Amongst those gifted to the magics of the realm of Warhammer there are those feel the call to truly comprehend life, and in such to understand death. These few dedicate what they have of their lives in researching life, death, and immortality. There are those within this few who are the Necromancer - sorcerers who turn from their path of the college magics to the lure of hidden secrets and dark magics. To the path of Necromancy
The first Necromancers sought immortality, and in their corruption of life released the curse of undeath upon the living world. Necromancers at this time are few and far between, they nonetheless exist.
Although there have been times when the dark arts have been turned to benevolent uses, and the argument of intent over method held, the study of undeath is shunned by the more populous parts of the world. Necromancers turn to outcasts, wandering constantly for fear of discovery. Occasionally turning to guilds for shelter and learning under the guise of their wizardly magics.
While it is generally accepted that Necromancers often become tainted by their magics, some adventurers look beyond disdain of the dark arts. Their lust for wealth and the advantages of a Necromancer's power winning them over. Able to protect the party from attacks by the undead; Necromancers serve greatly to aid their comrades against the very things they seek to master.
Necromancers are still wizards, often of good repute, but they have grown stagnant in the teaching of the colleges of magic and seek to augment their powers in that which is hidden from them. Their curiosity can cost them many friends and eventually a portion of what makes them who they are.
Any
player may start the game as a Necromancer rather than one of the Warriors in
the Warhammer Quest box.
All of the rules for creating a new Warrior apply unless stated elsewhere in
this Warrior pack.
BL | Gold | M | Ws | Bs | Str | Dam.d | T | W | Init | Att | Luck | Wil | Pin | Souls/roll |
1 | 0 | 4 | 2 | 6+ | 3 | 1 | 2 | 2d6+3 | 4 | 1 | 0 | 5 | 4+ | 6/5+ |
2 | 2.1k | 4 | 3 | 6+ | 3 | 1 | 3 | 3d6+3 | 4 | 1 | 0 | 5 | 4+ | +d3/4+ |
3 | 4.5k | 4 | 3 | 6+ | 3 | 1 | 3 | 3d6+3 | 4 | 2 | 1 | 6 | 4+ | -/4+ |
4 | 9k | 4 | 4 | 6+ | 3 | 1 | 3 | 3d6+3 | 4 | 2 | 1 | 6 | 3+ | +d3/4+ |
5 | 12.5k | 4 | 4 | 5+ | 3 | 2 | 3 | 4d6+3 | 4 | 2 | 2 | 6 | 3+ | -/3+ |
6 | 19k | 4 | 4 | 5+ | 4 | 2 | 3 | 4d6+3 | 4 | 2 | 2 | 6 | 3+ | +d3/3+ |
7 | 25k | 4 | 4 | 5+ | 4 | 2 | 4 | 5d6+3 | 4 | 3 | 2 | 6 | 3+ | -/3+ |
8 | 33k | 4 | 4 | 5+ | 5 | 2 | 4 | 5d6+3 | 4 | 3 | 3 | 6 | 3+ | -/3+ |
9 | 47k | 4 | 4 | 5+ | 5 | 3 | 4 | 6d6+3 | 5 | 4 | 3 | 7 | 3+ | +d3/2+ |
10 | 55k | 4 | 4 | 5+ | 5 | 3 | 4 | 6d6+3 | 5 | 4 | 3 | 7 | 3+ | -/2+ |
Necromancers start with a Damned Tome. Stolen from the forbidden texts locked away within wizards' guilds, this book stores the sorceries the necromancer learns over time and slain souls for use in casting spells.
Whenever a living monster is slain by the Warriors in the same tile as the Necromancer, roll a D6. On a 5+ this creature's soul is taken up by the tome and can be used to cast spells. The Necromancer's ability to draw these souls increases with battle level.
The Damned tome starts play with 1 soul in it from the Necromancer's predecessors. Initially the most souls a tome can carry is 6. The tome becomes bound to the necromancer and can be recalled to him through a simple ritual, as such it may never be lost, nor can it be destroyed.
The Necromancer begins with a simple staff, with which they may attack and defend themselves. The staff does 1d6 damage, and adds +1 T to the necromancer while they wield it. Strength does not add to the damage the Staff does.
