give him 
  peace. 
  • 
  The PCs need to engage the necromancer’s services in order to 
  overcome some undead enemy.  
  • 
  The PCs are hired by a necromancer to secure the long-dead corpse 
  (or some personal item from his crypt) of some famous personage.  
  • 
  With conventional scrying and auguries unhelpful, the PCs turn to a 
  necromancer in order to discover some long-lost secret known only 
  to the dead. 
  • 
  A necromancer hires the PCs in order to eliminate a rival for fresh 
  corpses; ghouls, giant rats, demons, etc.  
   
  Naturally, the villainous nature of the necromancer makes it almost required 
  that he will be playing a double or even triple game. Nothing will be as it 
  seems; by eliminating the local ghoul infestation, perhaps the PCs inadvertently 
  pave the way for the necromancer to become powerful enough to seize power. 
  The widow’s shade could actually be a powerful evil being which goes on a 
  rampage of its own once it is “liberated”. Or, of course, the game master can 
  simply toy with the expectations of the players, and have everything be exactly 
  as it appears on its face… 
   
  This is not to say that a necromancer character is only good as a set-piece 
  villain. To be sure, the services of a necromancer would find application in most 
  settings as a workman-like spell caster the same as any mage, illusionist, or 
  savant. Just as the others have their own specialties, so too does the 
  necromancer. It should not be any odder to find such a class in a city as an 
  illusionist or a savant, each serving a particular clientele.  
   
  Necromancers would fit naturally into any sort of magical guild system that 
  might exist within the campaign setting. It is possible, of course, that a given 
  setting might have some sort of special proscription against the necromantic 
  arts. In such a case, necromancers would either not be found operating openly, 
  or would be concealed as something else. There is enough similarity between 
  them and other spell-casting classes to enable a necromancer to ply his trade 
  subtly and sub rosa for quite some time. Of course, such a clandestine existence 
  would leave the necromancer open to blackmail or other nefarious schemes, 
  which in and of itself might lead the player characters to an adventure. 
   
  With all of the caveats about allowing evil player characters into a campaign in 
  the first place (more about which below), necromancers would absolutely be a 
  viable choice as a specialist branch of mage. In a campaign that featured 
  dungeon crawls into assorted crypts and tombs, the necromancer would 
  certainly find himself with much to do. In such situations, of course, it is certainly 
  possible that the necromancer would overpower such settings, given their 
  special spells and class abilities. Care must be given to allowing the 
  necromancer an opportunity to shine (for instance, a campaign where a grave 
  is never seen would be an exercise in both futility and frustration for the player 
  of the necromancer character), while at the same time not spotlighting the class 
  to the point that other players feel slighted.  
   
  The life of the adventuring necromancer will be slightly different than the life of 
  other spell-casters such as clerics or mages. They have few spells that deliver 
  damage in combat, especially at lower levels. What they are able to do, 
  however, is to either create undead minions to send forth into battle on their 
  behalf, or to take control of undead they encounter while in the midst of an 
  adventure. Depending on the campaign setting, this could in and of itself 
  present a few logistical problems; it’s one thing for a cavalier to walk into an 
  inn and arrange for his retinue of squires and horsemen to stay the night. It’s 
  quite another thing for a necromancer to walk into the inn and explain that he’ll 
  need several stalls in the stable to house his zombie servitors.  
   
  In some settings this might actually be seen as a natural part of life; in a world 
  where necromancers walk the streets, seeing skeletons rushing to and fro 
  delivering messages or shopping in the market might be entirely natural. In 
  other settings, necromancers might need to conceal their nature, which adds 
  another set of challenges to playing the class. 
   
  It cannot be stressed enough that the necromancer class presented herein, and 
  the spells associated with it, are completely optional. They are not required to 
  play the AAAADVENTURES 
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  entirely-- at the discretion of the game master. It is very possible that the game 
  master may also exclude the class from his players, but use it as a villainous 
  non-player character. This is fully in keeping with the game’s strictures, and 
  doubly in keeping with the maxim that the game master’s word is law. 
   
  Some might even feel that the necromancer class as a whole is superfluous, and 
  simply import the spells presented herein into the regular AAAADVENTURES 
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  with some artful adaptation, to other classes such as the cleric, illusionist, or 
  savant). If the game master finds this product to be put to better use in his own 
  campaign in such a fashion, it is his decision to make. They are not called 
  game masters
  masters
  masters
  masters without cause.  
   
  On “Evil” Campaigns
  On “Evil” Campaigns
  On “Evil” Campaigns
  On “Evil” Campaigns    
   
  Campaigns where evil characters are the norm are one of the hardest things to 
  pull off well. All too often the temptation to descend into the realm of “my 
  atrocity against the innocent villagers is worse than your atrocity” takes over, 
  and the campaign can devolve into a slapstick parody of a regular fantasy role-
  playing campaign. However, it is possible, with the full engagement and prior 
  buy-in of the players, to conduct such a campaign with seriousness, exploring 
  the motivations of those sorts of individuals who might in other campaigns be 
  used simply as the villainous foils for the paragons of “good”.  
   
  The fact that the game has specific philosophical definitions for terms such as 
  “good” and “evil” (as well as “lawful”, “chaotic”, and “neutral”) lends itself to a 
  campaign made up of “evil” player characters. Once it is realized that “evil” 
  does not automatically mean a ravaging engine of malice and destruction, but 
  simply a belief that those who are stronger/richer/more accomplished should 
  reap the benefits of their talents, a more nuanced and interesting approach to 
  the typical fantasy role-playing campaign becomes possible. 
   
  
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  2 
   
  The 
  The 
  The 
  The Necromancer
  Necromancer
  Necromancer
  Necromancer    
   
  The necromancer is a subclass of the mage. Their stock-in-trade are the bodies 
  and spirits of the dead, which they employ as tools for the realization of their 
  own ends. They truck with the undead, sometimes employing them as servants 
  or allies, while their ever-increasing knowledge affords them magical abilities 
  similar to some undead creatures, as well as granting powers over them. There 
  are few pieces of knowledge concerning death that remain hidden from the 
  necromancer.  
   
   
   
  Necromancers must have an intelligence score of at least 10 and a wisdom 
  score of at least 9. They may be of any evil alignment (lawful evil, neutral evil, 
  or chaotic evil). Only humans or dark elves (drow) can become necromancers.  
   
  Necromancers have the following powers and skills: 
   
  • 
  Spell casting 
  • 
  Spell book 
  • 
  Create magic items 
  • 
  Affect undead 
   
  Necromancers who wear armor of any type are not able to cast spells, 
  although they may use magic items while doing so (except those magic items 
  which are usable only by mages or necromancers). They may only become 
  proficient in dagger, dart, knife, scythe, sickle, or sling, and can use caltrops as 
  weapons.  
   
  Necromancers advance in level according to the following table: 
   
  TABLE 
  TABLE 
  TABLE 
  TABLE 1111: NECROMANCER LEVEL ADVANCEMENT
  : NECROMANCER LEVEL ADVANCEMENT
  : NECROMANCER LEVEL ADVANCEMENT
  : NECROMANCER LEVEL ADVANCEMENT    
  Experience Points
  Experience Points
  Experience Points
  Experience Points    
  Ex
  Ex
  Ex
  Experience 
  perience 
  perience 
  perience Level
  Level
  Level
  Level    
  Accumulated Hit 
  Accumulated Hit 
  Accumulated Hit 
  Accumulated Hit 
  Points
  Points
  Points
  Points    
  0 
  1 
  1d4 
  2,250 
  2 
  2d4 
  4,500 
  3 
  3d4 
  9,000 
  4 
  4d4 
  18,000 
  5 
  5d4 
  35,000 
  6 
  6d4 
  60,000 
  7 
  7d4 
  95,000 
  8 
  8d4 
  145,000 
  9 
  9d4 
  220,000 
  10 
  10d4 
  440,000 
  11 
  10d4+1 
  660,000 
  12 
  10d4+2 
    
  After 12th level, the necromancer needs an additional 220,000 experience 
  points per level, and gains an additional hit point for every level gained.  
   
  Necromancers begin with 2d4x10 g.p. 
   
  Spell 
  Spell 
  Spell 
  Spell CCCCasting
  asting
  asting
  asting    
   
  Necromancers are able to cast magic spells as a result of their studies of arcane 
  forces, the phenomenon of mortality and the undead.  
   
  TABLE 
  TABLE 
  TABLE 
  TABLE 2222: NECROMANCER SPELLS AVAILABLE BY LEVEL
  : NECROMANCER SPELLS AVAILABLE BY LEVEL
  : NECROMANCER SPELLS AVAILABLE BY LEVEL
  : NECROMANCER SPELLS AVAILABLE BY LEVEL    
      
  Spell Level
  Spell Level
  Spell Level
  Spell Level    
  Level
  Level
  Level
  Level    
  1111    
  2222    
  3333    
  4444    
  5555    
  6666    
  7777    
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  5 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  6 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  7 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  8 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  9 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  10 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  11 
  5 
  4 
  4 
  3 
  2 
  1 
  - 
  12 
  5 
  4 
  4 
  3 
  3 
  2 
  - 
  13 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
  14 
  5 
  5 
  4 
  4 
  3 
  3 
  2 
  15 
  5 
  5 
  5 
  4 
  4 
  3 
  2 
  16 
  6 
  5 
  5 
  4 
  4 
  3 
  3 
  17 
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  18 
  6 
  6 
  5 
  5 
  4 
  4 
  3 
  19 
  6 
  6 
  5 
  5 
  5 
  4 
  4 
  20 
  6 
  6 
  6 
  5 
  5 
  4 
  4 
  21 
  6 
  6 
  6 
  5 
  5 
  5 
  4 
  
  Darker Paths 1: The Necromancer 
   
  3 
   
  Higher level spells have a minimum required intelligence score in order to be 
  memorized, as shown on the following table. 
   
  TABLE 
  TABLE 
  TABLE 
  TABLE 3333: NECROMANCER INTELLIGENCE FOR SPELL USE
  : NECROMANCER INTELLIGENCE FOR SPELL USE
  : NECROMANCER INTELLIGENCE FOR SPELL USE
  : NECROMANCER INTELLIGENCE FOR SPELL USE    
  Spell Level
  Spell Level
  Spell Level
  Spell Level    
  Minimum Intelligence
  Minimum Intelligence
  Minimum Intelligence
  Minimum Intelligence    
  5 
  11 
  6 
  13 
  7 
  15 
   
   
  TABLE 
  TABLE 
  TABLE 
  TABLE 4444: NECROMANCER SPELLS BY LEVEL
  : NECROMANCER SPELLS BY LEVEL
  : NECROMANCER SPELLS BY LEVEL
  : NECROMANCER SPELLS BY LEVEL    
      
  Macabre
  Macabre
  Macabre
  Macabre    Cantrips
  Cantrips
  Cantrips
  Cantrips    
  First Level
  First Level
  First Level
  First Level    
  Second Level
  Second Level
  Second Level
  Second Level    
  Third Level
  Third Level
  Third Level
  Third Level    
  1 
  Animate vermin 
  Algor mortis 
  Animate dead 
  Bonebullet 
  2 
  Chattering skull 
  Automatic writing 
  Corpse road 
  Channel spirit 
  3 
  Conceal reek 
  Autopsy 
  Detect life 
  Command dead company 
  4 
  Death mask 
  Charnel guise 
  Ectoplasmic wall 
  Defilement 
  5 
  Death rattle 
  Coffin knock 
  Fast zombie 
  Detect tomb 
  6 
  Detect bones 
  Comprehend languages 
  Feign death 
  Detect undead  
  7 
  Embalm 
  Darkness, 15’ radius 
  Funeral shroud 
  Empty tomb 
  8 
  Pallor mortis 
  Detect animated dead 
  Ghastly reek 
  Essential salts 
  9 
   
  Detect good 
  Heal zombie 
  Ghoul’s touch 
  10 
   
  Dig grave 
  Hold undead 
  Protection from undead II 
  11 
   
  Ectenic blast 
  Iron skeleton 
  Safe coffin 
  12 
   
  Eyes of the dead 
  Livor mortis 
  Smart zombie 
  13 
   
  Hold portal 
  Marked for death 
  Speak with the dead 
  14 
   
  Invisibility to undead 
  Protection from charnel disease 
  Summon undead I 
  15 
   
  Protection from undead I 
  Séance 
   
  16 
   
  Protection from rats 
  Silence 15’ radius 
   
  17 
   
  Read necromancer magic 
   
   
  18 
   
  Repair skeleton 
   
   
   
      
  Fourth Level
  Fourth Level
  Fourth Level
  Fourth Level    
  Fifth Level
  Fifth Level
  Fifth Level
  Fifth Level    
  Sixth Level
  Sixth Level
  Sixth Level
  Sixth Level    
  Seventh Level
  Seventh Level
  Seventh Level
  Seventh Level    
  1 
  Conqueror worm 
  Danse macabre 
  Death fog 
  Astral spell 
  2 
  Friends with the dead 
  Death spell 
  Enchant an item 
  Command dead legion 
  3 
  Gaseous form 
  Command dead host 
  Geas 
  Kiss of the vampire 
  4 
  Into the grave 
  Magic sickle 
  Ghostly fear 
  Lich’s aura 
  5 
  Living death 
  Negative plane shield 
  Memento mori 
  Summon undead V 
  6 
  Mummy rot 
  Protection from undead III 
  Span of the mayfly 
  Magic scythe 
  7 
  Passtomb 
  Spectral form 
  Summon undead IV 
  Master death 
  8 
  Protection from Normal Missiles 
  Summon undead III 
  Withering touch 
   
  9 
  Vampiric transformation 
  Undead guardian 
   
   
  10 
  Summon undead II 
  Veil of normalcy 
   
   
  11 
  Wake the dead 
  Walking dead 
   
   
  12 
  Wight’s touch 
  Wall of bones 
   
   
   
  Spell book
  Spell book
  Spell book
  Spell book    
   
  The necromancer will typically begin his adventuring career with two standard 
  spell books; one will contain the cantrips that he learned and practiced with as 
  an apprentice, and the other will contain the few first-level spells that his master 
  (or magical college, etc.) deemed suitable for his use. These two books do not 
  cost the necromancer anything. Note that the necromancer must either opt to 
  immediately discard his book of cantrips or keep it; he cannot turn around and 
  sell it to gain extra cash at the beginning of his career as an adventurer. 
  Characters will never begin the game with a travelling spell book; if they wish 
  to get one, they must pay to have it made.  
   
