Necromancy Pages Opt
Necromancy Pages Opt
Acknowledgements: In the process of writing this supplement, I have read and drawn
inspiration from a range of fantasy TTRPGs. I would like to particularly acknowledge the
influence of the Nekromanti section of the Magi book from the 1985 Expert box set for Drakar
och Demoner written by Lars-Åke Thor and Anders Blixt, the Nekromanti spells in the 1990
Magi box set for Drakar och Demoner edited by Steve Perrin and Anders Blixt, and the
supplement The Necromancer written by Gavin Norman for Old School Essentials.
Art Credits: Images on pp.35, 37, 41, 43, 47, 49, 51, 54–57 and 59–60 by John Michael Topple,
used under license. / Some artwork © 2015 Dean Spencer, used with permission. All rights
reserved. (pp.34, 63) / The image on p.39 and the image on the shield on p.69 are by Kim
Holm, modified by Śraddhāpa Shan Welsh and used under the Creative Commons 4.0
Attribution License (https://creativecommons.org/licenses/by/4.0/). Kim Holm makes his
artwork available for other creators to use freely. You can support his work at http://www.
patreon.com/kimholm / The image on p.45 is public domain, accessed on Wikimedia,
modified by Śraddhāpa Shan Welsh / The background image on pp.33–64 and 69–70 and the
images on pp.61, 64, 68, 69, and 70 are public domain, images by rawpixel.com, modified by
Śraddhāpa Shan Welsh / The image on p.53 by Jean-noël Lafargue, modified by Śraddhāpa
Shan Welsh, used under the Free Art License available at http://artlibre.org/licence/lal/en/ All
other images from Pixabay, Unsplash and Pexels, modified by Śraddhāpa Shan Welsh, used
under license. No AI images have been used.
The quote from the Papyri Graecae Magicae on p.19 is from PGM IV, 2140–44. The translation
is by Philip Matyszak, quoted in his book Ancient Magic in Greece and Rome: A Hands-On Guide
p.11
My heartfelt thanks to those who helped to playtest this supplement and gave valuable
feedback: Oskar Blomberg, Sammy, Michael H, John Morgan, and Rob Dean. Special thanks
to GM Paul Sementilli and the other players in our group for agreeing to let me to experiment
with playing a necromancer in our Dragonbane game.
This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement
License.
www.dragoncultgames.com
[email protected]
Contents
“Tis but a flesh wound” – Optional Rules for Undead PCs p.59
1
Necromancy in Dragonbane:
Advice for GMs
Necromancy is one of the classic magic your group is on the same page about
schools in fantasy RPGs, and Drakar och the kind of atmosphere you’re trying to
Demoner, now available in English for the create together.
first time as Dragonbane, is no exception.
This supplement draws inspiration from Necromancers make excellent villains for
and pays homage to the approach taken a group of adventurers to pit themselves
to necromancy in the magic supplements against and on pp.53–58 of this
produced for the classic Swedish supplement GMs will find a number of
editions of the game in 1985 and 1990, example NPCs that will provide varying
and brings it up to date with Free degrees of challenge to a party, from the
League’s 2023 edition of the game. Necromancer Initiate who can most likely
be defeated fairly easily even by a party
There are a number of considerations of newly-created PCs, all the way to the
you as a game master should think about Lich, who will be a worthy opponent
when considering how to include even for an experienced party playing a
necromancy in your games of longer campaign.
Dragonbane. The first, of course, is
making sure that everyone in your group GMs may well find that they have players
is on board with the darker tone that in their group who are interested in
necromancy brings to the game. This creating a necromancer PC, and this
supplement naturally includes elements supplement provides all the tools you
related to death and body horror that need to do this. Having someone in your
many players will enjoy, but that will of group play a necromancer can be great
course not be for everyone. fun from a roleplaying perspective, and a
necromancer has a unique set of skills
The second question for a GM to and abilities to contribute to the party.
consider is the tone and atmosphere you There are two major issues you need to
are trying to invoke. Necromantic magic think through before deciding whether
and undead monsters can be great tools to have a necromancer PC in your game
for bringing a more grimdark tone of though.