Necromancers can wear any magical robes that act as armour and items that give toughness, however they choose not to wear armour as it prevents the use of their magics.
Necromancers are able to cast spells as do wizards. As such each turn they gain 1d6 + BL points of power from the winds of magic. Unlike the Wizard, Necromancers can not pull power from the winds of magic into themselves, instead they must draw upon the souls they harvest and gather within the Damned Tome.
Although Power is still used for spells, the souls captured also are used, personal POW is neither stored nor used by the Necromancer. They may however use souls in the place of any missing Power, i.e. The necromantic spell 'Summon Skeleton' ( Pow 2, Souls 1 ) can be paid for in any combination of Power and Souls totaling 3, so long as a minimum of 1 soul is used. This ability of the Necromancer can be used for their wizardly spells in addition to their necromantic spells.
While Necromancers still develop wizardly powers, they augment these using dark, sorcerous magic, bending the stuff of life and of death.
The Necromancer starts play with three spells, magic that they can use for survival with in the dangerous world of Warhammer Quest.
Two of these spells are generated in the same way as a starting wizard, the third spell is chosen out of the following:
SUMMON
SKELETON (2 POW, 1 Soul)
The necromancer summons forth a single skeleton
with this spell, raising a dead body to life in his servitude, it climbs out of
the ground to its rattling feet. This skeleton will fight for the Necromancer
but has neither mind nor free will, and cannot be used in any complicated
activity. It serves only as a combat unit and is placed on the tile with the
Warriors. The Necromancer may only have a number of such Skeletons equal to
their BL in play at any one time. (see below)
The skeletons act at the end of the Warrior's Phase. A skeleton will only attack if told to by the Necromancer. On being killed or if the Necromancer is reduced to 0 wounds, the skeleton crumbles to dust. Monsters which any skeleton kills, do not generate gold for the warriors.
NECROPOTENCE
(1 POW, 1 Soul)
The Necromancer gains an aura of dread power about him that
causes weapons and spells and other damaging effects to be less destructive.
Until the beginning of the next warrior's phase the Necromancer may reduce the
ext damage dealt to him by up to his BL in wounds.
Each necromantic spell has a cost of POW and souls, they can only be cast with Power from the winds of power that sweep through the world and with the use of souls stored within the tome.
Each time a soul is used up with a spell, it reduces the number stored in the tome. Once there are no souls within the tome, it cannot be used to cast spells with.
The fact that Necromancers very seldom deal with merchants gives them little reason to desire gold. When a Necromancer makes a kill, they ignore any gold left on the corpse. Mark on the Necromancer's sheet the amount of gold the creature was worth as Exp., but the actual gold is merely lost. This is if within your game gold is still used as an equivalent to Exp., if you have incorporated the idea of experience over gold then the gold is left for the other warriors
It is assumed that any party member would willingly make a purchase or give any money to a Necromancer that he needs, whether to pay for a campaign event or make a purchase, because of the benefit they get from his magics. If this does not come to pass, the Necromancer typically moves on.
While within a settlement a Necromancer's arcane appearance still befits that of a wizard, thus most people will allow them their distance out of respect for magic, or fear.
The Necromancer is treated as a wizard while within a settlement.
The Necromancer may enter any special location the Wizard can except the Temple, generally due to disdain for the temple patrons 'beliefs'. While in a settlement the Necromancer may venture to seek the services of the Wizards Guild.
While most wizards hold a great contempt for any who have turned to become a practitioner of the darker arts, a Necromancer can access their resources under the guise of one of their fellows.