  The book of cantrips will contain a number of zero-level spells as follows. It will 
  have as many useful cantrips as the necromancer has points of intelligence, up 
  to a maximum of his intelligence score minus 3; the player may choose which 
  those are. In addition, the beginner necromancer will have 1d4+2 legerdemain 
  cantrips, 1d4+1 person-affecting cantrips, 1d4+4 haunting-sound cantrips, and 
  1d4+4 macabre cantrips. All of these other sorts of cantrips are determined 
  randomly. Cantrips are selected from the following list: 
   
   
  
  AAAADVENTURES 
  DVENTURES 
  DVENTURES 
  DVENTURES DDDDARK AND 
  ARK AND 
  ARK AND 
  ARK AND DDDDEEP
  EEP
  EEP
  EEP    
   
  4 
  TABLE 
  TABLE 
  TABLE 
  TABLE 5555: NECROMANCER CANTRIPS
  : NECROMANCER CANTRIPS
  : NECROMANCER CANTRIPS
  : NECROMANCER CANTRIPS    
      
  Useful
  Useful
  Useful
  Useful    
  Legerdemain
  Legerdemain
  Legerdemain
  Legerdemain    
  Person
  Person
  Person
  Person----Affectin
  Affectin
  Affectin
  Affectingggg    
  Haunting
  Haunting
  Haunting
  Haunting----Sound
  Sound
  Sound
  Sound    
  Macabre
  Macabre
  Macabre
  Macabre    
  1 
  Chill 
  Change 
  Belch 
  Creak 
  Animate vermin 
  2 
  Clean 
  Distract 
  Blink 
  Footfall 
  Chattering skull 
  3 
  Color 
  Hide 
  Cough 
  Groan 
  Conceal reek 
  4 
  Dampen 
  Mute 
  Giggle 
  Moan 
  Death mask 
  5 
  Dry 
  Palm 
  Nod 
  Rattle 
  Death rattle 
  6 
  Dust 
  Present 
  Scratch 
  Tap 
  Detect bones 
  7 
  Exterminate 
   
  Shave 
  Thump 
  Embalm 
  8 
  Flavor 
   
  Sneeze 
  Whistle 
  Pallor mortis 
  9 
  Freshen 
   
  Twitch 
   
   
  10 
  Gather 
   
  Wink 
   
   
  11 
  Invisible librarian 
   
  Yawn 
   
   
  12 
  Polish 
   
   
   
   
  13 
  Salt 
   
   
   
   
  14 
  Shine 
   
   
   
   
  15 
  Spice 
   
   
   
   
  16 
  Sprout 
   
   
   
   
  17 
  Stitch 
   
   
   
   
  18 
  Sweeten 
   
   
   
   
  19 
  Tie 
   
   
   
   
  20 
  Warm 
   
   
   
   
  21 
  Wrap 
   
   
   
   
   
  The initial spell book will contain four spells. All beginning necromancers will 
  have the read necromancer magic spell in their book. In addition, he will have 
  one spell from each of the following categories, determined randomly: 
   
  TABLE 
  TABLE 
  TABLE 
  TABLE 6666: NECROMANCER STARTING SPELLS
  : NECROMANCER STARTING SPELLS
  : NECROMANCER STARTING SPELLS
  : NECROMANCER STARTING SPELLS    
  Roll
  Roll
  Roll
  Roll (d6)
   (d6)
   (d6)
   (d6)    
  Offensive
  Offensive
  Offensive
  Offensive    
  Defensive
  Defensive
  Defensive
  Defensive    
  Utility
  Utility
  Utility
  Utility    
  1 
  Charnel guise 
  Algor mortis 
  Automatic writing 
  2 
  Coffin knock 
  Hold portal 
  Autopsy 
  3 
  Darkness, 15’ 
  radius 
  Invisibility to 
  undead 
  Comprehend 
  languages 
  4 
  Ectenic blast 
  Protection from 
  undead I 
  Detect animated 
  dead 
  5 
  Eyes of the dead 
  Protection from rats 
  Detect good 
  6 
  Pick offensive spell 
  Repair skeleton 
  Dig grave 
   
  Once the necromancer begins to run short of pages in his spell book, or when 
  he desires to have a travelling spell book to bring with him while adventuring, 
  he must pay to have such a book constructed.  
   
  A standard spell book will cost 1,000 g.p. for the book itself and take 4-7 
  weeks to put together. Travelling spell books cost 500 g.p. and take 1-4 weeks 
  to construct. The rare inks required to transcribe spells in pages of either sort of 
  book will cost 100 g.p. per spell level, and the physical process of writing them 
  will take half a day per level of the spell being transcribed (with cantrips treated 
  as 1st level spells in this instance).  
   
  Note that mages, illusionists, necromancers, and savants cannot memorize 
  spells from one another’s’ spell books. Even if the spell has the same name and 
  effect, they are different in execution from one class to another. 
   
  Create magic items
  Create magic items
  Create magic items
  Create magic items    
   
  Necromancers are able to create or recharge magic items much as can mages, 
  as long as they have the appropriate spells in their repertoire. They are able to 
  create items usable by mages as long as they are also able to be used by sub-
  classes of mage. They are unable to create items which are usable by mages 
  only, such as a staff of the magi.  
   
  Affect undead
  Affect undead
  Affect undead
  Affect undead    
   
  Necromancers are able to “turn” certain types of undead creatures, such 
  zombies, ghouls, vampires, etc. (Note that, unlike clerics, necromancers cannot 
  turn extra-planar creatures or paladins; thus, type XIII creatures are not 
  included on the table below.) Affecting consists of persuading the undead in 
  question that the necromancer is too powerful to resist. The necromancer then 
  rolls on the following table: 
   
  TABLE 
  TABLE 
  TABLE 
  TABLE 7777: NECROMANCERS AFFECTING UNDEAD
  : NECROMANCERS AFFECTING UNDEAD
  : NECROMANCERS AFFECTING UNDEAD
  : NECROMANCERS AFFECTING UNDEAD    
      
  Necromancer
  Necromancer
  Necromancer
  Necromancer Level
   Level
   Level
   Level    
  Creature 
  Creature 
  Creature 
  Creature 
  Type
  Type
  Type
  Type    
  1111    
  2222    
  3333    
  4444    
  5555    
  6666    
  7777    
  8888    
  9999----
  13
  13
  13
  13    
  14+
  14+
  14+
  14+    
  I 
  10 
  7 
  4 
  0 
  0 
  0 
  0 
  0* 
  0* 
  0* 
  II 
  13 
  10 
  7 
  0 
  0 
  0 
  0 
  0 
  0* 
  0* 
  III 
  16 
  13 
  10 
  4 
  0 
  0 
  0 
  0 
  0 
  0* 
  IV 
  19 
  16 
  13 
  7 
  4 
  0 
  0 
  0 
  0 
  0* 
  V 
  20 
  19 
  16 
  10 
  7 
  4 
  0 
  0 
  0 
  0 
  VI 
  - 
  20 
  19 
  13 
  10 
  7 
  4 
  0 
  0 
  0 
  VII 
  - 
  - 
  20 
  16 
  13 
  10 
  7 
  4 
  0 
  0 
  VIII 
  - 
  - 
  - 
  20 
  16 
  13 
  10 
  7 
  4 
  0 
  IX 
  - 
  - 
  - 
  - 
  20 
  16 
  13 
  10 
  7 
  0 
  X 
  - 
  - 
  - 
  - 
  - 
  20 
  16 
  13 
  10 
  4 
  XI 
  - 
  - 
  - 
  - 
  - 
  - 
  20 
  16 
  13 
  7 
  XII 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  19 
  16 
  10 
   
  If the roll on a d20 is equal to or greater than the number indicated, the 
  necromancer is able to successfully affect the undead in question. If the first 
  attempt to affect undead fails, the same necromancer cannot make another with 
  the same undead (although if there is more than one necromancer present, 
  another may try without penalty). Undead that are affected will fall under the 
  control of the necromancer (if it has an intelligence of 5 or less) or will become 
  convinced that the necromancer and his associates (if any) are valuable allies 
  and will become of friendly and helpful demeanor (if it has an intelligence of 6 
  or more). Of course, if they are ill-treated after this, that disposition will 
  certainly change, and no re-affecting effort is allowed.  
   
  Where a 0 is indicated on the table, the attempt to affect the undead is 
  automatic.  
   
  
  Darker Paths 1: The Necromancer 
   
  5 
  Usually, 1-12 creatures will be affected by a successful turning attempt. 
  However, an asterisk indicates that 7-12 creatures will be so affected. There is 
  no limit to the number of undead that can be affected by the same 
  necromancer, and no range for the effect to wear off. However, undead can be 
  affected by another necromancer (or turned by a cleric), which undoes the 
  effect of the earlier affecting.  
   
  Undead creatures with an intelligence of 6 or more who have been successfully 
  affected are entitled to a saving throw after a given amount of time to see if the 
  effect wears off. 
   
  Intelligence
  Intelligence
  Intelligence
  Intelligence    
  Saving throw every…
  Saving throw every…
  Saving throw every…
  Saving throw every…    
  6 
  2 months 
  7-9 
  1 month 
  10-12 
  3 weeks 
  13-14 
  2 weeks 
  15-16 
  1 week 
  17 
  3 days 
  18 
  2 days 
  19 or greater 
  1 day 
   
  Non
  Non
  Non
  Non----Human Races
  Human Races
  Human Races
  Human Races    
   
  Dark Elves (Drow)
  Dark Elves (Drow)
  Dark Elves (Drow)
  Dark Elves (Drow)    
   
  Dark elves may become necromancers. All of the standard rules for drow as 
  listed in the AAAADVENTURES 
  DVENTURES 
  DVENTURES 
  DVENTURES DDDDARK AND 
  ARK AND 
  ARK AND 
  ARK AND DDDDEEP
  EEP
  EEP
  EEP Players Manual apply, with the 
  following additions. 
   
  Dark elves may choose from the following additional multi-class options: 
   
  • 
  cleric/necromancer (females only) 
  • 
  fighter/necromancer 
  • 
  fighter/necromancer/thief (inc. acrobat or mountebank) 
  • 
  necromancer/thief (inc. acrobat or mountebank) 
   
   
  TABLE 
  TABLE 
  TABLE 
  TABLE 8888: : : : DARK ELF LEVEL LIMITS (MALE/FEMALE)
  DARK ELF LEVEL LIMITS (MALE/FEMALE)
  DARK ELF LEVEL LIMITS (MALE/FEMALE)
  DARK ELF LEVEL LIMITS (MALE/FEMALE)    
  Intelligence
  Intelligence
  Intelligence
  Intelligence    
  Max. Level (Male/Female)
  Max. Level (Male/Female)
  Max. Level (Male/Female)
  Max. Level (Male/Female)    
  10 
  10/5 
  11 
  11/5 
  12-17 
  12/5 
  18 
  12/6 
  19 
  13/7 
  20 
  15/9 
  21 
  17/11 
   
  Spell Descriptions
  Spell Descriptions
  Spell Descriptions
  Spell Descriptions    
   
  Algor 
  Algor 
  Algor 
  Algor M
  M
  M
  Mortis
  ortis
  ortis
  ortis    
   
  Level 1 necromancer spell (alteration) 
  Requires: incantation, gestures, blood from a corpse 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to cause his body temperature (or that of some other 
  creature he touches) to cool to that of the ambient temperature. The effect lasts 
  for 1 hour plus 1 hour per level of the caster, and has the practical effect of 
  rendering the recipient invisible to infravision, since the body no longer radiates 
  any heat. The full cooling of the body takes 10 minutes to take effect. The blood 
  of a fresh corpse must be sprinkled on the person to be effected.  
   
  Animate 
  Animate 
  Animate 
  Animate DDDDead
  ead
  ead
  ead    
   
  Level 2 necromancer spell (necromantic) 
  Requires: incantation, gestures, blood, flesh, bone 
  Casting time: 2 minutes 
   
  This spell allows the caster to create animated skeletons or zombies from 
  skeletal remains or corpses. These undead creatures will then obey the simple 
  commands of the caster, and will remain animated until they are destroyed by 
  some means. The number of undead created depends on the type: 
   
  Undead Type
  Undead Type
  Undead Type
  Undead Type    
  Number created
  Number created
  Number created
  Number created    
  Animal skeleton 
  2 per level of the caster 
  Skeleton 
  1 per level of the caster 
  Zombie 
  1 per level of the caster 
  Monster Zombie 
  1 per 3 levels of the caster 
  Giant Skeleton 
  1 per 4 levels of the caster 
    
  See the AAAADVENTURES 
  DVENTURES 
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  DVENTURES DDDDARK AND 
  ARK AND 
  ARK AND 
  ARK AND DDDDEEP
  EEP
  EEP
  EEP™ Bestiary for more details on the specific 
  undead creatures mentioned. The corpses can be up to 10’ away from the 
  caster when animated, if needed. If they are still in the grave, it will take 1d6 
  rounds for them to dig themselves out from the earth, on average (and if 
  possible!). 
      
  Animate 
  Animate 
  Animate 
  Animate VVVVermin
  ermin
  ermin
  ermin    
   
  Necromancer cantrip (necromantic) 
  Requires: incantation, gestures 
  Casting time: 2 seconds 
   
  This cantrip allows the caster to bring to life the skeleton or recently deceased 
  corpse of some single small creature such as a mouse, sparrow, bat, etc. The 
  creature will not be able to attack or otherwise inflict damage, but it will obey 
  the simplest of commands uttered by the caster, and will remain animate for 10 
  minutes per level of the caster.  
      
  Astral 
  Astral 
  Astral 
  Astral SSSSpell
  pell
  pell
  pell    
   
  Level 7 necromancer spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 15 minutes 
   
  This spell allows the caster to separate his spirit/soul, and possibly those of 
  others, into an “astral body” and travel the Astral Plane, which touches on a 
  number of other planes of existence. While the astral body is traveling, the 
  physical body will remain in an unbreakable trance, connected to the astral 
  body by an invisible silver cord which, if broken, means the death of both the 
  astral and physical self. No material possessions, with the exception of certain 
  magical items whose very nature is multi-planar, travel with the astral body.  
   
  The astral plane can be used to travel to the outer planes (Heaven, Hell, etc.). 
  Once the astral body has reached one of the other planes of existence, a new 
  body is automatically created, which is still connected to the material body by 
  the silver cord. If the second body is killed, the silver cord snaps back to the 
  material body, bringing it out of its trance with a start.  
   
  Up to five other creatures, linked together in a circle with the caster, can also be 
  taken into the astral plane by means of this spell.  
  
  AAAADVENTURES 
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  6 
      
  Automatic W
  Automatic W
  Automatic W
  Automatic Writing
  riting
  riting
  riting    
   
  Level 1 necromancer spell (divination) 
  Requires: incantation, writing implement, writing surface 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to open up his consciousness to the spirits of the 
  dead and seek their counsel. He may ask one question; both the limit on the 
  length of the answer and the percentage chance that the answer will be 
  accurate depend on his experience level. 
   
  Caster’s Level
  Caster’s Level
  Caster’s Level
  Caster’s Level    
  Max. Answer Length
  Max. Answer Length
  Max. Answer Length
  Max. Answer Length    
  Duration
  Duration
  Duration
  Duration    
  Accuracy
  Accuracy
  Accuracy
  Accuracy    
  1-2 
  2d6 words 
  6 seconds 
  30% 
  3-6 
  3d6 words 
  12 seconds 
  60% 
  7-9 
  4d6 words 
  18 seconds 
  90% 
  10 or greater 
  5d6 words 
  24 seconds 
  90+1d10% 
   
  The actual writing takes as many seconds as indicated in the “duration” above 
  (6 seconds = 1 segment). Naturally, the answer will not be straightforward, but 
  couched in poetry and obscure language, and the caster will not know whether 
  the answer given is accurate or simply the musings of a bored and capricious 
  spirit. This spell cannot be cast underwater.  
      
   
   
  Autopsy
  Autopsy
  Autopsy
  Autopsy    
   
  Level 1 necromancer spell (divination) 
  Requires: incantation, gestures, silver scalpel 
  Casting time: 1 minute 
   
  This spell allows the caster to determine the cause of death of any single corpse, 
  as long as it is within touching distance. The older or less intact the corpse, the 
  less likely the caster is to be able to determine the cause of death via this spell. 
  There is a base 50% chance of success, plus 5% per level of the caster, adjusted 
  as follows. 
   
  Condition
  Condition
  Condition
  Condition    
  Modifier
  Modifier
  Modifier
  Modifier    
  Corpse is less than 1 year dead 
  +5% 
  Corpse is 1-10 years dead 
  -5% 
  Corpse is 11-100 years dead 
  -10% 
  Corpse is 101+ years dead 
  -15% 
  Corpse is intact 
  +10% 
  Corpse is missing 1 or more limbs, the head, etc. 
  -10% 
  Corpse is a skeleton 
  -20% 
  Corpse is a fragment of a skeleton (skull, finger bone, etc.) 
  -30% 
   
  The scalpel is not destroyed in the casting of the spell; it may be reused. 
   