horror to your games, but they can also
be played in a more humorous way. (The The first issue is the characters’ values
optional rules included here for undead and motivations. Dragonbane doesn’t
PCs offer a particular opportunity for divide player characters – or NPCs for
dark humour and a touch of the absurd.) that matter – into ‘good’ and ‘evil’ in a
It is worth making sure that everyone in simplistic way, but if there is one kind of
2
character who could be most reasonably and command undead servants. This
characterised as ‘evil’, it would likely be ability, if left unchecked however, has the
the necromancer. potential to make anything the other
characters in the party can contribute
One way of dealing with this is to ensure pale into insignificance. There are a
that all of the characters in the party number of things the GM can do to make
have similar motivations and that the sure this doesn’t become a problem.
players are all on board with this. There
is nothing that says a group of PCs need The spells included in this supplement
to be motivated by noble and lofty goals are structured in such a way that newly
rather than a desire to accumulate and created necromancers do not have the
wield power. A party of ‘evil’ characters ability to raise or control the undead. A
also offers interesting opportunities to necromancer can take the Rank 1 spell
explore through roleplaying the kinds of TALK TO THE DEAD at character
deeper emotions and complex drives creation. This spell is the prerequisite for
that might lie behind the somewhat two- learning CONTROL UNDEAD which is in
dimensional villain tropes often found in turn the prerequisite for RAISE UNDEAD.
fantasy games and literature. Learning these more advanced spells will
require that the PC either find a grimoire
A necromancer does not by any means that contains them or encounter another
need to be played as a sadistic or power- mage willing to teach them, neither of
hungry character though. Of course, which will be an easy feat. Learning these
necromancy at the very least requires a powerful spells can be a medium-term
degree of, shall we say, moral flexibility, goal for the PC in a campaign, and the
but this can be at least as effective when GM can of course decide how and when
played as an ends-justifies-the-means to give them the opportunity to do so.
mentality rather than a simple lack of
scruples or empathy. A necromancer may Sooner or later though, a necromancer
even be seriously conflicted as to the will either gain the ability to raise the
morality of the path they have taken. dead or die trying! Some game systems
(More advice on how to roleplay a limit the power of necromancy by
necromancer PC can be found in the making the effect of spells that raise the
next section.) undead temporary. In that way, a
necromancer will only have enough WP
The second issue is a more mechanical to command a handful of undead
one which will arise in longer-term servants at any one time. This approach,
campaigns, and that is the potential for a however, makes it impossible for a
necromancer to become too powerful, necromancer to aspire to leading a
especially in relation to the other PCs, in veritable army of the undead, no matter
a way that makes the game less fun for how powerful they become. This is of
everyone. The key attribute of a course the dream of every necromancer,
necromancer – the thing that defines a and of every player who plays a
necromancer and makes them so necromancer, and so in designing this
attractive to play – is their ability to raise supplement I didn’t want to make it
3
mechanically impossible to achieve. I consequences for these activities which
therefore made the choice to have the can in themselves provide great
spells for controlling and raising undead opportunities for drama and conflict. A
creatures be permanent in their effect, necromancer who is starting to get a bit
lasting until the undead servant is over-confident might find an angry mob
reduced to 0HP or another necromancer at their door demanding recompense for
takes control of it. However, GMs who the desecration of the graves of their
prefer to limit the number of undead a loved ones, or they might be hunted by
necromancer can control at any one time an indignant knight whose beloved
can use the optional rule at the end of grandmother has ended up as a soldier
the spell list on p.31 which requires the in the necromancer’s undead army.
necromancer to regularly spend WP to
renew these spells. Finally, it is worth bearing in mind that
danger is never far off in Dragonbane
There are a number of other tools a GM and that no matter how many undead
can use if they feel a necromancer’s creatures a necromancer raises, they will
power is getting a bit out of hand. The still be vulnerable to a poison dart or a
first is simply to increase the number or giant’s fist. A creative GM will have no
toughness of the opponents the party trouble in coming up with situations
faces in combat. A necromancer might where a necromancer’s undead servants
start to feel quite cocky with twenty will not be able to help them.