When visiting the Wizards guild the Necromancer rolls 1d6, on the roll of 5+ the guild possesses texts relevant to the Necromancers studies and he may gain Necromantic spells should he train or seek to memorize a new spell in place of another. However on the result of a 1 the Necromancer's arts have been uncovered and the wizards turn on him. Roll a further 1d6:
1 |
The wizards capture the Necromancer flaying him with magics and obsidian. In agony he dies, overwhelmed by that he sought to overcome. |
2 |
The wizard magics sear the Necromancer, marking him for that which he is even as he manages to flee from the settlement. The Necromancer permanently loses 1d3 starting wounds, and must roll on this table on the result of a 1 or 2 from now on. |
3-5 |
The Necromancer flees as the wizards lead the outraged settlement in driving him out, The warrior permanently loses 1 starting wound. |
6 |
The Necromancer manages the steal a relic from the guild's forbidden library even as he hastily flees the settlement. Make one roll on the relics table below to see what item he gains possession of. |
Once the Necromancer has gained experience enough to gain a battle level he must seek out a wizards guild for training as does a wizard character. However the Necromancer trains in private studying arcane texts unobserved by others. This study takes place deep into the night when he is less likely to be hindered. The Necromancer may only learn Necromantic spells while training if the guild possesses the necessary texts.
At the end of this private study roll 1d6 and refer to the following table to see what is uncovered within the guild. ( note. On a roll of 5+ the necromancer Still gains spells only at 1 die less than normal)
1-4 |
The Necromancer works through the night several times over, mixing spell components and scribing note secretly into The Damned Tome. Drawing together his work the Necromancer memorizes a few new spells. The Necromancer gains new spells in the same fashion as the Wizard and, unless the guild possesses necromantic texts, from the same spell tables. |
5 |
Working the lock of a blackened chest within a hidden alcove of the library, The Necromancer discovers a relic of the dark arts. Secreting it away with new knowledge from the guild the Necromancer flees the settlement to await the others elsewhere. Make one roll on the relics table below to see what item he gains possession of. Should all 6 relics be gained reroll future results of this. |
6 |
The Necromancer uncovers a bound tome left unnoticed amongst studies of human chemistry. Enabled to further his studies in physiology The Necromancer manages to perfect several mundane skills in the manipulation of life. Roll for a skill on the table below. |
1 |
Tomb Blade This ancient weapon feeds off of the death energies employed by the necromancer, rendering them up to him as it fells its opponents. The Tomb Blade deals an additional 1d6 dam to that of a normal sword, and automatically drains the souls of those living creatures it kills into the Necromancer's Damned Tome. |
2 |
Skanskrath Pendant Unnerving voices whisper and shriek around the Necromancer while this pendant is worn. Roll one die for each monster that does not cause fear or terror when it is placed on the tile, on a one or two that creature is at -1 to hit the warriors as the voices assail it |
3 |
Circlet of Arkhan Crafted to mimic the mastery over their summoned minions that the earliest necromancers maintained through sheer will, the Circlet siphons the Necromancer's vitality into those he calls from the grave. All undead summoned by the Necromancer may fight with his Ws, at the end of each adventure in which this Circlet is used roll a die, on 1 or 2 the life energy flowing through it have tainted its necromantic powers. Rendered useless, the Necromancer discards it. |
4 |
Cursed book For once per adventure the Necromancer may use the book to sap the life force of those around him, all living creatures ( including the other warriors ) are at -1 on all dice rolls until a 5 or 6 is rolled for the power phase. |
5 |
Bone Collar The Necromancer no longer needs to rely on the souls of those killed by the warriors, able to draw the energy from his own soul instead. The Necromancer may cast any spell without expending souls, but takes 1d6 unmodified wounds for each soul he would have had to expend. |
6 |
Skull Staff This archaic staff is treated exactly as a wizard's staff, with the except that it also grants the Necromancer a 5+ resistance to magic. |
1 |
Mortician's Blade The Necromancer's skill with manipulating the living flesh has grown through his study of fallen foes. For any other Warrior fool enough to let him try in-between adventures, the Necromancer may attempt to restore to them lost starting wounds. The Warrior takes 1d6 unmodified wounds for each permanent starting wound restored in this way, if any of these comes up a 6 then they take the damage but do not regain the starting wounds. This damage may not be healed until the start of the next adventure. The Necromancer may only attempt this skill once in between each adventure, and never upon himself. |
2 |
