Necoromantic Spells

Da Boss

Mongoose
I need some Necromantic magic for a conversion I am working on:

Summoning, control and contact spells for Zombies, Skeletons, Wraiths, Wights etc.

One group of people in the world live alongsdie their ancestors who protect the Clan.

As well as for another cult that summon the dead to serve them in battle

I heard Necromantic Arts was ok but not really compatable with 2nd ed - alternatively anyone created their own necromantic spells etc I could use (with suitable credits)

thanks
 
Interesting idea. I cherry-picked some ideas out of Necromatic Arts but I can't recommend buying the book. It is an RQII supplement but the writing isn't all that solid, IMO. Also, at 112 pages, it's grossly overpriced (it really should have been made softcover, not hardback) for the amount of content you're getting.

If you just want skeletons to magically pop out of nowhere at a spell caster's whim then I would just use the normal rules for Spirit magic and say that a skeleton (or whatever) is the physical form the spirit is forced to take.

jolt
 
Da Boss said:
I need some Necromantic magic for a conversion I am working on:

Summoning, control and contact spells for Zombies, Skeletons, Wraiths, Wights etc.

One group of people in the world live alongsdie their ancestors who protect the Clan.

As well as for another cult that summon the dead to serve them in battle

I heard Necromantic Arts was ok but not really compatable with 2nd ed - alternatively anyone created their own necromantic spells etc I could use (with suitable credits)

thanks

Necromantic Arts has divine and sorcery spells for creating undead - they need a little work to be compatible with RQII, but not that much.

Alternatively, I think you could use/build on the expanded spirit magic rules from Signs & Portents 89 & 90.
 
HalfOrc HalfBiscuit said:
Da Boss said:
I need some Necromantic magic for a conversion I am working on:

Summoning, control and contact spells for Zombies, Skeletons, Wraiths, Wights etc.

One group of people in the world live alongsdie their ancestors who protect the Clan.

As well as for another cult that summon the dead to serve them in battle

I heard Necromantic Arts was ok but not really compatable with 2nd ed - alternatively anyone created their own necromantic spells etc I could use (with suitable credits)

thanks

Necromantic Arts has divine and sorcery spells for creating undead - they need a little work to be compatible with RQII, but not that much.

Alternatively, I think you could use/build on the expanded spirit magic rules from Signs & Portents 89 & 90.

That's a thought. I guess creating a zombie could be done by binding a spirit into its own corpse. That wouldn't necessarily give control of a zombie. However you could bind an "undead nature spirit" to allow domination of undead.

You could treat a skeleton the same way as a zombie only its bones have been picked clean.
 
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