skeletons and a few mummies at their
command, but an encounter with thirty In short, there are any number of
orcs or a handful of trolls will quickly cut obstacles you as a GM can put in your
their undead army down to size. budding necromancer’s way on their
Necromancers’ undead servants are journey towards ever greater knowledge
particularly vulnerable to other and power. And of course this shouldn’t
necromancers – who can use the imply an attitude of the GM playing
CONTROL UNDEAD spell to steal them ‘against’ the necromancer or other PCs.
away and even make them turn on their Putting obstacles between the PCs and
former master – and to animists with the goals they want to achieve is one of
their pesky ability to BANISH the undead the key tools a GM has to create conflict
(see p.63 of the Dragonbane Rules). and drama, and thus make the game
exciting and engaging for the players.
Another way a GM can make life more
challenging for a necromancer is to Necromancers, whether PCs or NPCs,
restrict their supply of materials, i.e. are for many an indispensible part of any
corpses. Finding dead bodies to raise is fantasy setting, and they provide great
likely either to involve a certain amount opportunities for engaging roleplaying
of grave robbing on the part of the and exciting adventures. So let’s crack
necromancer themselves or require them open that creepy-looking grimoire that
to have dealings with some fairly may or may not be bound in human skin
disreputable elements of society. The (don’t give it too much thought) and get
GM can introduce significant costs and started!
4
Playing a Necromancer
Playing a necromancer PC in a game of to play and for the others in your group
Dragonbane can be great fun for you and to interact with if they have motivations
the other players in your group, but there that are easy to understand and
are a few things it’s worth thinking empathise with. A necromancer,
through and discussing together first. especially a young one, might be
motivated by a thirst for knowledge and
Because necromancers are generally seen a desire to prove themselves, perhaps
as ‘evil’, they can be a challenge to mixed with a degree of youthful
roleplay in a way that is satisfying and arrogance. Perhaps they have suffered
enjoyable for both you and the other loss and grief which they have been
players at your table. In fact, if you are unable to deal with in a healthy way, or
new to TTRPGs, it might be a good idea perhaps they are simply affected by a
to get some experience playing more deep existential fear of death and a
straightforward types of character first, profound unwillingness to accept their
before turning your hand to necromancy. own mortality.
One option of course is to play your As with any character you play in a
necromancer as a no-holds-barred ‘evil’ TTRPG, you don’t necessarily need to
character, but this requires proper agree with everything your character
discussion with your GM and the other does, but in order to play them in a way
players. If the rest of your group also that’s interesting and engaging for you
want to play ‘evil’ characters, this can be and the others in your group, you do
a great way to explore some classic need to be able to understand why they
fantasy tropes from a different act in the way they do and sympathise
perspective and provide some excellent with their motivations.
opportunities for dark humour.
Remember too that your character
One of the main problems with playing should change and develop in response
an ‘evil’ character, particularly in a longer to what happens to them in the game.
campaign, is simply that it is likely to get For example, a key moment in the
a bit boring after a while. A character development of your necromancer will
whose motivation is simply that they lust be when they cast the RAISE UNDEAD
for power and want to kill everyone spell for the first time. What effect will
(“Mwa ha ha!”) will risk being pretty two- this have on them? Will they start to
dimensional. A necromancer will become overconfident and intoxicated
certainly need to possess a fairly high by their own power, or will they be
level of disregard for conventional shocked and frightened by the power
morality and social norms, but your they now wield and start to doubt the
character will be more enjoyable for you path they have started down?