Humor - Biles The Necromancer may concoct a poisonous compound from the biles found within a dead body, this compound may be used to coat any edged weapon the Necromancer uses, causing 1d6+BL extra wounds on any single hit. The Necromancer may produce 1d6 doses of this compound before each adventure. |
3 |
Humor - Phlegm The Necromancer has uncovered enough knowledge of human physiology to use a distillation of the stagnating phlegm in a aging corpse to restore a single point of lost strength or toughness to any warrior on a roll of 5+. The Necromancer may only attempt this skill once in-between each adventure. This may not restore points higher than the warriors base BL profile. |
4 |
Humor - Sanguine The Necromancer can produce a compound referred to in one of the tomes he uncovered as 'spirits of plasma'. This gaseous compound may be inhaled to numb the emotional aspects of the psyche. While under the distant state caused by this compound a warrior may roll two dice for fear and terror tests, discarding the lowest. The Necromancer may produce a single dose of this compound in-between each adventure. |
5 |
Killing blow Striking carefully, the Necromancer picks out a vital area of his opponents form while attacking. Anytime the Necromancer rolls a natural 6 to hit, add 1d6 to his damage roll and ignore up to 2 points of the monster's armour. In addition, this strike ignores the 'ignore pain' and 'ignore blow' abilities. |
6 |
Distant The Necromancer has grown cold and emotionless, unresponsive to even the most dire fear. This warrior adds +2 to all fear and terror tests. This skill may be gained more than once, adding an additional +1 for each time it is gained. |
Controlled Undead will repeat the last action they have been commanded to do until either given new commands, killed, unbound (control is lost), the Necromancer is rendered unconscious or dies.
The controlled undead act during a sub-phase after the Warrior phase, and can be commanded to undergo an practical action.
Undead are considered in the amount of souls bound in the casting, most of the time this is ONE, a Necromancer may only maintain a number of bound souls equal to his Battle Level, additional souls become unbound and seek to kill the necromancer singlemindedly.
Any Monsters that the controlled undead kill do not generate any gold for the Warriors.
(casting number used to 'purchase' a spell is the total of Pow+souls)
Based on the whispers from the damned tome the necromancer may force one enemy to reroll any one die roll.
Lesser Undead are animated merely by the powers of the Necromancer which
controls them. Should be bond between a necromancer's power and the souls
contained within the creature be broken, the undead creature will cease to
exist. Roll a D6 for the undead monster you wish to target,if the roll is
greater than the creatures initiative, then one of the souls is destroyed and
the creature with it, otherwise the spell has no effect. Greater Undead
creatures will require multiple successes in this spell for them to be unbound.
No experience or gold is gained for undead destroyed in this way.
The Necromancer gains an aura of dread power about him that causes weapons and spells and other damaging effects to be less destructive. Before the beginning of the next warrior's phase the Necromancer may reduce the next damage dealt to him by up to his BL in wounds. This spell may only be cast once each turn.
This spell endows the caster with the ability to cause Wounds simply by touching a target. When attacking the caster automatically causes (Dam.d) Wounds to the target for each hit scored, ignoring Toughness in addition to any armour. The Necromancer may not use a weapon while this spell is in effect, only his touch.
The necromancer summons forth a single skeleton with this spell, raising a dead body to life in his servitude. The Skeleton arrives, shambling from the darkness or freeing itself from below the ground, on the same tile as the Necromancer, and is controlled in the usual manner by the Necromancer (see above).
The necromancer summons forth a single Zombie with this spell, animating a rotting body. The Zombie arrives in the same tile as the Necromancer, stumbling forth at the end of the turn, and is controlled in the usual manner by the Necromancer (see above).
The bones of the fallen appear to glimmer, clinging about the target and granting them an aspect of the undead. Undead monsters will automatically attack a different target over this one. Unbound undead will know the necromancer's taint and are immune to this spell.
This spell may be cast against any single undead monster on the same tile as the Necromancer. The target may make a test against Initiative to resist the effects. Undead which fail this test are taken over by the caster for d3 turns. These Undead are controlled directly by the caster.
As the Necromancer grows in power, the duration of this control is extended:
Novice
--
Hero 1 additional turn
Champion d3 additional turns
Lord d6 additional turns
Necromancers become well versed in the destructive potential of their arts, and they learn of the thin line between life and death as they become able to cause atrophy to the flesh of the living. Nominate any living enemy within 4 squares of the Necromancer. This target takes D6 Tomb Rot wounds each turn until it dies or moves outside of this range.