  Bonebullet
  Bonebullet
  Bonebullet
  Bonebullet    
   
  Level 3 necromancer spell (necromantic) 
  Requires: incantation, gestures, small bones 
  Casting time: 18 seconds (3 segments) 
   
  This spell enables the caster to animate small bones and turn them into self-
  propelled missiles. The bones themselves must be relatively small and arrow-like 
  in shape; in humanoids finger or toe bones are ideal for this purpose, and 
  bones 1’ in length are the largest that can be used. 1 such bone can be 
  animated per level of the caster; when they are launched, they will speed 
  unerringly towards the target named by the caster, each doing 1d4 h.p. of 
  damage when it hits, but the target is entitled to a saving throw vs. spells 
  (success indicates half damage, rounded up). Multiple bones can be launched 
  at different targets. The bones have a maximum range of 10’ plus 10’ per level 
  of the caster, and must be launched immediately at the conclusion of the spell’s 
  casting. The bones themselves have a 50% chance of shattering when they hit. 
  Only bones may be used in the casting of the spell; bone-shaped wood or stone 
  will not work (exception: fossilized bones can be used in this spell, in which 
  case they will do 1d6 h.p. of damage instead of 1d4 when they hit).  
      
  Channel 
  Channel 
  Channel 
  Channel Spirit
  Spirit
  Spirit
  Spirit    
   
  Level 3 necromancer spell (necromantic) 
  Requires: incantation, gestures, incense 
  Casting time: 3 minutes 
   
  This sometimes dangerous spell allows the caster to invite the spirit of a specific 
  dead person into his body, to enable that spirit to communicate with the living. 
  Whereas the spell speak with the dead requires the remains of the deceased to 
  be present, channel spirit does not. This benefit comes with a cost, however; for 
  each question that is asked, there is a 1% chance that the spirit will decide to 
  remain in the body (treat as a ghost attempting to possess the body). If this 
  happens, ignore the “maximum duration” given in the table below; the spirit 
  will attempt to control the body for as long as possible.  
   
  The higher the level of the caster, the more effective the spell, both in terms of 
  how long ago the subject can have died, as well as the length of the 
  questioning allowed: 
   
  
  Darker Paths 1: The Necromancer 
   
  7 
  Experience 
  Experience 
  Experience 
  Experience 
  Level
  Level
  Level
  Level    
  How Long Ago 
  How Long Ago 
  How Long Ago 
  How Long Ago 
  Deceased
  Deceased
  Deceased
  Deceased    
  Max. 
  Max. 
  Max. 
  Max. Duration
  Duration
  Duration
  Duration    
  Max. Number of 
  Max. Number of 
  Max. Number of 
  Max. Number of 
  Questions
  Questions
  Questions
  Questions    
  5-6 
  1 week 
  1 minute 
  2 
  7-8 
  1 month 
  3 minutes 
  3 
  9-12 
  1 year 
  10 minutes 
  4 
  13-15 
  10 years 
  20 minutes 
  5 
  16-20 
  100 years 
  30 minutes 
  6 
  21+ 
  1,000 years 
  1 hour 
  7 
   
  Of course, the caster must be able to understand the language of the dead 
  creature, and it will not possess any information in death that it did not possess 
  in life. The caster requires incense; the latter is consumed in the casting of the 
  spell. 
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell. 
   
  Charnel G
  Charnel G
  Charnel G
  Charnel Guise
  uise
  uise
  uise    
   
  Level 1 necromancer spell (illusion/phantasm) 
  Requires: incantation, gestures, salve made from bone powder 
  Casting time: 1 minute 
   
  This spell allows the caster to disguise himself or one other man-sized creature 
  (up to 7’ tall) or two small creatures as a skeleton (two small creatures would 
  each appear as a separate skeleton). Both his features and his clothing and 
  other possessions will be thus transformed. While disguised as a skeleton he 
  may either remain still or move around, fight, etc. without disrupting the effect. 
  The illusion will remain in effect for 10 minutes per level of the caster, and 
  requires a paste made from rain water collected in a graveyard at night and 
  powdered human bone. This spell may not be cast underwater. 
      
  Chattering 
  Chattering 
  Chattering 
  Chattering SSSSkull
  kull
  kull
  kull    
   
  Necromancer cantrip (necromantic) 
  Requires: incantation, gestures 
  Casting time: 1 second 
   
  This cantrip allows the caster to set the teeth of a mammalian skull chattering for 
  6 seconds. The cantrip will not work on skulls missing the lower jaw.  
      
  Coffin K
  Coffin K
  Coffin K
  Coffin Knock
  nock
  nock
  nock    
   
  Level 1 necromancer spell (alteration) 
  Requires: incantation 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to open any casket, coffin, sarcophagus, etc. within 
  60’. Regardless of how it has been fastened shut (nailed, chained, locked, etc.), 
  the lid will spring open. A coffin that has been wizard locked will remain open 
  for 10 minutes. Note that the spell only works on containers that hold or are 
  intended to hold the remains of the dead. If the coffin lid is covered with 1’ or 
  more of earth (as in, if it is buried), it will not open.  
      
  Command 
  Command 
  Command 
  Command DDDDead 
  ead 
  ead 
  ead CCCCompany
  ompany
  ompany
  ompany    
   
  Level 3 necromancer spell (necromantic) 
  Requires: incantation, gestures, blood, bile, embalming fluid 
  Casting time: 10 minutes 
   
  This spell allows the caster to issue telepathic commands to up to 100 skeletons 
  and/or zombies under his command, as long as they are within 10 miles of his 
  own location. The undead must already be under his thrall in order to be so 
  commanded. Commands may be issued for up to 1 hour, after which time the 
  last commands issued will have precedence.  
      
  Command Dead H
  Command Dead H
  Command Dead H
  Command Dead Host
  ost
  ost
  ost    
   
  Level 5 necromancer spell (necromantic) 
  Requires: incantation, gestures, blood, bile, embalming fluid 
  Casting time: 10 minutes 
   
  This spell allows the caster to issue telepathic commands to up to 1,000 
  skeletons and/or zombies under his command, as long as they are within 100 
  miles of his own location. The undead must already be under his thrall in order 
  to be so commanded. Commands may be issued for up to 1 hour plus 10 
  minutes per level of the caster, after which time the last commands issued will 
  have precedence.  
      
  Command D
  Command D
  Command D
  Command Dead 
  ead 
  ead 
  ead LLLLegion
  egion
  egion
  egion    
   
  Level 7 necromancer spell (necromantic) 
  Requires: incantation, gestures, blood, bile, embalming fluid. 
  Casting time: 10 minutes 
   
  This spell allows the caster to issue telepathic commands to up to 10,000 
  skeletons and/or zombies under his command, as long as they are within 
  1,000 miles of his own location. The undead must already be under his thrall in 
  order to be so commanded. Commands may be issued for up to 1 hour per 
  level of the caster, after which time the last commands issued will have 
  precedence.  
      
  Comprehend Languages (Confuse Languages)
  Comprehend Languages (Confuse Languages)
  Comprehend Languages (Confuse Languages)
  Comprehend Languages (Confuse Languages)    
   
  Level 1 necromancer spell (alteration) 
  Requires: incantation, gestures, soot, salt 
  Casting time: 1 minute 
   
  This spell allows the caster to understand both spoken and written languages. It 
  does not, however, allow the caster to speak or compose in those languages. It 
  will not work on magical writings, although the caster will recognize their 
  magical nature. The spell requires a pinch of soot and some grains of salt, 
  which are lost when the spell is cast. It lasts for 5 minutes per level of the caster, 
  and can only be cast upon a single creature or object bearing writing, which 
  must be touched. The reverse of the spell, confuse languages, prevents any sort 
  of comprehension (the victim seems to be speaking and only hears gibberish, 
  etc), and can be used to counteract a comprehend languages spell. If confuse 
  languages is cast upon a living creature, it is entitled to a saving throw vs. 
  spells. 
   
  Conceal 
  Conceal 
  Conceal 
  Conceal Reek
  Reek
  Reek
  Reek    
   
  Necromancer cantrip (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 2 seconds 
   
  This spell allows the caster to conceal the stench of any rotting flesh, particularly 
  that of a corpse, within a 10’ square area (the corpse(s) must be within the 
  area; not the reek they produce). It will not have any effect on the smell of a live 
  creature, or the charnel stench of a ghast. For 5 minutes, the stench of the 
  corpse will be replaced with a sweetly pleasant odor.  
      
  Conqueror W
  Conqueror W
  Conqueror W
  Conqueror Worm
  orm
  orm
  orm    
   
  Level 4 necromancer spell (conjuration/summoning) 
  Requires: incantation, gestures, rice 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to conjure up one or more of the dreaded worms 
  that infest the shambling body of a son of chaos (see the AAAADVENTURES 
  DVENTURES 
  DVENTURES 
  DVENTURES DDDDARK AND 
  ARK AND 
  ARK AND 
  ARK AND 
  
  AAAADVENTURES 
  DVENTURES 
  DVENTURES 
  DVENTURES DDDDARK AND 
  ARK AND 
  ARK AND 
  ARK AND DDDDEEP
  EEP
  EEP
  EEP    
   
  8 
  DDDDEEP
  EEP
  EEP
  EEP™    Bestiary for details). The caster may produce 1 worm for every 3 levels 
  of experience or fraction thereof; thus a 10th level caster will produce three 
  worms. The worms are then hurled at enemies, with a range of 8’. One 
  creature may be targeted each round, until all of the worms are gone, and 
  multiple worms can be thrown at the same target in the same round.  
   
  The worm must roll “to hit” (as a 4d8 hit die creature); if successful, it will 
  burrow into the skin of the victim in but a single round. During this time, the 
  worm can be destroyed by cold steel, holy water, or some blessed object such 
  as a holy symbol. Otherwise, it will burrow through the body into the brain of 
  the victim, killing the victim within 1d4 rounds. During this time, only the spells 
  remove curse or cure disease will destroy the worm. Neutralize poison or dispel 
  evil will halt its progress for 1d6x10 minutes, after which time it will resume its 
  journey. Once it slays its victim, they will rise immediately as a son of chaos as 
  the worm begins to spawn. If it misses its attack, the worm is easily destroyed 
  (this destruction is automatic if the target is anything but unconscious or 
  paralyzed). 
   
  This spell cannot be cast underwater.  
      
  Corpse 
  Corpse 
  Corpse 
  Corpse RRRRoad
  oad
  oad
  oad    
   
  Level 2 necromancer spell (necromantic) 
  Requires: incantation, gestures, bell, soot 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to temporarily nullify the effects of a burial 
  ceremony, consecrate ground ceremony, or rest eternal ceremony spell. For 
  consecrated ground, the spell will create a path some 10’ wide and 10’ long 
  per level of the caster, through which undead (or other creatures) will be able to 
  travel without effect for 10 minutes plus 1 minute per level of the caster. If a 
  particular grave site (or multiple sites) are within the path, the effects of the 
  burial ceremony or rest eternal ceremony are nullified during the duration of 
  the spell as well. The soot is hurled on the ground and is lost, but the bell can be 
  reused. The spell cannot be cast underwater.  
      
  Danse 
  Danse 
  Danse 
  Danse M
  M
  M
  Mac
  ac
  ac
  acabre
  abre
  abre
  abre    
   
  Level 5 necromancer spell (enchantment/charm) 
  Requires: incantation, gestures, flute or drum 
  Casting time: varies 
   
  This spell allows the caster to attempt to compel those within range of the spell 
  to literally dance themselves to death. While the caster plays the flute or drum 
  (which must be maintained during the entire casting of the spell), all those 
  within 20’ must make a saving throw vs. spells. Failure indicates they are 
  swayed by the effects of the tune and they begin dancing. Those who are 
  dancing can attack, but with a -4 penalty “to hit”, and then only against those 
  enemies who are within a 10’ radius of their position, as the danse macabre 
  does not allow them to move beyond that radius. For each round they dance, 
  those affected will suffer 1d3 h.p. of damage plus 1 cumulative for every round 
  the dance has gone on. EXAMPLE: On the first round, a victim will take 1d3 
  h.p. of damage. On the second, he will take an additional 1d3+1. On the third, 
  he will take 1d3+2. And so forth. Once begun, the danse macabre can only be 
  halted by the caster taking damage (which harms his concentration and halts 
  the spell); he can walk normally, but not cast spells or attack while maintaining 
  concentration. It can only be cast underwater within the area of effect of an airy 
  water spell. 
   
  Those with 8 or more hit dice get a +4 bonus to their saving throw. Those with 
  12 or more hit dice get a second saving throw on the second round the spell is 
  in effect, again with a +4 bonus.  
      
  Darkness
  Darkness
  Darkness
  Darkness, 15’ Radius
  , 15’ Radius
  , 15’ Radius
  , 15’ Radius    
   
  Level 1 necromancer spell (alteration) 
  Requires: gestures, bat fur, pitch or coal 
  Casting time: 12 seconds (2 segments) 
   
  This spell creates an area of complete and total darkness in a globe some 15’ in 
  radius. The globe can be centered on any point within 10’ per experience level 
  of the caster, and will last for 10 minutes plus 1 minute per level. No sort of 
  vision, magical or natural, will function within the globe, but a light spell will 
  cancel out a darkness spell, and vice versa, so that normal light sources will 
  function. Continual light will overwhelm the darkness spell, and light the area 
  without the need for conventional light sources. The spell requires a bit of the fur 
  of a bat and a small piece of either pitch or coal.  
      
   
   
  Deat
  Deat
  Deat
  Death F
  h F
  h F
  h Fog
  og
  og
  og    
   
  Level 6 necromancer spell (evocation) 
  Requires: incantation, gestures, powdered peas, powdered hoof, acid 
  Casting time: 36 seconds (6 segments) 
      
  This spell summons a dense bank of mist that obscures all vision, including 
  infravision, beyond 2’. The fog will occupy one cube 20’ on a side per 
  experience level of the caster (thus a 12th level caster would create an area of 
  fog twelve 20’ cubes in size), and will remain for 1-4 minutes plus 1 minute per 
  level. The fog can be made to appear up to 30’ away from the caster. It can 
  only be blown away by the strongest of winds, and those entering the area will 
  only be able to move at 1/10th of their normal movement rate, and gust of 
  
  Darker Paths 1: The Necromancer 
   
  9 
  wind will not affect death fog. The fog is also highly acidic; the fog will kill 
  grass and flowers in but 2 minutes, bushes in 4 minutes, saplings in 8 minutes, 
  and large trees in 16 minutes. Animals and other creatures will take increasing 
  amounts of damage each minute they are exposed to its mists: 1 h.p. in the first 
  minute, 2 h.p. in the second, 4 h.p. in the 3rd, and 8 h.p. per minute for every 
  minute thereafter. This spell requires a pinch of powdered peas, powdered 
  animal hoof, and a drop of strong acid.  
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell. 
   
  Death M
  Death M
  Death M
  Death Mask
  ask
  ask
  ask    
   
  Necromancer cantrip (alteration) 
  Requires: incantation, gestures, wax mask 
  Casting time: 6 seconds (1 segment) 
   
  This cantrip allows the caster to transform a blank waxen mask into a near-
  perfect replica of the face of a corpse that is at hand. The corpse must be able 
  to be touched, as the wax must be pressed against the flesh of the corpse’s 
  face. Once pressed, the wax mask’s visage is permanent, unless destroyed by 
  some outside force, excessive heat, etc.  
      