5
Necromancers in Combat Solo Gaming
Necromancy provides fewer spells than The Dragonbane Core Set includes rules
some other magic schools for directly for playing the game solo, and solo play
inflicting damage. The exceptions to this can be a great way to explore playing a
are BONE CHILL, which all starting morally ambiguous necromancer without
necromancers would be well-advised to needing to worry about how your
include in their grimoires, and DRAIN roleplaying choices fit in with a group
LIFE, which will be a key spell for more dynamic. The Alone in Deepfall Breach solo
experienced necromancers. Once a campaign, however, can be a tough
necromancer has learned the CONTROL challenge for any character, especially
UNDEAD and RAISE UNDEAD spells, of one, like a mage, who is more vulnerable
course, they will be able to direct their than most in solo combat. If you wish to
undead servants to engage in combat on play Alone in Deepfall Breach with a
their behalf to devastating effect. The necromancer, it might be advisable to
spells BLINDNESS, FEAR, PAIN, CURSE, play a few less challenging solo
and PARALYSIS, whilst they do not inflict adventures first – for example using the
damage directly, allow a necromancer to tables provided on pp.73–78 of this
play an effective supporting role in supplement – to allow your necromancer
combat, neutralising powerful enemies to develop their skills, acquire some more
and making them vulnerable to more equipment and learn some more spells
conventional attacks from the before delving into the breach.
necromancer’s allies.
6
The difference between healing
magic and necromancy is
primarily a matter of timing.
– Runar Darkbringer
7
Creating a Necromancer PC
When creating a player character, choose
mage as your profession and select
Necromancy as your school of magic.
Follow all the normal rules for creating a
mage (p.19 of the Dragonbane Rules), but
select your six professional skills from
the following list:
Necromancy
Awareness
Evade
Languages
Myths & Legends
Potions & Poisons
Spot Hidden
Staves
8
Roll or select a nickname from the
following table:
D6 Name
1 Darkbringer
2 Skullbearer
3 Bloodeater
4 Gravelord
5 Tombfoe
6 Deathslayer
9
Roll or select your starting gear from
the normal table for mages. You may
replace the amulet, orbuculum, or
wand with a SKULL, which can be
used as a focus for spells.
10
Skills
Necromancy (INT)
This secondary skill enables a character there are always a few who are drawn to
to learn spells from the Necromancy study Necromancy as a secondary
school of magic as described in the school of magic. Some arrogantly believe
Necromancy Spell List starting on p.14. that by learning the secrets of
This skill is not restricted to characters necromancy they will be better equipped
who start as necromancers – any to defeat its practitioners. Others come
character who takes the Magic School to necromancy driven by grief, and the
heroic ability may choose to learn it. inability to accept the finality of the
death of a friend or lover. However they
Although the majority of mages start their journey into necromancy, few,
belonging to other schools consider it in the end, can resist fully embracing the
unwise to dabble in the necromantic arts, power that the dark school offers.
11
The NECROMANCY skill also allows a
character to mummify a body. The body
being mummified must be fresh – no
more than 3 days old. It must also be
relatively intact and not have suffered
major trauma or dismemberment.
12
Potions & Poisons (INT)
This secondary skill allows a character to This skill allows a character to make
create potions and poisons. In order to poisons with a potency equal to the level
do this, they must have access to the that they have in the skill. If a player
required ingredients. Ingredients can wishes to create a poison with a potency
sometimes be purchased from an equal to or less than half of their
alchemist or apothecary, but may also POTIONS & POISONS skill level, they
need to be sourced from less law-abiding can roll with a boon.
members of society. The GM should
ensure that the more potent the poison a A successful POTIONS & POISONS roll
player wishes to create, the more of a can also allow a character to discern the
challenge it is to find the required nature and potency of a poison they
ingredients. As a general rule, the cost of come across, or what kind of poison
the ingredients for a particular potion or someone has ingested based on their
poison should be between a quarter and symptoms.
half the cost of buying the actual potion
or poison (see p.79 of the Dragonbane
Rules). Ingredients can also be found in
the wild by making a successful
POTIONS & POISONS roll.
13
Necromancy Spell List
Magic Tricks
Sense Undead
You can sense whether there are undead
creatures nearby, and in what direction
they are to be found.
14
Deathly Stare
You fix an enemy with a deathly stare
that chills their soul. If they wish to
attack you, or take any other action
against you (including dodging, parrying,
PERSUADING, etc.) they must first make
a successful WIL roll. The WIL roll does
not count as an action. If they succeed,
the effect of the trick is broken and they
may attack or act against you in the same
turn. If they fail, they may still take an
The Creeps action, but not against you. They may
attempt a new WIL roll once per stretch.
