Necromancer
App status: The Necromancer class is not yet implemented in the app. These rules describe the class from Digressions of the Devouring Dead. Mechanical support requires a separate code change.
Necromancers are death speakers and re-animators of the dead. Scorned by civilised society, they roam cemeteries and battlefields pursuing their experiments. Many seek the patronage of demonic gods such as Akerbeltz or Ter Za Necht.
Stats
| | | |---|---| | Life | 2 + Level (3 at L1) | | Attack bonus | +0 (like a wizard) | | Defense bonus | +0 | | Armor allowed | None | | Weapons allowed | Light hand weapons only | | Starting equipment | One light hand weapon, evil-looking props, skulls | | Starting wealth | 5d6 gp | | Saves as | Wizard |
Spell Rules
Necromancers are treated as wizards in all ways except:
- They start an adventure with 3 spells + their level (rather than the wizard's base).
- Spell selection is restricted — they can only cast:
- Necromantic spells (from the Necromantic Spell tables)
- Chaos spells, Frost spells, Netherworld spells — only if learned from scrolls and transcribed to a spellbook
- Any spell with "undead" or "blood" in its name from any supplement
- Expert spells: Aura of Terror, Lifeforce Control, Reverse Gaze (must be learned like wizards)
- Magic Mist (from Buried Secrets)
- They cannot cast any spell with a positive effect on others without also triggering a negative effect (like Lifeforce Control).
- They cannot brew potions, but can use them normally.
- They must spend XP to learn expert spells.
Class Immunities
- Immune to level drain and Madness — never gain Madness points.
- Get no benefit from succubi.
Exorcised Athame
A necromancer can use an exorcised athame (from Four Against the Netherworld) like a rogue and gains +2 to spellcasting rolls for necromantic spells while carrying one.
Expert Skills
Arcane Tanner, Commanding Presence, Detective, Ghoulish Familiar (free undead companion — see Undead Allies), Intuition, Knife Throwing, Lesser Necromancy (free at L6), Protective Incense, Scroll Maker, Spot Weakness, Stabbing Attack, Strong Will, Super Logic, Terrifying Savagery, Vampire Hunter.
Restrictions
Will not join the party / party friction:
- Clerics of Zur (from 4ATN) and paladins of Zur will not join a party containing a necromancer.
- Witch hunters, other paladins, and clerics of Light (Foryos, Luura, Mother Fari) may join but cannot benefit from the food and rest action while a necromancer is present. Seals of purity negate this.
Necromantic Basic Spells (d6)
| d6 | Spell | Effect | |---|---|---| | 1 | Hooks in You | Party gets +1 Defense/save vs. demons and undead per soul cube spent (or captive sacrificed), up to caster's level, for one encounter. | | 2 | Revelations | Speak with a corpse (L5 roll); gain 2 clues on success. A roll of 1 conjures d3+L hostile skeletons instead. | | 3 | Fear of the Dark | Spellcast vs. monster level; success imposes −2 morale. Not in sunlight. −3 in total darkness. | | 4 | Chains of Misery | Spellcast vs. monster level; guts burst out, giving party +2 Attack. Failure on 1–2 creates an intestinal rot demon that attacks the party. No effect on gutless creatures. | | 5 | Children of the Damned | Reanimate corpses in the room (up to caster's level) as L0 undead retainers. Can also reanimate one corpse to serve for 10 min × caster level. Other retainers must make morale checks. | | 6 | Afraid to Shoot Strangers | Protects the party against the next ranged/projectile attack (not breath weapons, gazes, or curses). |
Role in the party
The necromancer is a glass-cannon caster with the unique ability to build an undead army from fallen enemies. Madness immunity makes it invaluable in high-Madness dungeons. The near-total spell restriction is the major trade-off — without access to standard wizard spells, the necromancer is completely dependent on finding necromantic scrolls to expand their repertoire.
Four Against Darkness