  Death R
  Death R
  Death R
  Death Rattle
  attle
  attle
  attle    
   
  Necromancer cantrip (necromantic) 
  Requires: incantation, gesture 
  Casting time: 2 seconds 
   
  This cantrip allows the caster to force a corpse (and it must be a corpse with a 
  relatively intact torso and head; a skeleton will not do) to utter a low haunting 
  moan similar to that caused by the expelling of natural gasses within a corpse. 
  This rattle will have the effect of startling anyone within 10’ who was not 
  expecting it, giving them a +1 penalty to initiative, if applicable.  
      
  Death S
  Death S
  Death S
  Death Spell
  pell
  pell
  pell    
   
  Level 5 necromancer spell (necromantic) 
  Requires: incantation, gestures, crushed black pearl 
  Casting time: 36 seconds (6 segments) 
   
  This spell will kill a number of creatures in the area of effect, which is 25 square 
  feet per level of the caster, centered on a point 10’ away from the caster per 
  level. The number of creatures that can be slain depends on their hit dice. The 
  game master should roll 4d20. That indicates the number of hit dice worth of 
  creatures that are slain; creatures with fewer hit dice are killed first, and 
  remainders that are not large enough to cover all of the hit dice of a creature 
  are ignored. EXAMPLE: A necromancer casts the death spell on a group of 41 
  orcs led by a 7th-level fighter. He rolls a 46 to determine how many hit dice the 
  spell affects. All 41 orcs are killed, leaving 5 hit dice remaining. However, since 
  the fighter has 7 hit dice, he is not affected by the spell, as it does not have 
  sufficient killing power left to do him in.  
   
  Creatures with more than 8 hit dice are not affected, but creatures with 8 hit 
  dice or less do not get a saving throw against the spell. It will not affect the 
  undead, lycanthropes, or creatures from other planes of existence. The spell 
  requires a crushed black pearl of not less than 1,000 g.p. value.  
      
  Defilement
  Defilement
  Defilement
  Defilement    
   
  Level 3 necromancer spell (abjuration) 
  Requires: incantation, gestures, feces or blood 
  Casting time: 3 minutes 
   
  This spell allows the caster to permanently undo the effects of a consecrate 
  ground ceremony spell. An area up to 100 square yards for every 3 levels of 
  the caster may be so defiled. Any burial ceremony or rest eternal ceremonies 
  that had been carried out within the area of effect will likewise be nullified. The 
  spell requires that a quantity of blood or feces be sprinkled on the area to be 
  defiled.  
      
  Detect A
  Detect A
  Detect A
  Detect Animated 
  nimated 
  nimated 
  nimated DDDDead
  ead
  ead
  ead    
   
  Level 1 necromancer spell (divination) 
  Requires: incantation, gestures, bone dust 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to discern the presence of animated skeletons and 
  zombies within a beam some 10’ wide and 10’ long per level of the caster. No 
  other undead will be detected by the spell, and the caster must maintain 
  concentration. Concentration may be maintained for a maximum of 30 seconds 
  per experience level of the caster. It requires concentration such that the caster 
  can only cover a 60° arc in one minute (i.e., it would take a full 6 minutes for 
  the caster to turn around completely while actively detecting animated dead). 
  The caster will be able to discern whether it is a skeleton or zombie that is 
  detected 40% of the time. If he fails the roll, the answer will simply be cloudy; a 
  false result will not be returned. The bone dust is tossed into the air as the spell 
  is cast, and is thus not re-usable. This spell may not be cast underwater.  
      
  Detect B
  Detect B
  Detect B
  Detect Bones
  ones
  ones
  ones    
   
  Necromancer cantrip (divination) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip allows the caster to detect the presence of the bones of some dead 
  person within a beam some 10’ wide and 10’ long. It will work through soil, 
  stone, etc. It will not work on the bones of living individuals, and will only work 
  for 1 minute. It is useful in detecting unmarked grave sites. It will work on bones 
  still covered in flesh, as long as the flesh is dead.  
      
  Detect G
  Detect G
  Detect G
  Detect Good
  ood
  ood
  ood    
   
  Level 1 necromancer spell (divination) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to detect strong sources of good, whether from 
  individuals, enchanted objects, etc. The caster creates a “beam” of detection 
  10’ wide and 90’ long, which functions in whatever direction he is facing. The 
  spell lasts for ten minutes plus five minutes per level of the caster, and requires 
  concentration such that the caster can only cover a 60° arc in one minute (i.e., 
  it would take a full 6 minutes for the caster to turn around completely while 
  actively detecting good). Neutral items such as traps or animals cannot be 
  detected, unless they have some actively good magical component (such as a 
  trap which releases a deva; the spell would enable detection of the deva, but 
  not the trap itself). The degree of the good at hand can, generally, be 
  determined via this spell; slight, average, great, enormous. If the latter category 
  (only), there is a 10% chance per level of the caster that the type of good 
  (lawful, neutral, or chaotic) will also be detectable. 
  
  AAAADVENTURES 
  DVENTURES 
  DVENTURES 
  DVENTURES DDDDARK AND 
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  ARK AND DDDDEEP
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  EEP
  EEP    
   
  10 
      
  Detect L
  Detect L
  Detect L
  Detect Life
  ife
  ife
  ife    
   
  Level 2 necromancer spell (divination) 
  Requires: incantation, gestures 
  Casting time: 1 minute 
   
  This spell will detect even the faintest signs of life in any creature, both of 
  animal and vegetative nature. Only a single “corpse” can be targeted by the 
  spell, and it must be within 10’ per level of the caster, with an inch of wood or 
  stone, or 2’ of earth, each counting as 10’ of open space for range 
  determination. This spell will reveal life in those affected by spells such as feign 
  death, as well as more ordinary coma, paralysis, suspended animation, those 
  who are travelling on the astral or ethereal planes, etc. The spell will last for 5 
  minutes.  
      
  Detect T
  Detect T
  Detect T
  Detect Tomb
  omb
  omb
  omb    
   
  Level 3 necromancer spell (divination) 
  Requires: incantation, gestures  
  Casting time: 1 minute 
   
  This spell allows the caster to determine whether or not the burial place, or the 
  intended burial place, of someone is within the area of effect. The caster creates 
  a “beam” of detection 10’ wide and 90’ long, which functions in whatever 
  direction he is facing. The spell lasts for one minute per level of the caster, and 
  requires concentration such that the caster can only cover a 60° arc in one 
  minute (i.e., it would take a full 6 minutes for the caster to turn around 
  completely while actively searching for tombs). The beam will detect any 
  intentional burial place, regardless of structure or type. It need not be an 
  elaborate crypt to be detected; an ordinary dug grave will also be detected by 
  means of this spell, as long as it is within the area of effect. It will under no 
  circumstances give any indication as to the nature of the tomb, its contents or 
  inhabitants, or even the means by which it may be entered.  
      
  Detect U
  Detect U
  Detect U
  Detect Undead
  ndead
  ndead
  ndead    
   
  Level 3 necromancer spell (divination) 
  Requires: incantation, gestures, wormwood, grave dirt 
  Casting time: 1 minute 
   
  This spell allows the caster to detect the presence of any undead creature, from 
  skeletons to ghosts to vampires, within the area of effect. The caster creates a 
  “beam” of detection 10’ wide and 90’ long, which functions in whatever 
  direction he is facing. The spell lasts for one minute per level of the caster, and 
  requires concentration such that the caster can only cover a 60° arc in one 
  minute (i.e., it would take a full 6 minutes for the caster to turn around 
  completely while actively detecting undead). The caster also has a 5% chance 
  per level of determining the type of undead that is detected. The spell requires a 
  pinch of wormwood and a pinch of grave dirt, both of which are lost as the 
  spell is cast.  
      
  Dig G
  Dig G
  Dig G
  Dig Grave
  rave
  rave
  rave    
   
  Level 1 necromancer spell (alteration) 
  Requires: incantation, gestures, model shovel 
  Casting time: 2 minutes 
   
  This spell allows the caster to create a rectangular hole some 7’ long, 3’ wide, 
  and 7’ deep. The grave can only be dug in loose soil, sand, gravel, etc.; it 
  cannot be used to create a hole in stone, marble, wood, cement, etc. The earth 
  removed from the hole will be piled adjacent to the hole; it does not simply 
  disappear. The shovel can be re-used.  
      
  Ectenic B
  Ectenic B
  Ectenic B
  Ectenic Blast
  last
  last
  last    
   
  Level 1 necromancer spell (evocation) 
  Requires: incantation, gestures 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to issue forth a bolt of pure ectenic force. This force 
  will strike one single target within 30’ of the caster plus 5’ per experience level. 
  Those struck by the ectenic blast will take 1d4 h.p. of damage plus 1 h.p. per 
  level of the caster, as well as being knocked back 2’ per level of the caster. 
  EXAMPLE: A 5th level necromancer would cause 1d4+5 h.p. of damage and 
  knock a victim back 10’. If there is no room to be knocked back, the target will 
  take an additional 1 h.p. per foot that it could not be knocked back. EXAMPLE: 
  If the same necromancer attacked a target standing 4 feet from a wall, that 
  person would take an additional 6 h.p. of damage, since he should have been 
  knocked back 10’, but could only go back 4’.  
      
  Ectoplasm
  Ectoplasm
  Ectoplasm
  Ectoplasmic Wall
  ic Wall
  ic Wall
  ic Wall    
   
  Level 2 necromancer spell (necromantic) 
  Requires: gestures, gauze 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to create a barrier of pure ectoplasm, which is the 
  basic substance of incorporeal undead. Ectoplasm is a gauzy, semi-translucent 
  material with a jelly-like consistency. The barrier can be up to 20 square feet 
  per level of the caster (and is approximately an inch in thickness), and can 
  appear 10’ distant for each level of the caster. EXAMPLE: A 7th level caster 
  could create a wall some 10’ high and 14’ wide. It will last up to 5 minutes plus 
  1 minute per level of the caster. The ectoplasmic wall will slow down regular 
  living creatures, causing them to spend 12 seconds (2 segments) in crossing the 
  barrier (treat this as a +2 penalty to initiative if in a melee situation and one or 
  more combatants must cross the barrier). Missiles fired through the wall will 
  have a -2 penalty “to hit”. Corporeal undead such as vampires and skeletons 
  will be delayed for twice as long as mortal creatures. Non-corporeal undead 
  such as specters will be slowed down three times as long as mortal creatures. 
  The spell requires the caster place a small square of gauze in his mouth, 
  whence the (non-)substance of the ectoplasmic wall then emerges.  
      
  Embalm
  Embalm
  Embalm
  Embalm    
   
  Necromancer cantrip (necromantic) 
  Requires: incantation, gestures 
  Casting time: 3 seconds 
   
  This cantrip allows the caster to protect a dead body from putrefaction and 
  decay for up to 1 day. As the blood in the body is transformed into a yellowish 
  fluid, it also renders the body inedible to creatures such as ghouls, rats, and 
  vampires for that time. It has no effect on living creatures.  
      
  Empty 
  Empty 
  Empty 
  Empty TTTTomb
  omb
  omb
  omb    
   
  Level 3 necromancer spell (illusion/phantasm) 
  Requires: incantation, gestures, smoked glass 
  Casting time: 3 minutes 
   
  This spell will create the illusion (including visual, auditory, touch, and where 
  applicable olfactory components) that a given tomb, crypt, grave, etc. has been 
  looted and is otherwise unoccupied. The area affected can be up to 100 square 
  feet per level of the caster, and will last for 10 minutes per level of the caster. 
  Within the area, any chests will appear open and empty, sarcophagi or coffins 
  empty, and all items of value will be missing. Any undead in the area will not 
  be seen by those under the influence of the illusion. If they should attack, 
  
  Darker Paths 1: The Necromancer 
   
  11 
  however, the illusion will be dispelled. The spell requires a lens-shaped piece of 
  glass some 3” in diameter, which is destroyed by the casting of the spell.  
      
  Enchant an 
  Enchant an 
  Enchant an 
  Enchant an IIIItem 
  tem 
  tem 
  tem     
   
  Level 6 necromancer spell (alteration) 
  Requires: incantation, gestures, other (see spell description) 
  Casting time: special (see spell description) 
   
  This spell is vital in the construction of magic items. The exact material 
  components required depends on the nature of the magic item being 
  constructed; a cloak of displacement, for instance, would require the pelt of a 
  displacer beast. More information on the process can be found in the Creating 
  Magical Items section in the AAAADVENTURES 
  DVENTURES 
  DVENTURES 
  DVENTURES DDDDARK AND 
  ARK AND 
  ARK AND 
  ARK AND DDDDEEP
  EEP
  EEP
  EEP™
  ™
  ™
  ™ Players Manual.  
   
  This spell requires that the caster be sequestered with the item to be enchanted 
  for a period of 8d8+16 hours, but with the proviso that he can never work 
  more than 8 hours per day (thus, the actual time required for this spell to be 
  competed is 3-10 days). During this entire period, the item being enchanted 
  can never be more than 1’ away from the caster, the magical work cannot be 
  in any way interrupted, and the caster cannot cast any other spells. At the end 
  of the proscribed period, the caster must make a saving throw vs. spells (with a 
  maximum bonus of +3 due to magical items or other factors that provide such 
  bonuses and a roll of 1 on the die indicating an automatic failure). Success 
  means that the item is ready to receive whatever other enchantments the caster 
  intends to imbue it with.  
   
  Certain magical items also use this spell as part of the recharging process. If 
  that is the case, it will be noted in the item’s description in the AAAADVENTURES 
  DVENTURES 
  DVENTURES 
  DVENTURES DDDDARK 
  ARK 
  ARK 
  ARK 
  AND 
  AND 
  AND 
  AND DDDDEEP
  EEP
  EEP
  EEP™ Game Masters Toolkit. 
   
   
  Essential S
  Essential S
  Essential S
  Essential Salts
  alts
  alts
  alts    
   
  Level 3 necromancer spell (necromantic) 
  Requires: incantation, gestures, balm (see below) 
  Casting time: 10 minutes 
   
  This spell allows the caster to reduce any single corpse of man-size or smaller to 
  its component “essential salts”, which can then be transported easily and used 
  in lieu of an actual corpse in any sort of spell that would otherwise require such, 
  such as animate dead or speak with the dead. Even spells such as raise dead 
  can use the essential salts of the individual rather than the actual corpse; the 
  living body will be reconstituted from the salts themselves, with the missing flesh 
  miraculously reforming in but a trice. If the salts themselves or a significant 
  portion (10% or more) are lost, then the magic is lost and the salts cannot be 
  used for their intended purpose. To reduce a body to its essential salts requires 
  it be slathered in a special balm made of animal fat, alum, brine, volcanic ash, 
  and salt. A typical man-sized creature will be reduced to 4 lbs. or so of salts. If 
  the spell is cast underwater, the corpse immediately dissolves into the water 
  around it, destroying it utterly. It cannot be cast upon any animate creature, 
  whether it be living or undead.   
      
  Eyes of the D
  Eyes of the D
  Eyes of the D
  Eyes of the Dead
  ead
  ead
  ead    
   
  Level 1 necromancer spell (necromantic) 
  Requires: incantation, gestures, lizard or frog eye 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to create a special link between himself and a single 
  undead creature. The creature in question must be touched by the caster 
  (although no adverse effects of such contact will take place; no level drains, 
  etc.). Once touched, the caster will be able to see everything that is within the 
  visual range of the undead creature, for a duration of 1 hour per level of the 
  caster. If the creature is slain, the connection will be lost. The spell requires that 
  the caster swallow the eye of a lizard or frog.  
   