You give a person or creature an
uneasy feeling of dread, the sense
that something horrible is watching
them. If anything happens that
causes them to make a WIL roll to
resist fear, they do so with a bane.
The effect lasts for one stretch.
Monsters are immune to the effects
of this trick.
15
Undead Hand
Requirement: Ingredient
(severed hand)
16
Bone Chill
• Rank: 1
• Prerequisite: Necromancy
• Requirement: Word, gesture
• Casting time: Action
• Range: 15 metres per power level
• Duration: Instant
17
Fear
•
•
Rank: 1
Prerequisite: Necromancy
Blindness
• Requirement: Word, gesture • Rank: 1
• Casting time: Action • Prerequisite: Necromancy
• Range: 15 metres per power level • Requirement: Word, gesture
• Duration: Instant • Casting time: Action
• Range: 15 metres per power level
You cause the target of your spell to be • Duration: Stretch
inexplicably overwhelmed by a sudden
and primal fear. They must immediately The target must make a successful WIL
roll against their WIL to resist fear. The roll or immediately become blind. The
roll is made with a boon at power level 1, WIL roll doesn’t count as an action. The
neither bane nor boon at power level 2, roll is made with a boon at power level 1,
and with a bane at power level 3. neither bane nor boon at power level 2,
and with a bane at power level 3. A target
who becomes blind must follow the rules
for being in darkness (see p.52 of the
Dragonbane Rules).
18
To ask questions of a corpse: Take a leaf of flax, and on it write these
twelve letters: AZĒL BALEMACHŌ
The ink must be made from red ochre, juice of fresh wormwood, burnt
myrrh, evergreen needles and flax. Write as instructed and put it in
the corpse’s mouth.
19
Talk to the Dead
• Rank: 1
• Prerequisite: Necromancy
• Requirement: Word, gesture
• Casting time: Action
• Range: 10 metres
• Duration: Stretch
20
Disease
• Rank: 2
Curse • Prerequisite: Fear or Blindness
• Rank: 1 • Requirement: Word, gesture
• Prerequisite: Necromancy • Casting time: Action
• Requirement: Word, gesture • Range: 15 metres per power level
• Casting time: Action • Duration: Instant
• Range: 15 metres per power level You send forth a foul wind filled with
• Duration: Stretch (until the target unnatural pestilence towards an
makes a successful WIL roll) individual target. The target is exposed
You put a curse on the target, such that to the undead disease, which has a
everything they do seems to end badly. virulence of 9 at power level 1, 12 at power
The target must make a WIL roll to resist level 2, and 15 at power level 3. If the
the curse (which doesn’t count as an target dies from the disease, they rise
action). If they fail, all of their attribute again as a living dead under your control.
and skill rolls are made with a bane. They (Rules for living dead can be found on
can make a WIL roll every round to p.110 of the Dragonbane Bestiary.)
attempt to throw off the curse. The WIL
rolls are made with a boon when the
spell is cast at power level 1,
neither bane nor boon at
power level 2, and with
a bane at power level 3.
21
Control Undead
• Rank: 2
• Prerequisite: Talk to the Dead
• Requirement: Word, gesture Pain
• Casting time: Action
• Range: 10 metres per power level • Rank: 2
• Duration: Permanent • Prerequisite: Fear or Blindness
• Requirement: Word, gesture
You bring 1 skeleton warrior, skeleton • Casting time: Action
archer, living dead, mummy, will-o’-the- • Range: 15 metres per power level
wisp, draugr, bog mummy, or undead • Duration: Stretch
animal per power level under your
control as undead servants. The The target must make a successful WIL
creatures you control share your roll or suffer excruciating pain. The WIL
initiative in combat, and you direct their roll doesn’t count as an action. The roll is
actions and roll for them. For creatures made with a boon at power level 1,
that have monster attack tables, you neither bane nor boon at power level 2,
must roll on the table rather than and a bane at power level 3. Those
choosing an attack. Undead servants can affected by the spell are knocked prone,
only perform simple actions that require and they take a bane to all skill rolls and
little to no intelligence (move, attack, their movement is halved as long as the
dodge, parry, etc.) You may not direct effects last. They can make a WIL roll
them to perform complex tasks such as every round to attempt to throw off the
picking a lock or foraging for food. If effects of the spell.