Exhaling a thin breath laden with the rank stench of the grave. This hinders the actions of all living creatures causing such to suffer a -1 modifier on all dice rolls until a 6 is rolled in the power phase.
Some Necromancers have used their knowledge of mind control over the undead and twisted it for use against the living. The target takes an initiative test; if it fails, that creature's mind is numbed and it becomes immobile, unable to take any actions, and at +2 to be hit this turn. Cannot be used against undead.
This spell is used to summon a single Ghoul, which scampers onto the same tile as the Necromancer. The Ghoul may not be controlled in the usual way. Ghouls are self aware, once intelligent creatures and will act on their own as best they can to please the necromancer.
This spell is used to summon a single Tomb Guardian which appears on the same tile as the Necromancer. The Tomb Guardian is controlled in the usual way.
The Necromancer chooses one target, drawing the soul from it for 1d6+BL wounds, with no modifiers for Armor or Toughness. For each wound the Necromancer causes in this manner he is healed one wound.
A burning unease burns under the skin of the warriors, as the Necromancer weaves the life force of each together. For the next d6 turns any damage inflicted upon a warrior is ebbed between them and the web; divide any damage evenly between each warrior ( ie if a single warrior outof a party of four is hit for 16 dam, each warrior instead takes 4 damage; 16/4 ).
Given time to dabble over their art the necromancer may begin to 'personalize' the horrors of their undead creatures. The necromancer may 'boost'
the stats of one undead target through this. For Each Soul Expended beyond the
first in casting this spell roll 1d6 and spend the total such:
+1 M/Ws/Bs/I/W : 1 point each
+1 A/dam.d/(point in fear or terror) : 3 points each
Grant Terror/(1d6 Tomb Rot)/(Chill for dam.d) : 6 points each
The Necromancer summons a wind, which bites at his enemies, sapping their strength and skill. All living enemies on the same tile as the Necromancer suffer a -1 on their strength and weaponskill until the end of turn. Any Monster that has its strength reduced to 0 with this spell passes out immediately
The Necromancer may draw a stolen soul into his being, making himself or a fellow a distorted shade. The Target gains the abilities Ethereal 1; Chill 2 , and may not attack with any non-ethereal weapon.
The spirits bound within the damned tome are released to hassle the monsters. Screaming and screeching their hatred of the necromancer, the souls dance around their targets distracting them. For each soul spent in the casting of this spell one target gains a -1 modifier on all rolls. Any target may be repeatedly targeted. All souls are expended in this spell.
This spell summons a Mummy, which appears on the same tile as the Necromancer. This Mummy is controlled in the usual way as given above, but is intelligent and will act as such.
This spell affects all 'lesser' Undead, Corporeal and Ethereal, on the same board section of the Necromancer. Any such creatures must make a test against Initiative or be destroyed.
The necromancer summons forth a group of 3 skeletons with this spell, bone rasping against bone as they ready their weapons. The Skeletons arrive on the same tile as the Necromancer, and are controlled in the usual manner by the Necromancer.
The necromancer summons forth a group of 3 Zombies with this spell, festered flesh falling from their dead bodies. The Zombies arrive on the same tile as the Necromancer, and are controlled in the usual manner by the Necromancer.
The Necromancer forces a soul down into any readied weapon, causing it to count as Ethereal - ignoring the abilities of other ethereal creatures and upto 2 points of armour.
Calling out to the bones and rotting flesh of all near by dead the necromancer attempts to animate or awaken something akin to the legends of draconian horrors. Roll 1d3 when this spell is cast :
1 |
The spell falls short of its intent, instead summoning 1d6-1 lesser undead each with 'ignore pain 1'. |
2 |
The casting draws together a mass and flesh and bones into a gross mis-construct of necromancy. treat as a Zombie dragon with +10 W, -1 M, -1 Ws, -1 S, and + 1 T |
3 |
In a hidden cavern near the dungeon, a stricken dragon
had laid down into death only to now be snatch from it by your will. Newly
awakened this Zombie Dragon is weakened and is at -1 M, -1 S. |