  Fast Z
  Fast Z
  Fast Z
  Fast Zombie
  ombie
  ombie
  ombie    
   
  Level 2 necromancer spell (necromantic) 
  Requires: incantation, gestures, quicksilver 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to improve the speed of zombies and monster 
  zombies. Speed is increased to 120’/min., and the creatures roll initiative 
  normally (they no longer automatically strike last in the round). The spell 
  requires that a dab of quicksilver be applied to the forehead of each zombie to 
  be affected. The effect lasts for 1 hour plus 10 minutes per level of the caster, 
  and can be applied to 1 zombie per level of the caster. 
   
  Feign D
  Feign D
  Feign D
  Feign Death
  eath
  eath
  eath    
   
  Level 2 necromancer spell (necromantic) 
  Requires: incantation, gestures 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to create a state of catatonia that is indistinguishable 
  from death. The person so affected is fully conscious of his surroundings, but the 
  senses of sight and touch are dead (hearing and smell are unaffected). Any 
  damage suffered to the “body” for the duration of the spell is reduced by half, 
  and paralysis and level draining attacks, etc. will have no effect. If the “body” is 
  poisoned while the spell is in effect, the venom will have no effect, but will take 
  effect once the duration of the spell is over. The caster of the spell can end its 
  effects at will, but it will take a full minute for the target to regain the use of his 
  body. This spell lasts for twelve minutes plus one minute per level of the caster.  
   
  
  AAAADVENTURES 
  DVENTURES 
  DVENTURES 
  DVENTURES DDDDARK AND 
  ARK AND 
  ARK AND 
  ARK AND DDDDEEP
  EEP
  EEP
  EEP    
   
  12 
  Friends with the 
  Friends with the 
  Friends with the 
  Friends with the DDDDead
  ead
  ead
  ead    
   
  Level 4 necromancer spell (enchantment/charm) 
  Requires: incantation, gestures, grave dirt 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to envelop himself in an aura that makes undead 
  creatures more amenable to him and less inclined to see him as a victim (or 
  food) than they otherwise might. 2 hit dice worth of undead per level of the 
  caster may be so affected, as long as they are all within an area 10’ in radius, 
  which can be centered on a point up to 10’ per level of the caster distant. 
  Mindless undead such as skeletons and zombies will be unaffected, but most 
  other undead will need to make a saving throw vs. magic. Failure indicates that 
  they will accord the caster respect, not attack him, and otherwise be more 
  inclined to treat him favorably than they otherwise might. If they are successful 
  in their saving throw, they will not be more resentful or hostile than they 
  otherwise might have been. The spell requires that the caster mark his forehead 
  with dirt taken from a grave.  
      
  Funeral 
  Funeral 
  Funeral 
  Funeral SSSShroud
  hroud
  hroud
  hroud    
   
  Level 2 necromancer spell (evocation) 
  Requires: incantation, gestures, muslin 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to envelop an enemy in a funeral shroud, which will 
  wrap around him and eventually suffocate him. The victim must be within 10’ of 
  the caster, who must successfully hurl a square of muslin cloth on him (“to hit” 
  AC 9, regardless of the armor worn by the target, but adjustments for dexterity, 
  quickness, etc. apply). If successful, the victim is entitled to a saving throw vs. 
  magic. Failure indicates that the victim is wrapped in a gauzy shroud, which 
  both pins his arms and legs and covers his head and mouth, preventing 
  breathing. Unless aided, such victims will die within 1d4+3 rounds from 
  suffocation. Cutting an opening for air requires but a single segment. Removing 
  the shroud entirely takes a complete round.  
      
  Gaseous F
  Gaseous F
  Gaseous F
  Gaseous Form
  orm
  orm
  orm    
   
  Level 4 necromancer spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell will cause the caster to become as mist or smoke, allowing him to 
  travel up to 30’ per minute, and able to enter any space that is not air tight. The 
  spell gust of wind, and strong winds and breezes, will blow a person in 
  gaseous form around, of course. Anyone in gaseous form is immune to all 
  normal and most magical attacks; only magical fire or lightning will affect such 
  a person. The effect will last for 10+1d10 minutes, maximum. 
      
  Geas
  Geas
  Geas
  Geas    
   
  Level 6 necromancer spell (enchantment/charm) 
  Requires: incantation 
  Casting time: 24 seconds (4 segments) 
   
  This spell (pronounced “gesh”) enables the caster to impose upon some creature 
  (by touch) a powerful compulsion to undertake, or refrain from, some action. 
  The target of the geas must be conscious and intelligent, and is not entitled to a 
  saving throw. The exact nature of the geas is left to the caster, but great care 
  must be taken in its composition; if it is vague or otherwise improperly formed, 
  it will have no effect. A geas cannot be cast that compels the victim to suicide or 
  certain death, but nothing says that the object of the geas cannot be dangerous 
  (even very much so). For each week that the target of the geas attempts to 
  ignore or circumvent the compulsion or twist the meaning of its words, it will 
  lose 2 points of strength and must roll 1d4. On a roll of 1, the target will die. 
  (Once the victim is back to fulfilling the geas, his strength will return at a rate of 
  2 points per week.) The geas can only be eliminated by fulfilling its conditions, 
  or the casting of a wish spell. 
      
  Ghastly 
  Ghastly 
  Ghastly 
  Ghastly RRRReek
  eek
  eek
  eek    
   
  Level 2 necromancer spell (alteration) 
  Requires: incantation, gestures, rotting flesh 
  Casting time: 12 seconds (2 segments) 
   
  This spell surrounds the caster with a cloud of stench that recalls moldering 
  corpses; anyone within a 10’ radius must make a saving throw vs. poison or 
  have a -2 penalty “to hit” until they leave the area. The effect lasts for 4 minutes 
  plus 1 minute per level of the caster. The spell requires that a bit of rotting flesh 
  be hurled into the air.  
      
  Ghostly F
  Ghostly F
  Ghostly F
  Ghostly Fear
  ear
  ear
  ear    
   
  Level 6 necromancer spell (necromantic) 
  Requires: incantation, gestures 
  Casting time: 36 seconds (6 segments) 
   
  This spell creates an aura of fear similar to that caused by a ghost. Anyone 
  within 30’ of the caster must make a saving throw vs. magic. Failure indicates 
  the creature will age 10 years and flee in terror for 2d6 rounds. Clerics of 7th 
  level or higher are immune and all creatures of 9th level (or with 9 hit dice) and 
  above get a bonus of +2 to their saving throw. 
      
  Ghoul’s T
  Ghoul’s T
  Ghoul’s T
  Ghoul’s Touch
  ouch
  ouch
  ouch    
   
  Level 3 necromancer spell (necromantic) 
  Requires: incantation, gesture, ghoul flesh 
  Casting time: 18 seconds (3 segments) 
   
  This spell enables the caster to paralyze one human or demi-human (except 
  elves) by touch who fails their saving throw vs. paralyzation. This effect will last 
  for 1d6 rounds. A bit of ghoul flesh is needed, which is destroyed as the spell is 
  cast. Naturally, a successful “to hit” roll is required.  
      
  Heal 
  Heal 
  Heal 
  Heal ZZZZombie
  ombie
  ombie
  ombie    
   
  Level 2 necromancer spell (necromantic) 
  Requires: incantation, gestures 
  Casting time: 12 second (2 segments) 
   
  This spell allows the caster to heal damage on a single zombie. 1d12 h.p. of 
  damage is restored upon the caster’s touch. The zombie can never be brought 
  to more than its original hit point total.  
      
  Hold P
  Hold P
  Hold P
  Hold Portal
  ortal
  ortal
  ortal    
   
  Level 1 necromancer spell alteration) 
  Requires: incantation 
  Casting time: 6 seconds (1 segment) 
   
  This spell will cause any doors, gates, shutters, etc. within the area of effect to 
  hold fast as if they were locked and barred. The spell affects all portals within 
  an area 80 square feet per level of the caster, as long as they are within 20’ 
  per level of the caster. The effect lasts for 1 minute per level of the caster. Such 
  held portals can still be destroyed through normal means, of course, and the 
  magic will be ineffectual against extra-planar creatures (angels, devils, etc.), 
  other casters four or more experience levels higher than the caster (who can 
  open the portal without resort to any sort of spell on their part), or a knock or 
  dispel magic spell. 
  
  Darker Paths 1: The Necromancer 
   
  13 
      
  Hold 
  Hold 
  Hold 
  Hold UUUUndead
  ndead
  ndead
  ndead    
   
  Level 2 necromancer spell (necromantic) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  The hold undead spell enables the caster to magically hold in place, completely 
  frozen and unable to move, up to two hit dice “worth” of corporeal undead per 
  level, for four minutes plus one minute per level of the caster. The targets must 
  be within 60’ of the caster, and each gets a saving throw vs. spells. A successful 
  saving throw means the spell is ineffectual for the individual concerned. If the 
  spell is somehow only partially effective (as with a ring of spell turning), it will 
  function as a slow spell.  
      
  Into the G
  Into the G
  Into the G
  Into the Grave
  rave
  rave
  rave    
   
  Level 4 necromancer spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to physically sink into the ground and enter a sort of 
  protective stasis, as long as he does so in a spot which serves as a grave, crypt, 
  etc. The grave in question can be up to 20’ deep in soil or sand or 10’ in stone 
  or brick. The caster may then remain there, safe in the borrowed grave, for up 
  to 1 hour per experience level. He must specify the time interval prior to casting 
  the spell. While thus protected in his grave, the caster is aware but unable to 
  move or cast spells; only such purely mental exercises such as telepathy will be 
  of any use. If the grave is disturbed or opened while he is there, his body will 
  be discovered atop that of the actual inhabitant of the grave, and he will need 
  1d3 rounds to recover, if his pre-set restoration time has not yet arrived. When 
  the time does arrive, the caster’s body will be magically transported back 
  through the earth to its previous location on top of the grave. If it is occupied, 
  he can appear up to 10’ distant per level (determine direction randomly). If no 
  free space exists at the time he has set to return, he will simply awaken within 
  the grave, fully conscious and unable to free himself unless he has some sort of 
  magical means of egress.  
      
  Invisibility to U
  Invisibility to U
  Invisibility to U
  Invisibility to Undead
  ndead
  ndead
  ndead    
   
  Level 1 necromancer spell (illusion/phantasm) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to touch one creature, who will then be immune from 
  attack by any type of undead creature that fails to make a saving throw vs. 
  spells (if the beneficiary of the spell is of lawful neutral, neutral, or chaotic 
  neutral alignment, the saving throw is made with a -2 penalty). Each type of 
  undead rolls a separate saving throw (vampires, skeletons, ghouls, etc.), rather 
  than each individual creature. Failure indicates that all undead of that type will 
  simply overlook and ignore the beneficiary of the invisibility to undead spell. 
  Attacks that affect an area (such as a fireball spell) will still have full effect, 
  however. The creature or person who is benefitting from the spell can take no 
  offensive action (including using weapons, casting offensive spells, etc.). 
  Neutral or beneficial spells (such as feign death or cure light wounds) can be 
  cast without voiding the spell. The spell lasts for 6 minutes. 
      
  Iron S
  Iron S
  Iron S
  Iron Skeleton
  keleton
  keleton
  keleton    
   
  Level 2 necromancer spell (alteration) 
  Requires: incantation, gestures, iron filings, bone dust 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to make the bones of skeletons (whether animated or 
  not) hard as iron (the bones do not actually become iron, however, so weight is 
  unaffected, they are not suddenly affected by magnetism, etc.). In the case of an 
  animated skeleton, this has the effect of changing the creature’s armor class 
  from 7 to 2. Up to 1 skeleton for every 2 levels of the caster can be affected, as 
  long as all are within a 60’x60’ area centered on a point no further than 120’ 
  from the caster. If there are more skeletons within the area than can be affected 
  by the spell, the caster may decide which are to be affected. The effect will last 
  for 10 minutes plus 1 minute per level of the caster. It has absolutely no effect 
  on skeletons of living creatures, and if cast on an undead creature other than 
  an animated skeleton, it will have no effect. The iron filings and bone dust are 
  hurled into the air and are lost as the spell is cast. The spell cannot be cast 
  under water except within the confines of an airy water spell. 
      
  Kiss of the V
  Kiss of the V
  Kiss of the V
  Kiss of the Vampire
  ampire
  ampire
  ampire    
   
  Level 7 necromancer spell (necromantic) 
  Requires: incantation, gestures, dirt from a vampire’s grave 
  Casting time: 42 seconds (7 segments) 
   
  This spell allows the caster to touch one individual with his mouth (kiss, bite, 
  etc.) and thereby drain 2 energy levels (or hit dice, as applicable) from that 
  person. If the victim is unwilling, a regular “to hit” roll is required. If the hit 
  misses, the spell is spoiled. The spell must be used in the same round as the 
  casting began. Anyone who is completely drained of life energy by this spell 
  will become a vampire one day after being buried. The caster does not gain 
  any benefit from the draining of the levels.  
      
  Lich’s 
  Lich’s 
  Lich’s 
  Lich’s AAAAura
  ura
  ura
  ura    
   
  Level 7 necromancer spell (enchantment/charm) 
  Requires: incantation, gestures, piece of a lich’s clothing 
  Casting time: 42 seconds (7 segments) 
   
  This spell allows the caster to take on the fear-inducing aura of a lich. Any 
  creature under 5 hit dice that catches sight of the caster will flee in terror for 
  2d6 rounds, unless a saving throw vs. spells is made. In addition, the touch of 
  the caster will paralyze the victim with fear for 2d12 rounds unless a saving 
  throw is made. The effect of the spell will last for 9 minutes plus 1 minute per 
  level of the caster. The small piece of clothing from a lich is destroyed in the 
  casting.  
      
  Living D
  Living D
  Living D
  Living Death
  eath
  eath
  eath    
   
  Level 4 necromancer spell (necromantic) 
  Requires: gesture 
  Casting time: 24 seconds (4 segments) 
   
  This spell will cause any one target creature to fall down “dead”. No amount of 
  physical or magical investigation, with the exception of the spell word of 
  knowledge, will reveal the fact that the victim is, in fact, still alive (detect life will 
  not work unless the caster is of a higher level than the caster who cast living 
  death). Magical attempts to bring the victim “back to life” (resurrection, raise 
  dead, etc.) will all seem to fail. The victim will remain thus for 12 hours plus 6 
  hours per level of the caster. It is thus quite possible for the victim to be buried 
  alive, awakening inside his own coffin under six feet of hard earth, only to 
  “die” a second death. The spell requires that the caster touch the victim; a 
  successful “to hit” roll will thus usually be required.  
      
  Livor 
  Livor 
  Livor 
  Livor M
  M
  M
  Mortis
  ortis
  ortis
  ortis    
   
  Level 2 necromancer spell (necromantic) 
  Requires: incantation, gestures, embalming fluid 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to simulate the effects of livor mortis; all of their 
  blood will seemingly stop circulating in the body and will sink to the lower 
  
  AAAADVENTURES 
  DVENTURES 
  DVENTURES 
  DVENTURES DDDDARK AND 
  ARK AND 
  ARK AND 
  ARK AND DDDDEEP
  EEP
  EEP
  EEP    
   
  14 
  extremities, causing them to turn purplish-blue (if visible). It can either be cast 
  upon the caster or upon someone the caster touches, and will last for 5 minutes 
  plus 1 minute per level of the caster. The most practical impact of this spell is 
  that slashing or piercing weapons such as swords, arrows, spears, etc. will only 
  do ½ damage to the recipient of the spell, and attacks or magic that would 
  normally cause bleeding (such as a weapon of wounding or the tail of a 
  barbed devil) will not do so. Even attacks aimed at the lower extremities will not 
  bleed, due to the nature of the enchantment. If the recipient of the spell is 
  brought to fewer than 0 hit points, they will not bleed and lose additional hit 
  points as long as the spell remains in effect. The spell requires a dab of 
  embalming fluid be placed on the chest near the heart.  
   