there is any uncertainty as to what your
Any attempts to PERSUADE a character
undead servants can do, it is up to the
affected by this spell are made with a
GM to decide.
boon, although the victim is likely to say
The spell lasts until the creature is whatever they think the necromancer
reduced to 0HP or another character wants to hear, regardless of whether or
successfully takes control of it. not it is true.
The rules for skeleton warriors and If you successfully cast this spell on a
archers can be found on p.96 of the monster (i.e. a creature who is not
Dragonbane Rules and p.114 of the treated as an NPC in combat), roll a D6
Dragonbane Bestiary. Rules for living at the beginning of each round that it is
dead, mummies and will-o’-the-wisps can affected. On a 1–3 the monster howls in
be found on p.110, p.112, and p.120 of the agony and does not attack that round.
Dragonbane Bestiary. Rules for undead On a 4–6 the monster is driven into a
animals, draugr and bog mummies can frenzy and its Ferocity is increased by 1
be found in the Bestiary starting on p.32 for that round, giving it an extra attack.
of this supplement.
22
Drain Willpower
• Rank: 2
• Prerequisite: Bone Chill
• Requirement: Gesture, focus
• Casting time: Action
• Range: 10 metres per power level
• Duration: Shift
23
The Curse of the
Corpse-Eaters
• Rank: 2
• Prerequisite: Curse
• Requirement: Word, gesture,
ingredient (fresh corpse)
• Casting time: Shift
• Range: 10 metres
• Duration: Permanent
24
Raise Undead
• Rank: 3 of the Dragonbane Bestiary. Rules for
• Prerequisite: Control Undead undead animals, draugr, bog mummies,
• Requirement: Word, gesture, and shades can be found in the Bestiary
ingredient (corpse) starting on p.32 of this supplement.
• Casting time: Action
• Range: 10 metres per power level The spell lasts until the creature is
• Duration: Permanent reduced to 0 HP or another character
successfully takes control of it.
You raise 1 corpse per power level from
the dead, creating between one and Optional rules for casting this spell on
three skeleton warriors, skeleton archers, deceased player characters can be found
living dead, mummies, bog mummies, on p.59 of this supplement.
draugr, or undead animals under your
control. This spell can be cast on the
corpse of any creature which is treated as
an NPC for the purposes of combat.
Drain Life
• Rank: 3
• Prerequisite: Gesture, Focus
• Requirement: Drain Willpower
• Casting time: Instant
• Range: 10 metres per power level
• Duration: Instant
27
Raise Undead Monster
• Rank: 5
• Prerequisite: Control Undead Monster
• Requirement: Word, gesture, ingredient
(corpse)
• Casting time: Action
• Range: 10 metres per power level
• Duration: Permanent
28
Vessel of the Soul
• Rank: 6
• Prerequisite: Raise Undead Monster
• Requirement: Word, gesture,
ingredient (mummified corpse)
• Casting time: Shift
• Range: 10 metres
• Duration: Permanent
29
A Note on Permanence
The effect of the spells CONTROL
UNDEAD, RAISE UNDEAD, CONTROL
UNDEAD MONSTER, and RAISE
UNDEAD MONSTER is given as
‘Permanent’ and in the spell
descriptions it is explained that this
means that the effect of the spell
continues until the creature raised or
controlled is reduced to 0HP or another
necromancer takes control of it. This
can be changed by using the optional
rule on the following page, however it
does naturally raise the question of
what effect the spell PERMANENCE
(Dragonbane Rules p.62) should have
when combined with a spell to raise or
control the undead.
