Necromancy

Corpse Explosion

1st Level Necromancy
Casting Time: 2 Actions
Range: 60 Feet
Components: V, S
Duration: Instantaneous

A corpse explodes with a poisonous cloud.

You target the corpse of one creature that you can see within range and cause it to explode. Make a necromancy attack vs the Constitution defence of each creature within a 10-foot radius of the corpse. On a hit, a creature takes 2d4 bludgeoning plus 2d4 sonic damage and is Poisoned until the beginning of your next turn. This spell has no effect on the corpse of a construct. On a miss, a creature takes half as much damage and is not Poisoned.

At Higher Levels. When you cast this spell using 3 or more mana, you may target an additional corpse for every 2 points of mana beyond the 1st.

False Life

1st Level Necromancy
Casting Time: 2 Actions
Range: Self
Components: V, S, M (A small amount of alcohol or distilled spirits.)
Duration: 1 Hour

You are bolstered by a necromantic facsimile of life.

You gain 1d4 + 4 temporary Stamina for the duration.

At Higher Levels. When you cast this spell using 2 or more mana, you gain 5 additional temporary Stamina for each point of mana above the 1st.

Gift Them Their Misfortune

1st Level Necromancy
Casting Time: 2 Actions
Range: Touch
Components: V, S, M (Ointment of your own making.)
Duration: Instantaneous

You pass your misfortune on to another.

When you are missing Stamina, you can choose to suffer 1 damage as you smear the wound with bewitched ointments of your own make.

Make an unarmed melee attack roll to smear the blood-oil produced on another creature. If the attack hits, add your spellcasting attribute modifier to the d20 of the attack roll, if that total hits the target’s Constitution defence, then the creature loses twice the Stamina that you have lost.

Inflict Wounds

1st Level Necromancy
Casting Time: 2 Actions
Range: Touch
Components: V, S
Duration: Instantaneous

Touching the body of the other, you cause their flesh to rot.

Make a melee necromancy attack against a creature you can reach. On a hit, the target takes 3d10 decay damage.

At Higher Levels. When you cast this spell using 2 or more mana, the damage increases by 1d10 for each point of mana above the 1st.

Nail to Them the Nomad’s Curse

1st Level Necromancy (Ritual)
Casting Time: 2 Actions
Range: Touch
Components: V, S, M (A list of wrongs committed by the target, which the spell consumes, and one nail.)
Duration: Special

You prevent a creature from returning to their home.

Write upon a sheet of parchment the wrongs that a creature has committed, nail them to its home or lair and make a necromancy attack roll vs the creature’s Charisma defence. On a hit, for every wrong written, the creature will be unable to return to its home and unable to rest anywhere else.

Each day at dawn, one of the wrongs disappears. Creatures who are unable to rest due to this curse suffer one level of exhaustion at the dawn of every day and cannot rest to regain Stamina.

Each day at dusk, the creature may attempt a Charisma defence check vs your necromancy spell skill to throw off the curse.

Ray of Sickness

1st Level Necromancy
Casting Time: 2 Actions
Range: 60 Feet
Components: V, S
Duration: Instantaneous

With a ray of greenish energy, you bring about a wave of sickness in a creature.

Make a ranged necromancy attack against a creature that you can see within range. On a hit, the target takes 2d8 poison damage. Additionally, if the attack hits the target’s Constitution defense, it is also Poisoned until the end of your next turn.

At Higher Levels. When you cast this spell using 2 or more mana, the damage increases by 1d8 for each point of mana above the 1st.