   
   
  Magic S
  Magic S
  Magic S
  Magic Scythe
  cythe
  cythe
  cythe    
   
  Level 7 necromancer spell (evocation) 
  Requires: incantation, gestures, miniature scythe 
  Casting time: 42 seconds (7 segments) 
   
  This spell brings into being an enchanted scythe made of energy from the 
  negative plane. This scythe will attack as a fighter of a level half that of the 
  caster (rounded down), and can operate up to 30’ away. The caster must 
  maintain concentration while the scythe is fighting; if concentration is broken 
  the scythe will simply remain motionless until the caster regains concentration or 
  the spell expires. The spell remains in effect for 1 round per level of the caster. 
  Any creature hit by the scythe will take 3d6 h.p. of damage (S/M) or 3d6+3 
  (L), and must make a saving throw vs. death. Failure indicates the scythe will 
  drain an additional 1d6 h.p. from the target, permanently (i.e., those additional 
  hit points can never be recovered by magic item, rest, or any spell other than 
  restoration or wish). The magic scythe can hit creatures normally hit only by +3 
  weapons, as well as those who are ethereal or astral. The spell requires that the 
  caster wield a miniature scythe of silver, worth at least 250 g.p., which is 
  destroyed as the spell itself expires.  
   
  Magic S
  Magic S
  Magic S
  Magic Sickle
  ickle
  ickle
  ickle    
   
  Level 5 necromancer spell (evocation) 
  Requires: incantation, gestures, miniature sickle 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to call into being a sickle-shaped weapon of 
  negative energy. The sickle will attack as a fighter of a level half that of the level 
  of the caster (rounded down), and can operate up to 30’ away. The caster must 
  maintain concentration while the sickle is fighting; if concentration is broken the 
  sickle will simply remain motionless until the caster regains concentration or the 
  spell expires. The spell remains in effect for 1 round per level of the caster. Any 
  creature hit by the sickle will take 1d10 h.p. of damage (S/M) or 1d8 h.p. of 
  damage (L), and must make a saving throw vs. death. Failure indicates the 
  sickle will permanently drain an additional hit point from the target, 
  permanently (i.e., those additional hit points can never be recovered by magic 
  item or rest, or any spell save restoration or wish). The magic sickle can hit 
  creatures normally hit only by +1 weapon, as well as those who are ethereal or 
  astral. The spell requires that the caster wield a miniature scythe of silver, worth 
  at least 50 g.p., which is destroyed as the spell itself expires. 
   
  Marked for 
  Marked for 
  Marked for 
  Marked for DDDDeath
  eath
  eath
  eath    
   
  Level 2 necromancer spell (necromantic) 
  Requires: incantation 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to mark one person, who must be within 30’ of the 
  caster, as being especially of interest to Death. That person will suffer a -2 
  penalty on all saving throws that are life-or-death in nature. Other saving 
  throws, failing which would not result in the death of the character, will not be 
  affected by the spell. In addition, where applicable, there is a +2 (or +10%, as 
  applicable) chance for deadly random events to beset the victim of this spell; 
  ornamental weapons “happen” to fall from their spot threatening to impale him, 
  a gate just “happens” to open and lose a stampede of bulls down a street the 
  victim is walking down, etc. In a situation where the victim is in a group, from 
  which a target is randomly selected for some gruesome fate, the victim would 
  have a 5% greater likelihood of being targeted. The game master should use his 
  discretion in such cases, but being the recipient of this spell should make life 
  much more “interesting”. It can be removed by a “remove curse” spell (or the 
  equivalent), but is otherwise permanent, at least until the victim expires.  
   
  Master 
  Master 
  Master 
  Master DDDDeath
  eath
  eath
  eath    
   
  Level 7 necromancer spell (necromantic) 
  Requires: incantation, gestures, black opal 
  Casting time: 7 minutes 
   
  This spell allows the caster to cheat death for a time. For the duration of this 
  spell the caster, or someone touched by him, will simply be unable to die. This 
  does not mean he is immune to pain or suffering, nor does it mean he is 
  invulnerable to injury or the effects of disease, but nothing will actually kill him. 
  In situations where the body would be instantly destroyed (lava, acid, etc.) will 
  simply be burned to a charred skeleton, which slowly regenerates its flesh. 
  Those brought to a hit point total less than 0 will simply hover at -9 h.p. until the 
  spell wears off. The spell will last 30 minutes per level of the caster, and will age 
  the caster by 2 years. It requires a black opal 1,000 g.p. in value or greater, 
  which is destroyed as the spell is cast.  
   
  
  Darker Paths 1: The Necromancer 
   
  15 
  Memento 
  Memento 
  Memento 
  Memento M
  M
  M
  Mori
  ori
  ori
  ori    
   
  Level 6 necromancer spell (necromantic) 
  Requires: incantation, spell, mirror 
  Casting time: 36 seconds (6 segments) 
   
  This spell compels the target to contemplate his own mortality, thereby affecting 
  him in some way. The spell requires that the victim have an intelligence of at 
  least 6, and be able to see the caster, who must be within 20’ and displays the 
  visage of the target in a mirror (the mirror can be re-used). The target is entitled 
  to a saving throw vs. paralyzation, just as if he was avoiding a gaze attack. If 
  the target sees his image, the reaction will depend on his intelligence. 
   
  Intelligence
  Intelligence
  Intelligence
  Intelligence    
  Effect
  Effect
  Effect
  Effect    
  0-5 
  None 
  6-7 
  Frozen in shock for 1d3 rounds 
  8-10 
  Run in fear for 1d3 rounds 
  11-12 
  Weeps for 1d6 rounds (no combat or spells) 
  13-14 
  Save vs. death (+4 bonus), or frightened to death 
  15-16 
  Save vs. death or frightened to death 
  17-18 
  Save vs. death (-4 penalty), or frightened to death 
  19-20 
  Weeps for 1d3 rounds (no combat or spells) 
  21+ 
  Insanely angry for 1d3 rounds (attack the nearest creature) 
   
  Necromancers are themselves immune to this spell, as are deities and outer 
  planes creatures of greater sort (generally, if they do not have a “turn as type” 
  rating, they are unaffected by the spell).  
   
  Mummy 
  Mummy 
  Mummy 
  Mummy RRRRot
  otot
  ot    
   
  Level 4 necromancer spell (necromantic) 
  Requires: incantation, spells, bandages from a mummy or mummy dust 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to infect any person he touches with the dreaded 
  mummy rot disease. This wasting affliction will be fatal in 1d6 months. During 
  that time however, it also has the following effects: 
   
  • 
  Victim loses 2 points of charisma per month, permanently 
  • 
  Cure spells and healing potions will not work on the victim 
  • 
  Victim heals wounds at only 1/10th of the normal rate 
   
  The disease can be cured only by a cure disease spell, but charisma losses will 
  not be restored. Those whom the disease kills can only be raised from the dead 
  if both a cure disease and a raise dead spell are cast within 1 hour of death.  
   
  Only one person can be so touched per use of the spell. A successful “to hit” 
  roll is required; if the roll fails, the spell is ruined.  
   
  Negative 
  Negative 
  Negative 
  Negative PPPPlane 
  lane 
  lane 
  lane SSSShield
  hield
  hield
  hield    
   
  Level 5 necromancer spell (evocation) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell calls forth a barrier of energy from the negative plane to shield the 
  caster. The shield appears as a large, dark translucent disc which seems to 
  whirl around of its own accord to intercept blows with incredible speed. The 
  barrier will give a bonus of 4 to the caster's armor class, but that is not the 
  spell's primary function, for the force with which it is created will drain the 
  physical and magical properties of any weapon that comes into contact with it. 
   
  Any successful hit against the caster, or an attack that misses but rolls within 4 
  of the required number "to hit", will in fact hit the shield.  EXAMPLE: A fighter 
  needs a 13 to hit a necromancer protected by a Negative plane shield spell. 
  Any attack that hits, or that misses but scores 9-12 will hit the shield and invoke 
  its effect upon the weapon. Note that a missed attack will still miss, even if it is 
  affected by the shield. 
   
  Any non-magical weapon which successfully strikes the caster must make an 
  immediate save vs. crushing blow with a -4 penalty. Failure indicates not only 
  that the weapon did not, in fact, hit, but that it shattered and is utterly useless as 
  a result of the blow. 
   
  Any magical weapon striking the shield must also make a saving throw against 
  crushing blow with a -4 penalty (although weapons get a +1 bonus for every 
  "plus" of their enchantment). If the item fails its saving throw, not only is the 
  caster unaffected by the blow, but the item in question will be permanently 
  drained of one "plus" of its enchantment. Thus, if a dagger +3 strikes the shield 
  instead of the intended target, and fails its saving throw (with a total -1 penalty: 
  -4 plus 3 for the dagger's enchantment), it will then become a dagger +2. 
  Nothing short of a wish spell will restore such an effect. Magical weapons 
  without "plusses" must save vs. crushing blow with no penalty or bonus. If they 
  fail, their enchantment is permanently lost. 
   
  Anyone attempting to strike someone protected by this spell in hand-to-hand 
  combat who strikes the shield or the caster must also make a saving throw 
  against spells. If they fail the saving throw, not only is the caster unaffected by 
  the strike, but the attacker will lose 1 hit point permanently, which cannot be 
  restored by magical healing, rest or any other means short of a wish or 
  restoration spell. 
      
  Pallor 
  Pallor 
  Pallor 
  Pallor M
  M
  M
  Mortis
  ortis
  ortis
  ortis    
   
  Necromancer cantrip (alteration) 
  Requires: incantation, gestures 
  Casting time: 2 seconds 
   
  This spell allows the caster to cause any person within 10’ to take on a deathly 
  pallor, with their skin becoming pale and waxy. This will lower their effective 
  charisma score by 1. The cantrip will wear off in 30 minutes, minus 1 minute 
  per level of the person affected.  
   
  Passtomb
  Passtomb
  Passtomb
  Passtomb    
   
  Level 4 necromancer spell (alteration) 
  Requires: incantation, gestures, powdered ghoul nail 
  Casting time: 24 seconds (4 segments) 
   
  This spell will cause a hole to appear in a nearby wall, some 5’ wide, 8’ high, 
  and 20’ deep. The target wall can be of stone, brick, wood, and/or plaster, but 
  must be within 30’ of the caster and must be part of a tomb, crypt, or other 
  burial structure. Metal walls (and gates, portcullises, etc.) are not affected. 
  Multiple spells can be cast to create deep passages through thick walls. The 
  passage will remain for 1 hour plus 10 minutes per level of the caster. The spell 
  requires a pinch of powdered ghoul nail, which is destroyed as the spell is cast.  
      
  Protection from 
  Protection from 
  Protection from 
  Protection from CCCCharnel 
  harnel 
  harnel 
  harnel DDDDisease
  isease
  isease
  isease    
   
  Level 2 necromancer spell (abjuration) 
  Requires: incantation, gestures, cloves, citrus fruit 
  Casting time: 12 seconds (2 segments) 
      
  This spell is proof against all grave or undead related diseases including, but 
  not limited to, mummy rot, diseases borne by the bite of giant rats, blood 
  infections caused by huecuvas, etc.). 1 person (either the caster or a person 
  touched by the caster) will be thus protected for 6 hours per level of the caster. It 
  will have no effect on already-extant diseases.  
   
  
  AAAADVENTURES 
  DVENTURES 
  DVENTURES 
  DVENTURES DDDDARK AND 
  ARK AND 
  ARK AND 
  ARK AND DDDDEEP
  EEP
  EEP
  EEP    
   
  16 
  Protection from Normal Missiles
  Protection from Normal Missiles
  Protection from Normal Missiles
  Protection from Normal Missiles    
   
  Level 4 necromancer spell (abjuration) 
  Requires: incantation, gestures, piece of tortoise/turtle shell 
  Casting time: 18 seconds (3 segments) 
   
  This spell provides complete invulnerability to non-enchanted missile weapons 
  such as arrows, sling bullets, crossbow bolts, spears, etc. With regard to larger, 
  siege-type weapons such as catapult stones and ballista bolts, it reduces the 
  damage done by 1 hit point per die of damage. The same goes for enchanted 
  missiles such as magical arrows, a +2 spear, etc. It provides no defense against 
  purely magical assaults such as the magic missile, fireball, or lightning bolt 
  spells.  
      
  Protection from 
  Protection from 
  Protection from 
  Protection from RRRRats
  ats
  ats
  ats    
   
  Level 1 necromancer spell (abjuration) 
  Requires: incantation, gestures, cat fur 
  Casting time: 6 seconds (1 segment) 
   
  This spell creates a barrier 15’ in radius around the caster, through which no 
  rat, giant rat, mouse, or any other rat-like creature can pass. Wererats must 
  make a successful saving throw vs. spells to be able to pass through the barrier. 
  It lasts for 3 rounds plus one round per level of the caster, and moves with him 
  as he moves about. It does not require concentration. The spell requires a bit of 
  cat fur which is lost as the spell is cast.  
      
  Protection from 
  Protection from 
  Protection from 
  Protection from UUUUndead I
  ndead I
  ndead I
  ndead I    
   
  Level 1 necromancer spell (abjuration) 
  Requires: incantation, gestures, powdered bone 
  Casting time: 12 seconds (2 segments) 
   
  This spell creates a magical shell of force around the recipient that extends 1’ 
  from his body (however, it will not move with the caster). This shell protects from 
  physical contact by non-intelligent undead constructs such as animated 
  skeletons, zombies, etc. and lasts for 3 minutes per level of the caster. In 
  addition to being proof against physical attack, the spell also affords the person 
  bearing its protection a +2 on any saving throws caused by attacks by such 
  creatures, and any attacks that do not involve direct physical contact (such as 
  missiles, etc.) incur a -2 on their rolls “to hit.” The spell requires that the caster 
  create a 3’ diameter circle of powdered bone from an animated skeleton. The 
  components are destroyed in the casting.  
      
  Protection from 
  Protection from 
  Protection from 
  Protection from UUUUndead II
  ndead II
  ndead II
  ndead II    
   
  Level 3 necromancer spell (abjuration) 
  Requires: incantation, gestures, mummy bandages/vampire dust/etc. 
  Casting time: 36 seconds (6 segments) 
   
  This spell has two effects. First, this spell creates a magical shell of force around 
  the recipient that extends 10’ from his body (however, it will not move with the 
  caster). This shell protects from physical contact by non-intelligent undead 
  constructs such as animated skeletons, zombies, etc. and lasts for 5 minutes per 
  level of the caster. In addition to being proof against physical attack, the spell 
  also affords the person bearing its protection a +2 on any saving throws caused 
  by attacks by such creatures, and any attacks that do not involve direct physical 
  contact (such as missiles, etc.) incur a -2 on their rolls “to hit.” 
   
  Second, it will create a similar magical shell of force around the recipient that 
  extends 1’ from his body. This shell protects from physical contact by any 
  corporeal undead such as wights, vampires, etc. and lasts for 3 minutes per 
  level of the caster. It is otherwise similar to the effect against skeletons and 
  zombies.  
   
  This spell requires that a circle of the powdered essence of some corporeal 
  undead such as a ghoul, vampire, etc. be sprinkled on the ground in a circle. It 
  is naturally lost as the spell is cast.  
      
