Necromancers deal with death and the dead. These spells drain vitality from living creatures and restore life functions to dead creatures. Bones, blood, spirits, and apparitions are all associated with the magical energies shaped and controlled by the specialists of this school.

Necromancers are among the most potent of the specialists. In terms of sheer power, the necromantic spells compare to those from any other school.

Necromantic spells fall into three general groups. One group includes spells that imbue the caster or a person of the caster’s choice with special abilities similar to the effects of certain enchantment and alteration spells. The majority of these are extremely powerful offensive spells effective against a wide range of opponents. A necromancer armed with a repertoire of these spells bolsters his party’s offensive capabilities considerably.

A second group of necromancy spells includes those that create creatures or physical forces to fight on the caster’s behalf. Since these spells enhance the caster’s ability to inflict damage on opponents, they are offensive spells.

A third group of necromancy spells enables the caster to affect the actions of other creatures, usually undead. They are defensive spells, although the affected creatures can also attack enemies.


SPELLS: A Wizard casts arcane spells, though abjuration magic is inherently different from the wizard’s requiring a unique spell list. Like a wizard though, a Wizard is limited to a certain number of spells of each spell level per day. The Arcane Spells Per Day Table shows the number of spells per day an Wizard may cast. A Wizard must prepare spells before casting them, by studying spells from a spell book. While studying, the Wizard decides which spells to prepare. Spell memorization and descriptions are in the Magic section of the Players’ Handbook.

BONUS SPELLS: With a high intelligence score, a Wizard gains bonus spells. If the character has an intelligence of 13-15, they receive an extra 1st-level spell. If the intelligence score is 16 or 17, they receive an extra 2nd-level spell and if 18 or 19, they receive an extra 3rd level spell. The bonus spells accrue only if the Wizard is at a high enough level to cast that spell level. Bonus spells are cumulative.

For example, a 4th-level Wizard with an 18 intelligence receives four 0-level spells, four 1st-level spells, and three 2nd-level spells. No bonus 3rd-level spell is acquired until the Wizard reaches 5th-level

Undead Virtue: As a necromancer progresses in levels, he gains some of the qualities that typify undead creatures. At 5th-level, the necromancer gains a +2 bonus on all saving throws made to resist sleep, stun, paralysis, poison, or disease. This bonus increases to +4 at 15th-level. At 10th-level, the necromancer gains a +4 bonus on saving throws made to resist ability damage, ability drain, or energy drain.

Enhanced Undead: Any time a necromancer creates an undead creature (such as with animate deadcreate undead, or create greater undead), all undead creatures created gain two additional hit points per Hit Die. This ability does not affect the number or Hit Dice of animated creatures that the necromancer can create or control.





WEAPONS: Club, dagger, dart, staff




SECOND OPPOSED SCHOOL (choose one): Enchantment or Alteration


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