30
Optional Rules
Duration
As discussed in the section on advice for
GMs on pp.2–4, GMs who would prefer
the spells CONTROL UNDEAD, RAISE
UNDEAD, CONTROL UNDEAD
MONSTER, and RAISE UNDEAD
MONSTER to have a time-limited effect
can choose to implement this optional
rule to limit their duration.
Blood Magic
Those who are looking to create an even
darker tone of horror in their games can
give a boon to rolls to cast Necromancy
spells if the necromancer has access to
fresh blood to use as an ingredient in the
spell.
31
Bestiary
In this section you will find rules for a
selection of undead creatures to
complement those in the Dragonbane
Rules and Dragonbane Bestiary, each
with an adventure seed to help spark the
imagination of the GM or solo player.
These creatures can be encountered as
the servants of a necromancer, or
brought under the control of a
necromancer PC using the various spells
described in the Necromancy Spell List.
32
Movement: 12 HP: 15 WP: 17
Dmg. Bonus AGL: +D4 Armour: 1
Skills: Necromancy 12, Awareness 12,
Evade 10
Abilities: Robust
Gear: Staff 13 (D8), bone dagger 11 (D8),
leather armour
Spells: Sense Undead, Spoil Food and
Drink, The Creeps, Undead Hand, Light,
Dispel, Bone Chill, Talk to the Dead,
Fear, Curse, Pain, Control Undead
Undead Servants: 1 undead hand,
1 skeleton warrior
Movement: 12 HP: 15 WP: 19
Dmg. Bonus AGL: +D4 Armour: 1
Skills: Necromancy 15, Awareness 14,
Evade 13
Abilities: Robust, Focused, Disguise
Gear: Staff 14 (D8), bolo of undeath 13
(D10, see p.61) leather armour
Spells: Sense Undead, Spoil Food and
Drink, The Creeps, Deathly Stare,
Undead Hand, Light, Dispel, Protector,
Magic Shield, Bone Chill, Talk to the
Dead, Fear, Blindness, Curse, Disease,
Pain, Drain Willpower, Control Undead,
Raise Undead
Undead Servants: D3 skeletons, D3
living dead, 1 mummy
Movement: 12 HP: 23 WP: 23
Dmg. Bonus AGL: +D4 Armour: 1
Skills: Necromancy 18, Mentalism 15,
Awareness 16, Evade 17
Abilities: Robust (3), Focused (3),
Disguise, Master Spellcaster, Magic
Talent
Gear: Staff of Blindness 17 (D8, see
p.63), Amulet of Power (see p.68), bone
dagger 16 (D8), leather armour
Spells: All Necromancy spells, all
General Magic spells, Farsight, Scrying,
Telepathy
Undead Servants: D8 skeletons, 1
skeleton champion, D8 living dead, D4
mummies, 1 undead monster of the GM’s
choice (e.g. wraith, undead giant, etc.)
Vessel: a mummified corpse in a hidden
locations ready to act as a vessel should
the necromancer be killed (see p.29).
This section details a number of magical A character doesn’t have to be a
items that would be prized by any necromancer in order to use these items,
necromancer. The GM can equip NPCs but if someone who is not trained in the
with these items, and/or allow PCs to necromantic arts uses an item infused
find and use them in the course of their with necromantic magic, the effects
adventuring. could be unpredictable…
This weapon has the stats of a
mastercrafted staff (see p.74 of the
Dragonbane Rules). If the wielder of this
staff successfully hits an opponent with
it, they may choose to cast the spell
BLINDNESS on their opponent (see p.18).
The spell is cast automatically, even if the
opponent’s armour absorbed all of the
damage from the attack. There is no
need to roll for NECROMANCY, and
indeed the character wielding the staff
does not need to be a magic user at all.
The attacker must spend WP on the spell
as normal, and can choose which power
level to cast it at. If the attack roll is a
dragon, the spell is cast without any WP
cost.
Dagger of Severing
65
Sword of Living Death
66
Talisman of Ill-Fortune
67
Amulet of Power
A character may transfer Willpower points into this amulet using the DRAIN
WILLPOWER spell on p.23 of this supplement or the TRANSFER spell on p.62 of the
Dragonbane Rules. The amulet can store up to 30WP.