  Protection from U
  Protection from U
  Protection from U
  Protection from Undead III
  ndead III
  ndead III
  ndead III    
   
  Level 5 necromancer spell (abjuration) 
  Requires: incantation, gestures, powdered iron and silver 
  Casting time: 1 minute 
   
  This spell has two effects. First, this spell creates a magical shell of force around 
  the recipient that extends 10’ from his body (however, it will not move with the 
  caster). This shell protects from physical contact by corporeal undead such as 
  ghouls, liches, etc. and lasts for 5 minutes per level of the caster. In addition to 
  being proof against physical attack, the spell also affords the person bearing its 
  protection a +2 on any saving throws caused by attacks by such creatures, and 
  any attacks that do not involve direct physical contact (such as missiles, etc.) 
  incur a -2 on their rolls “to hit.” 
   
  Second, it will create a similar magical shell of force around the recipient that 
  extends 1’ from his body. This shell protects from physical contact by any non-
  corporeal undead such as wraiths, ghosts, etc. and lasts for 3 minutes per level 
  of the caster. It is otherwise similar to the effect against corporeal undead.  
   
  This spell requires that a circle of a combination of powdered iron and silver be 
  sprinkled on the ground in a circle. It is naturally lost as the spell is cast.  
      
  Read Necromancer Magic
  Read Necromancer Magic
  Read Necromancer Magic
  Read Necromancer Magic (Unreadable Necromancer Magic)
   (Unreadable Necromancer Magic)
   (Unreadable Necromancer Magic)
   (Unreadable Necromancer Magic)    
   
  Level 1 necromancer spell (divination) 
  Requires: incantation, gestures, crystal prism, (pinch of dirt, drop of water) 
  Casting time: 1 minute 
   
  This spell allows the caster to understand magical writings, scrolls, and 
  inscriptions that are written in magical scripts used by necromancers. The spell 
  lasts for 2 minutes per level of the caster, and requires the use of a crystal prism 
  (which is not destroyed by the casting). When used on scrolls, spell books, etc. 
  the spell enables the caster to determine what is contained within (although 
  doing so usually triggers cursed scrolls and the like). A necromancer will never 
  need this spell to read his own spell book, of course, and once the spell is used 
  on a given piece of magical writing, it need not be used again (so, a 
  necromancer could use it to determine the contents of a magic scroll as long as 
  the scroll contained a necromancer spell, and then later, when he wishes to 
  actually use the scroll, would not need to cast read necromancer magic again). 
  The spell is never needed to read a spell that the necromancer himself has 
  inscribed. 
   
  The reverse of the spell, unreadable necromancer magic, will enable the caster 
  to render magical writings indecipherable, even by means of a read 
  necromancer magic spell, until it wears off or is dispelled.  
   
  Repair S
  Repair S
  Repair S
  Repair Skeleto
  keleto
  keleto
  keletonnnn    
   
  Level 1 necromancer spell (necromantic) 
  Requires: incantation, gestures, bone powder paste 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to repair damage done to an animated skeleton or 
  other skeletal undead such as an animal skeleton or skeleton lord. The caster 
  must have sufficient access to the beneficiary of the spell to be able to apply a 
  paste made of bone powder and water to the breaks and chips on the skeletal 
  form (it cannot be cast on a skeleton while in melee). Once this is done, the 
  skeleton (or skeletal undead) will recover 1d8 hit points of damage. Under no 
  circumstances will this spell raise the total number of hit points past its original 
  total.  
  
  Darker Paths 1: The Necromancer 
   
  17 
      
  Safe 
  Safe 
  Safe 
  Safe CCCCoffi
  offi
  offi
  offinnnn    
   
  Level 3 necromancer spell (abjuration) 
  Requires: incantation, gestures 
  Casting time: 1 minute 
   
  This spell allows the caster to disarm any and all mechanical traps on a single 
  coffin, sarcophagus, etc. As the spell is cast, they will simply pop open and 
  misfire, sometimes with an audible “sprong!” sound accompanying. The coffin 
  must be no larger than 200 cubic feet in size. Magical traps will not be tripped, 
  but will give off a tell-tale glow indicating their presence. Note that the spell will 
  not work on ordinary boxes, chests, etc. 
      
  Séance
  Séance
  Séance
  Séance    
   
  Level 2 necromancer spell (necromantic) 
  Requires: incantation, gestures 
  Casting time: 5 minutes 
   
  This spell allows the caster to summon the soul or spirit of a relative of someone 
  participating in the séance. Up to 12 people, plus the caster, can participate; 
  they all join hands while the caster summons up the desired spirit. The more 
  people participating, the longer dead the summoned spirit can be, and the 
  more distant a relative. 
   
  Participants
  Participants
  Participants
  Participants    
  Spirit Can be D
  Spirit Can be D
  Spirit Can be D
  Spirit Can be Dead
  ead
  ead
  ead    
  Relation
  Relation
  Relation
  Relation    
  0-2 
  1 month 
  Parent, child, sibling, spouse 
  3-6 
  1 year 
  Grandparent, grandchild, uncle/aunt 
  7-11 
  10 years 
  Cousin, great-grandparents or -children 
  12 
  100 years 
  2nd cousin, great-grandparents or -
  children up to 3 generations removed 
      
  Once summoned, the spirit can be asked 1 yes or no question per level of the 
  caster, or a single more open-ended question whose answer will be no longer 
  than one word per level of the caster.  
   
  Si
  SiSi
  Silence 15’ R
  lence 15’ R
  lence 15’ R
  lence 15’ Radius
  adius
  adius
  adius    
   
  Level 2 necromancer spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to create a zone of complete and utter silence in a 
  sphere with a radius of 15’, on a point up to 120’ away from the caster. The 
  spell can be cast upon a creature or person; if so, he is entitled to a saving 
  throw vs. spells; failure indicates the spell is targeted on a point in space 1’ 
  behind the intended target. Success indicates the effect of the spell moves with 
  the target. The spell lasts for 2 minutes per level of the caster. Such silence will 
  not only interrupt normal speech, but prevent the casting of spells with spoken 
  components, the operation of magical devices that require command words, 
  etc.  
      
  Smart Z
  Smart Z
  Smart Z
  Smart Zombie
  ombie
  ombie
  ombie    
   
  Level 3 necromancer spell (necromantic) 
  Requires: incantation, gestures, brains 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to increase the intelligence of his zombie servitors. 
  Zombies affected by this spell are able to demonstrate a dark parody of true 
  intelligence, capable of understanding very complex commands and even 
  taking initiative if the situation calls for it. The intelligence of the zombies is 
  effectively increased to 9. Up to 2 zombies can be affected per level of the 
  caster. The spell requires human brains, which the zombies consume as part of 
  the spell; one brain can serve for up to 6 zombies. The effects last for 24 hours 
  plus one hour per level of the caster. Often, a spell-caster will send his zombie 
  servants out in search of the brains needed, to be brought back to him to serve 
  in the cannibalistic feast, in which case they are known to moan “brainnnnns” 
  as they move about.  
   
   
   
  Span of the Mayf
  Span of the Mayf
  Span of the Mayf
  Span of the Mayflylylyly    
          
  Level 6 necromancer spell (necromantic) 
  Requires: incantation, gestures, hourglass 
  Casting time: 42 seconds (7 segments) 
   
  This spell allows the caster to inflict upon one creature a terrible fate. Whatever 
  its natural life-span would normally be, the creature will live it out over the 
  course of the next 24 hours. The victim will begin to age years in mere hours, 
  eventually entering senility, physical senescence, and finally death. The spell 
  requires that the caster touch the victim, smashing an hourglass as he does so 
  (thus a roll “to hit” may be required; if the hit misses, the spell will be spoiled). 
  Nothing short of a limited wish or similar magic will halt the progress of the 
  spell, and nothing short of a full wish will reverse its effects. Potions of longevity 
  will work temporarily, but only for a few minutes, as their effects are rapidly 
  overcome by the progress of the spell.  
   
  Speak with the D
  Speak with the D
  Speak with the D
  Speak with the Dead
  ead
  ead
  ead    
   
  Level 3 necromancer spell (necromantic) 
  Requires: incantation, gestures, holy symbol, incense 
  Casting time: 10 minutes 
   
  This spell allows the caster to converse with some being who has passed 
  beyond the mortal plane, as long as some portion of their remains are at hand 
  to act as a focal point. The higher the level of the caster, the more effective the 
  spell, both in terms of how long ago the subject can have died, as well as the 
  length of the questioning allowed: 
   
  Experience 
  Experience 
  Experience 
  Experience 
  Level
  Level
  Level
  Level    
  How Long Ago 
  How Long Ago 
  How Long Ago 
  How Long Ago 
  Deceased
  Deceased
  Deceased
  Deceased    
  Duration
  Duration
  Duration
  Duration    
  Max. Number of 
  Max. Number of 
  Max. Number of 
  Max. Number of 
  Questions
  Questions
  Questions
  Questions    
  5-6 
  1 week 
  1 minute 
  2 
  7-8 
  1 month 
  3 minutes 
  3 
  9-12 
  1 year 
  10 minutes 
  4 
  13-15 
  10 years 
  20 minutes 
  5 
  16-20 
  100 years 
  30 minutes 
  6 
  21+ 
  1,000 years 
  1 hour 
  7 
  
  AAAADVENTURES 
  DVENTURES 
  DVENTURES 
  DVENTURES DDDDARK AND 
  ARK AND 
  ARK AND 
  ARK AND DDDDEEP
  EEP
  EEP
  EEP    
   
  18 
  Of course, the caster must be able to understand the language of the dead 
  creature, and it will not possess any information in death that it did not possess 
  in life. The caster requires incense; which is consumed in the casting of the spell. 
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell. 
      
      
      
  Spectral F
  Spectral F
  Spectral F
  Spectral Form
  orm
  orm
  orm    
   
  Level 5 necromancer spell (alteration) 
  Requires: incantation, gestures, incense 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to assume a translucent, ghost-like form. In the 
  spectral form, the caster can perform any action he could otherwise do in life, 
  but in addition has the benefit of being immune to poison and paralyzation, as 
  well as being able to pass through walls and other solid objects. However, he 
  will not be able to engage in combat, except for spells that are actuated by 
  touch, and if in direct sunlight the effects of the spell are instantly ended (if the 
  caster or a portion of him are within a solid object when this occurs, he must 
  make a saving throw vs. death or be slain instantly by the shock, otherwise 
  taking between 1d6 and 10d6 h.p. of damage as he is expelled from the 
  object, depending on how much of his physical form “re-forms” within some 
  other object).  
   
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell. 
   
  Summon U
  Summon U
  Summon U
  Summon Undead I
  ndead I
  ndead I
  ndead I    
   
  Level 3 necromancer spell (conjuration/summoning) 
  Requires: incantation, gestures, bag, candle made of corpse-tallow 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to cause 2d4 undead creatures to appear, as if out 
  of thin air, and attack his enemies (no explanation will be necessary in that 
  case). If they are required to do some other, more complex task, the caster must 
  explain this to them. They will remain until slain, the combat is ended, or after 2 
  minutes plus 1 minute per level of the caster (whichever comes first). The exact 
  type of undead summoned is determined randomly. 
   
  Die roll (
  Die roll (
  Die roll (
  Die roll (d %
  d %
  d %
  d %))))    
  Undead Type
  Undead Type
  Undead Type
  Undead Type    
  01-30 
  Animal Skeleton 
  31-60 
  Animated Skeleton 
  61-85 
  Poltergeist 
  86-00 
  Zombie 
   
  The spell requires a small bag and a candle made from the fat of a corpse, 
  which need not be lit, both of which are destroyed in the casting of the spell.  
      
  Summon 
  Summon 
  Summon 
  Summon UUUUndead II
  ndead II
  ndead II
  ndead II    
   
  Level 4 necromancer spell (conjuration/summoning) 
  Requires: incantation, gestures, bag, candle made of corpse-tallow 
  Casting time: 24 seconds (4 segments) 
      
  This spell allows the caster to cause 1d6 undead creatures to appear, as if out 
  of thin air, and attack his enemies (no explanation will be necessary in that 
  case). There is a 1d4 minute delay between the time the spell is completed and 
  the creatures appear. If they are required to do some other, more complex task, 
  the caster must explain this to them. They will remain until slain, the combat is 
  ended, or after 2 minutes plus 1 minute per level of the caster (whichever comes 
  first). The exact type of undead summoned is determined randomly. 
   
  Die roll (
  Die roll (
  Die roll (
  Die roll (d %
  d %
  d %
  d %))))    
  Undead Type
  Undead Type
  Undead Type
  Undead Type    
  01-40 
  Ghoul 
  41-60 
  Huecuva 
  61-85 
  Shadow 
  86-00 
  Wight 
   
  The spell requires a small bag and a candle made from the fat of a corpse, 
  which need not be lit, both of which are destroyed in the casting of the spell.  
   
  Summon 
  Summon 
  Summon 
  Summon UUUUndead III
  ndead III
  ndead III
  ndead III    
   
  Level 5 necromancer spell (conjuration/summoning) 
  Requires: incantation, gestures, bag, candle made of corpse-tallow 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to cause 1d4 undead creatures to appear, as if out 
  of thin air, and attack his enemies (no explanation will be necessary in that 
  case). There is a 1d4 minute delay between the time the spell is completed and 
  the creatures appear. If they are required to do some other, more complex task, 
  the caster must explain this to them. They will remain until slain, the combat is 
  ended, or after 2 minutes plus 1 minute per level of the caster (whichever comes 
  first). The exact type of undead summoned is determined randomly. 
   
  Die ro
  Die ro
  Die ro
  Die roll (
  ll (
  ll (
  ll (d %
  d %
  d %
  d %))))    
  Undead Type
  Undead Type
  Undead Type
  Undead Type    
  01-35 
  Coffer Corpse 
  36-45 
  Ghast 
  46-65 
  Giant Skeleton 
  66-85 
  Monster Zombie 
  86-00 
  Wraith 
   
  The spell requires a small bag and a candle made from the fat of a corpse, 
  which need not be lit, both of which are destroyed in the casting of the spell.  
      
  Summon 
  Summon 
  Summon 
  Summon UUUUndead IV
  ndead IV
  ndead IV
  ndead IV    
   
  Level 6 necromancer spell (conjuration/summoning) 
  Requires: incantation, gestures, bag, candle made of corpse-tallow 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the caster to cause 1d3 undead creatures to appear, as if out 
  of thin air, and attack his enemies (no explanation will be necessary in that 
  case). There is a 1d3 minute delay between the time the spell is completed and 
  
  Darker Paths 1: The Necromancer 
   
  19 
  the creatures appear. If they are required to do some other, more complex task, 
  the caster must explain this to them. They will remain until slain, the combat is 
  ended, or after 2 minutes plus 1 minute per level of the caster (whichever comes 
  first). The exact type of undead summoned is determined randomly. 
   
  Die roll (
  Die roll (
  Die roll (
  Die roll (d %
  d %
  d %
  d %))))    
  Undead Type
  Undead Type
  Undead Type
  Undead Type    
  01-10 
  Apparition 
  11-35 
  Banshee 
  36-60 
  Son of Chaos 
  61-00 
  Specter 
   
  The spell requires a small bag and a candle made from the fat of a corpse, 
  which need not be lit, both of which are destroyed in the casting of the spell.  
      
  Summon 
  Summon 
  Summon 
  Summon UUUUndead V
  ndead V
  ndead V
  ndead V    
   
  Level 7 necromancer spell (conjuration/summoning) 
  Requires: incantation, gestures, bag, candle made of corpse-tallow 
  Casting time: 42 seconds (7 segments) 
      
  This spell allows the caster to cause 1d2 undead creatures to appear, as if out 
  of thin air, and attack his enemies (no explanation will be necessary in that 
  case). There is a 1d3 minute delay between the time the spell is completed and 
  the creatures appear. If they are required to do some other, more complex task, 
  the caster must explain this to them. They will remain until slain, the combat is 
  ended, or after 2 minutes plus 1 minute per level of the caster (whichever comes 
  first). The exact type of undead summoned is determined randomly. 
   
