Raise Dead
- Runic String: Necromancy, Control, Body (+ Man or Animal depending on corpse)
- Strain Cost: 17
- Duration: Vitality in Days
- Casting Time: 1 round
- Effect: One corpse is imbued with unnatural life and raised into undeath. The corpse can be humanoid or animal, and can be from undisturbed remains or an assembled body. If a skeleton is used as the target, the target becomes an animated skeleton. If a reasonably whole corpse is used, a zombie is the result. As soon as the spell is successful, the caster makes a Directed Contest of Wills against the creation to try to control it. This creation is naturally inimical to the living, and must be controlled (may be a separate spell or may be incorporated into the Rune String) to avoid it attacking the nearest living thing, including the caster. The corpse will remain animated for a number of days equal to the caster's Vitality in Days. At any time during this period, the caster may extend the animation for an equal amount of time by expending a single point of Strain. Additionally, the caster may end the spell at any time causing the creation to lose its animation. If the caster is killed, the same result will occur. The GM is free to limit the intelligence, initiative, and attributes of the creation. Generalized information for a human zombie is below. It should be noted that the undead are generally stronger then when they were alive, but slower, less aware, clumsier, and lacking will.
Human Zombie
Attributes and Derived Statistics
Strength 15 Base Damage 1D8 Vitality 12 Health 17 Prowess 8 Strain 13 Wisdom 3 Will 2 Alertness 6 Wits 7 Manipulation 2 Move 8* *The uncoordinated nature of the zombie means that it is slow-moving.
Notes: Any wounds caused by a zombies hands or teeth require that the victim Test vs Vitality or develop gangrene in the wound if it is not treated and cleaned. Zombies are assumed to be able to use simple melee weapons at a skill equal to their Prowess. Zombies are relentless, and may only be truly destroyed by fire. Dismemberment is usually sufficient to remove a zombie as a threat, but it may keep crawling around and annoying everyone. Any Strain the zombie has is used once all it's wounds are gone to keep going. Once those are exhausted, it becomes quiescent. It will regain one Strain and one Wound or Health each day and will become active again as soon as possible. Note that the zombie may never be sacrificed for its Strain, donate it's Strain to a ritual, or have its Strain stolen by a spell. It's Strain is only for its own use. Undead do not talk and cannot generally improvise. The usually just follow simple commands or try to kill any living thing they sense.
Create Homunculus
- Runic String: Create, Control, Communication, Body, Mind
- Strain Cost: 13
- Duration: Vitality in Hours
- Casting Time: 3 seconds
- Effect: A small (6 inch, ~1 lb) creature is created. It may have any physical appearance the caster wishes, but it is generally humanoid and has tiny features similar to the casters. For the duration of the spell, the creature acts as a familiar to the caster. The caster may experience anything the creature is sensing at anytime he wishes. The creature generally can only run or scamper (Flight may be added by including the Runes Move and Air) but at a reasonably rapid pace. It makes a nearly ideal spy and is very dextrous, so may be useful as a helper. Generalized stats are listed below.
Homunculus
Attributes and Derived Statistics
Strength 4 Base Damage 1D2 Vitality 6 Health 10 Prowess 14 Strain 5 Wisdom 6 Will 6 Alertness 12 Wits 13 Manipulation 6 Move 10 NOTES: Often Homunculi have claws (1D4 dmg in combat). Generally they also have the following skills: Climb 14, Stealth (Any) 14, Concealment (Any) 12, and Hand-to-Hand 14.
Summon Shade
- Runic String: Summon, Necromancy, Mind
- Strain Cost: 7
- Duration: Vitality in Minutes
- Casting Time: 1 round
- Effect: Requires a grave site, physical remains, place of death, or personal article of the person the caster wishes to summon. The caster concentrates for a moment and draws forth from the Nether Realms the shade of the dead person. The caster may see and converse with them as per normal (The appear as a transparent image of the person). The shade is under no obligation to answer any questions, but may be threatened, cajoled, bribed and convinced as the GM sees fit by concerns of a good burial or safety for still-living loved ones, etc... If the GM allows, a Control Rune may be added to the spell and allow the caster a Directed Contest of Wills against the spirit to compel an answer.
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