68
Whenever this shield is successfully used
to parry an attack, the attacker must
immediately make a WIL roll to resist fear.
Item Cost Supply Weight Effect
10 kg of salt needed to mummify
Salt (1 kg) 5 silver Common 1
a body.
Herbs for This is enough herbs to
15 silver Uncommon 1
mummification mummify a body.
Skull 10 gold Uncommon 1 Can be used as a focus for spells
Severed hand Can be animated using UNDEAD
10 gold Uncommon 1
(fresh) HAND (p.16)
Corpse Can be animated using RAISE
25 gold Uncommon 10
(decayed, 1+ year) UNDEAD (p.25)
Can be animated using RAISE
Corpse (fresh) 50 gold Uncommon 10
UNDEAD (p.25)
Corpse Can be animated using RAISE
150 gold Rare 8
(mummified) UNDEAD (p.25)
Adventure Tables
71
You can use the tables on the following
pages instead of, or in conjunction with,
the tables provided on pp.109–111 of the
Dragonbane Rules to randomly create
adventures involving encounters with
necromancers and/or undead creatures.
These tables combine creatures from the
Dragonbane Bestiary with the creatures in
the Bestiary section of this supplement.
72
The Quest
D4 D6 D8
One day, the characters come across from/about/with
Elisia, an idealistic young
1 in a tavern of ill-repute a whispered tale
mage
on a road winding Krander, a grumpy
2 a chilling legend
through a cursed forest innkeeper
at the funeral of an
3 a tragic story Chera, a grieving mother
innocent
an ancient scroll sealed with Rootbeard, a guarded
4 in a frenzied nightmare
black runes animist
5 – a horrifying rumour Perry, a nimble thief
Hazel, an irrepressibly
6 – an evil prophecy
cheerful halfling
Squellum, a mysterious
7 – – mallard seer
Rattletop, a friendly
8 – – skeleton
9 – – –
10 – – –
11 – – –
12 – – –
13 – – –
14 – – –
15 – – –
16 – – –
17 – – –
18 – – –
19 – – –
20 – – –
73
D10 D12 D4
who wants to a/an believed to be in possession of
– – a terrible monster
74
The Journey
D4 D6 D8
The journey is and ends There is a/an
7 – – abandoned
8 – – haunted
9 – – –
10 – – –
11 – – –
12 – – –
13 – – –
14 – – –
15 – – –
16 – – –
17 – – –
18 – – –
19 – – –
20 – – –
75
D10 D12 D4
surrounded by The place is called
– – Bloodburn
76
The Adventure Site
D4 D6 D8
The way in There is but also unexpected
guests in the form of
7 – – D3 shades
8 – – D2 poltergeists
9 – – –
10 – – –
11 – – –
12 – – –
13 – – –
14 – – –
15 – – –
16 – – –
17 – – –
18 – – –
19 – – –
20 – – –
77
D10 D12 D4
and There is a deadly Finally, the player characters
challenge in the form of must defeat
a mirror which shows you a dwarf scholar who has
a will-o’-the-wisp
how you will die stumbled across dark secrets
fumes laced with sleeping an arrogant mallard
a hunchback servant
poison necromancer initiate
a grieving karkion searching a
a vetala a labyrinth
magic library
a painting revealing a PC’s an orc shaman who has learned
a flesh golem
dark secret how to raise the dead
D3 mummies a message which must be a sadistic human necromancer
deciphered adept
D3 skeleton champions a prisoner who begs to a band of skeletal horsemen
be freed
someone the PCs knew, a flock of ghouls, led by a ghast,
D3 skeletal horsemen
now become undead ready to feed on the PCs’ flesh
the spirit of a mage a necromancer who has lured
a ghast
trapped in an amulet the PCs to drain their willpower
a wight a room from which there an undead cave troll
seems to be no escape
a mummy, enraged at the PCs
a wraith a hidden door disturbing his rest
– a betrayal an angry flesh golem
a wight who was once a knight
– cursed treasure of a long-forgotten order
an ancient king, risen again as a
– – wraith
– – a ravenous undead giant spider
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