  Die roll (
  Die roll (
  Die roll (
  Die roll (d %
  d %
  d %
  d %))))    
  Undead Type
  Undead Type
  Undead Type
  Undead Type    
  01-25 
  Ghost 
  26-50 
  Lich 
  51-75 
  Skeleton Warrior 
  76-00 
  Vampire 
   
  The spell requires a small bag and a candle made from the fat of a corpse, 
  which need not be lit, both of which are destroyed in the casting of the spell.  
   
  Undead 
  Undead 
  Undead 
  Undead G
  GG
  Guardian
  uardian
  uardian
  uardian    
   
  Level 5 necromancer spell (necromantic) 
  Requires: incantation, gestures, silver chain 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to attempt to compel an undead creature to serve as 
  guardian for some item or locale. The subject must be within 60’ plus 10’ per 
  level of the caster. The type of creature that can be so compelled, and the 
  duration of their service depends on the level of the caster. 
   
  Caster’s Level
  Caster’s Level
  Caster’s Level
  Caster’s Level    
  Maximum “turn as type”
  Maximum “turn as type”
  Maximum “turn as type”
  Maximum “turn as type”    
  Maximum Duration
  Maximum Duration
  Maximum Duration
  Maximum Duration    
  9 
  VI 
  90 years 
  10 
  VII 
  110 years 
  11 
  VIII 
  130 years 
  12 
  IX 
  150 years 
  13 
  X 
  170 years 
  14 
  XI 
  190 years 
  15+ 
  XII 
  210 years 
   
  One creature can be affected by this spell at a time, and it is entitled to a saving 
  throw vs. spells. Success indicates that the subject has resisted the effects of the 
  spell completely. Undead under the influence of this spell will defend their given 
  object or locale to the point of self-immolation, but are allowed some discretion 
  in terms of tactics. If the object is taken without the undead in question being 
  destroyed, it will be able to sense the direction of the object and will seek it out 
  unceasingly. If the creature is set to guard a locale, it will not pursue those who 
  leave the locale (even if it is, for example, a doorway, and the undead was 
  intended to prevent people from passing through it). The spell requires a small 
  length of pure silver chain (50 g.p. value) which is destroyed as the spell is cast.  
   
  Vampiric T
  Vampiric T
  Vampiric T
  Vampiric Transformation
  ransformation
  ransformation
  ransformation    
   
  Level 4 necromancer spell (alteration) 
  Requires: incantation, gestures, vampire dust 
  Casting time: 24 seconds (4 segments) 
   
  This spell has two possible effects. The first is that it allows the caster to assume 
  the outward physical form of either a large bat or a wolf. While in bat form, he 
  can fly as does a large bat. The second is to assume gaseous form; he becomes 
  as mist or smoke, allowing him to travel up to 30’ per minute, and able to enter 
  any space that is not air tight. The spell gust of wind, and strong winds and 
  breezes, will blow a person in gaseous form around, of course. Anyone in 
  gaseous form is immune to all normal and most magical attacks; only magical 
  fire or lightning will affect such a person.  
   
  The spell lasts for 20 minutes per experience level of the caster, and during that 
  time a variety of different forms can be assumed (the transformation takes 30 
  seconds (5 segments) per change). No system shock survival roll is required. If 
  the caster takes damage while in altered form, up to 1d12 hit points of such 
  damage will be healed when the caster returns to his normal form. The spell 
  cannot be used in daylight or its equivalent; the caster will immediately revert 
  back to his normal form if exposed to daylight. 
   
  Veil of N
  Veil of N
  Veil of N
  Veil of Normalcy
  ormalcy
  ormalcy
  ormalcy    
   
  Level 5 necromancer spell (illusion/phantasm) 
  Requires: incantation gestures 
  Casting time: 36 seconds (6 segments) 
   
  This spell will create the illusion (including visual, auditory, touch, and where 
  applicable olfactory components) that a given tomb, crypt, grave, etc. is 
  completely untouched and in pristine condition, despite any sort of depredation, 
  looting, etc. short of complete destruction. The area affected can be up to 100 
  square feet per level of the caster, and will last for 10 minutes per level of the 
  caster. Within the area, any opened chests will appear intact, sarcophagi or 
  coffins will have their lids tightly secured, and all items of value will be present. 
  The spell requires a lens-shaped piece of glass some 3” in diameter, which is 
  destroyed by the casting of the spell.  
      
  Wake the D
  Wake the D
  Wake the D
  Wake the Dead
  ead
  ead
  ead    
   
  Level 4 necromancer spell (necromantic) 
  Requires: incantation, gestures, blood, flesh, bone 
  Casting time: 2 minutes 
   
  This spell allows the caster to create animated skeletons or zombies from 
  skeletal remains or corpses. These undead creatures will then obey the simple 
  commands of the caster, and will remain animated until they are destroyed by 
  some means. The number of undead created depends on the type: 
   
  Undead Type
  Undead Type
  Undead Type
  Undead Type    
  Number created
  Number created
  Number created
  Number created    
  Animal skeleton 
  10 per level of the caster 
  Skeleton 
  8 per level of the caster 
  Zombie 
  5 per level of the caster 
  Monster Zombie 
  2 per level of the caster 
  Giant Skeleton 
  1 level of the caster 
    
  See the AAAADVENTURES 
  DVENTURES 
  DVENTURES 
  DVENTURES DDDDARK AND 
  ARK AND 
  ARK AND 
  ARK AND DDDDEEP
  EEP
  EEP
  EEP™ Bestiary for more details on the specific 
  undead creatures mentioned. The corpses can be up to 1,000’ away from the 
  caster when animated, if needed. Naturally, the corpses must be present before 
  the spell is cast; the spell will not create skeletons or zombies where no source 
  
  AAAADVENTURES 
  DVENTURES 
  DVENTURES 
  DVENTURES DDDDARK AND 
  ARK AND 
  ARK AND 
  ARK AND DDDDEEP
  EEP
  EEP
  EEP    
   
  20 
  material already exists. If they are still in the grave, it will take 1d6 rounds for 
  them to dig themselves out from the earth, on average (and if possible!). 
   
  Walking D
  Walking D
  Walking D
  Walking Dead
  ead
  ead
  ead    
   
  Level 5 necromancer spell (necromantic) 
  Requires: incantation, gestures, rotting meat 
  Casting time: 30 seconds (5 segments) 
   
  This spell causes any one person within 60’ plus 10’ of the caster to take on the 
  outward signs of death. The target is entitled to a saving throw vs. spells. Failure 
  means the full impact of the spell falls upon him. It should be noted that the 
  victim is not actually dead until the final stage of the process; before then spells 
  that would otherwise affect the undead do not affect him. 
   
  Time
  Time
  Time
  Time    
  Stage
  Stage
  Stage
  Stage    
  Effects
  Effects
  Effects
  Effects    
  1d3+3 hours 
  Fresh 
  Stiff limbs give -4 “to hit” penalty, 
  algor mortis (as per the spell), vultures 
  can be seen (if present in that locale), 
  could attract ghouls, ghasts, and giant 
  rats 
  1d12+3 
  hours 
  Bloat 
  Painful gasses build up within the 
  body, swarms of flies lay eggs, -1 
  CON and DEX per hour (3 minimum) 
  1d10+10 
  hours 
  Active Decay 
  Skin ruptures, leaking fluids, maggots 
  can be seen on the body, strong odor, 
  -1 CHA per hour (0 minimum). 
  1d6+2 hours 
  Advanced Decay 
  The victim’s flesh is mostly gone, 
  movement itself becomes a painful 
  experience, the maggots are gone but 
  skin hangs in scraps on the skeleton 
  and the victim begs for his loved ones 
  not to shun him. -1 STR per hour (3 
  minimum). 
  After the 
  “advanced 
  decay” stage 
  ends 
  Death 
  The subject is finally dead, after an 
  agonizing, lingering span of pain and 
  misery, unable to see, speak, or feel 
  anything but agony. 
   
  In the “fresh” stage, a remove curse spell will remove the effect. During the 
  second stage, an application of 1 dose of healing ointment per 2 hours since 
  the “bloat” stage has begun will reverse the effect (remove curse will no longer 
  work if the spell has progressed to this degree). After that, nothing short of a 
  heal spell will work to undo the spell’s effect. A detect curse spell will detect this 
  spell in operation.  
      
  Wall of 
  Wall of 
  Wall of 
  Wall of BBBBone
  one
  one
  onessss    
   
  Level 5 necromancer spell (evocation) 
  Requires: incantation, gestures, human or demi-human bone 
  Casting time: 30 seconds (5 segments) 
   
  This spell creates a latticework of human, demi-human, and animal bones, 
  interlaced to create a solid and impenetrable whole. The wall will be one slab 
  up to 20 square feet in size and roughly 4” thick, per level of the caster. It can 
  appear up to 10’ distant per level of the caster. It will be anchored in the 
  ground and will thus not topple over; it can be set in just about any type of 
  surface from stone to earth to sand to ice. Each slab has 25 h.p., but only 
  attacks which do at least 10 h.p. of damage will have any effect (much like 
  attacking a stone wall or ship). The wall will endure for 1 hour plus 10 minutes 
  per level of the caster; after that time it will begin to crumble from the top down 
  and will collapse into dust within 1 minute. The spell requires a human or demi-
  human (or humanoid) bone, which is hurled to the spot where the wall is to be 
  erected. It is lost in the casting. 
    
  Wight’s 
  Wight’s 
  Wight’s 
  Wight’s TTTTouch
  ouch
  ouch
  ouch    
   
  Level 4 necromancer spell (necromantic) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to drain one experience levels (or hit die, as 
  appropriate) from any single creature he touches. Naturally, a successful “to 
  hit” roll is required, and if it misses the spell is lost. The levels cannot be 
  regained by any means short of a restoration spell or a wish. The caster does 
  not gain any benefit from this spell, other than the harming of his enemy. This 
  spell cannot be cast while in sunlight. Anyone slain by this spell will rise up as a 
  wight within 24 hours.  
      
  Withering 
  Withering 
  Withering 
  Withering TTTTouch
  ouch
  ouch
  ouch    
   
  Level 6 necromancer spell (necromantic) 
  Requires: incantation, gestures, parsley 
  Casting time: 36 seconds (6 segments) 
   
  This spell will cause one of the target’s limbs to wither and age almost 
  instantaneously. A “to hit” roll is required; missing means that the spell itself is 
  lost. Creatures that are unaffected by age (undead, daemons, devas, etc.) are 
  not affected by the spell. Such a limb is rendered useless, with the following 
  effects (note that if used against non-humanoid creatures, the game master 
  should improvise a similar table; creatures without limbs, such as slimes, 
  puddings, etc. simply take 6d6 h.p. of damage). The effects below are 
  cumulative.  
   
  Die roll (d4)
  Die roll (d4)
  Die roll (d4)
  Die roll (d4)    
  Limb
  Limb
  Limb
  Limb    
  Effect
  Effect
  Effect
  Effect    
  1 
  Right arm 
  Cannot attack or hold a two-handed weapon 
  2 
  Left arm 
  Cannot use shield or hold a two-handed 
  weapon 
  3 
  Right leg 
  50% movement, -2 “to hit” penalty 
  4 
  Left leg 
  50% movement, -2 “to hit” penalty 
   
  The spell requires a sprig of parsley, which is destroyed as the spell is cast. 
   
  
   
   
   
   
  Adventures Dark and Deep™ 
   
  “What if?”  
   
  Some of the most intriguing works of fiction have stemmed from those two simple words. What if Hitler had won World War 2? What if the Roman Empire had never 
  fallen? What if John F. Kennedy had never been assassinated? 
   
  AAAADVENTURES 
  DVENTURES 
  DVENTURES 
  DVENTURES DDDDARK AND 
  ARK AND 
  ARK AND 
  ARK AND DDDDEEP
  EEP
  EEP
  EEP™ represents just such a “what if” scenario, if perhaps one with less weighty historical consequences. What if Gary Gygax had not left TSR in 
  1985, and had been allowed to continue developing the world’s most famous fantasy role-playing game? 
   
  We will, unfortunately, never know the answer to that question, because he did leave TSR in that year, and others took over the job of designing the second (and 
  subsequent) versions of the game. After that unfortunate episode, he was understandably reluctant to give any advice on how he would have carried the game forward.  
   
  However, he did leave behind hints as to the direction he would have taken the game. New character classes. Streamlined combat. New spells and magic items. 
  Consolidated and re-worked monsters. We have some specifics and a fair number of “big picture” ideas. All of these have been taken as inspiration for AAAADVEN
  DVEN
  DVEN
  DVENTURES 
  TURES 
  TURES 
  TURES DDDDARK 
  ARK 
  ARK 
  ARK 
  AND 
  AND 
  AND 
  AND DDDDEEP
  EEP
  EEP
  EEP™.  
   
  Bear in mind that the author has no special insight into Gygax’s mind on this subject other than what he himself wrote publicly, and certainly the game should not be taken 
  as having any sort of official stamp, either from his estate or the corporations that have taken the game in new directions. All that has been done is to collect the hints he 
  did leave, use them as inspiration, and take off in a wholly different direction than that which happened “officially.” 
   
  AAAADVENTURES 
  DVENTURES 
  DVENTURES 
  DVENTURES DDDDARK AND 
  ARK AND 
  ARK AND 
  ARK AND DDDDEEP
  EEP
  EEP
  EEP™ is not a “retro-clone.” Rather, it is a “reconstruction” of a set of rules that never were, but could have been.  
   
  Current Catalog (October, 2011) 
   
  Adventures Dark and Deep Players Manual ....................................................................................................................................................Currently in open playtest 
   
  Adventures Dark and Deep Game Masters Toolkit ..........................................................................................................................................Currently in open playtest 
   
  Adventures Dark and Deep Bestiary ...............................................................................................................................................................Currently in open playtest 
   
  Darker Paths 1: The Necromancer ................................................................................................................................................................................ Now Available 
   
  Darker Paths 2: The Witch ........................................................................................................................................................................................... Now Available 
   
  As of this writing (October, 2011), the core rulebooks of the game are still in open playtest, and can be downloaded for free in pdf format at the game’s website: 
   
  http://www.adventuresdarkanddeep.com 
  
   
   
  Slowly the skeletal hands of his servitors removed the golden lid from the 
  sarcophagus of the ancient first priest-king of the Red Isles. Within lay the 
  prize he had sought lo these many weeks. Success was almost at hand.  
   
  A raspy voice, choked with the dust of millennia, greeted him. “Who is it dares 
  disturb my rest? What fool braves death to steal from me my treasures and my 
  secrets? Speak now, ere corruption takes you, bubbling and rotting from within 
  as you draw your last breath.” The ancient mummy, its wrapped shroud 
  hanging from the desiccated flesh in tatters, sat upright in its glittering coffin. 
   
  Summoning his power, the necromancer spoke, infusing his words with all the 
  will and energy at his command, turning the very utterance into a magical 
  Working. “I am no mere robber of tombs, but a master of the arts of death. By 
  my arts I command the dead to walk and emulate the powers of the greatest of 
  the undead. Join me, oh mummy, and you shall know power once again. 
  Become my ally, and let the world know that the priest-king of the Red Isles 
  puts forth his hand to guide the destiny of the world once more!” 
   
  For a silent eternity, the mummy regarded him with its lifeless eyes. Then, 
  slowly, it nodded in assent. 
   
  The prize was won. 
  
SOURCE: textdata/thevault/Adventures Dark and Deep/Adventures Dark and Deep Classes/Adventures Dark and Deep Darker Paths 1 The Necromancer.pdf