Necromancy
Philosophy
Necromancy begins from a simple claim: death changes a being, but it does not erase all structure at once. Bodies remain. Habits remain. Trace-patterns remain. Social obligations remain. Necromancers study what persists and what can still be guided, preserved, questioned, or put to use after life has ended.
In some cultures necromancy is a sacred funerary art. In others it is a labor system, a battlefield necessity, or a grave crime. The school itself is morally unstable rather than inherently profane. The difference usually lies in consent, treatment of remains, and whether a working preserves dignity or strips it away.
Example Places of Study
- The Sepulchral Colleges of Veyr: Formal academies where funerary law, corpse preservation, and memorial labor are taught together.
- The Ash Monasteries: Monastic houses devoted to proper death rites, grave warding, and controlled remnant speech.
- The Black Ledger Halls: Civic institutions that train corpse-identifiers, battlefield dead-count keepers, and forensic necromancers.
- The Quiet Harbors: River-temples where drowned bodies are recovered, named, and questioned before burial.
- The Bonewright Guilds: Practical schools that teach sanctioned corpse labor, ossuary engineering, and cemetery maintenance.
Common Spells
Grave Quiet
Purpose/How It Works: Grave Quiet calms disturbed remains, weak trace-echoes, and postmortem agitation in a burial space so the dead settle into stillness again.
Notable Exceptions: It works poorly where corpses are actively being desecrated or where a stronger necromantic command is still in force.
Example Use: A temple necromancer stills a panicked crypt after hasty battlefield burials begin to twitch and scrape at their slabs.
Typical Cost/Power Source: Usually fed by ambient trace-residue, funerary symbols, grave-soil, and the caster’s reserves; violent or recently animated dead require more direct expenditure.
Casting Methods: Spoken funerary injunction, 5 to 10 seconds. Incense-and-bell rite, 1 to 3 minutes.
Range/Duration: One chamber or grave plot. Minutes to days.
Corpse Stitch
Purpose/How It Works: Corpse Stitch binds torn tissue, loose bone, and structural collapse in a dead body so it can be moved, examined, or ritually prepared.
Notable Exceptions: It restores function and integrity, not life. Severe burning or complete fragmentation limits the result.
Example Use: A field mortician reassembles a fallen captain so the family can see the body whole before burial.
Typical Cost/Power Source: Usually fed by preserved tissue, embalming media, thread, bone, and the caster’s reserves; fresher bodies are easier to work than ruined ones.
Casting Methods: Hand-and-thread cast, 20 to 40 seconds. Mortuary table rite, 3 to 8 minutes.
Range/Duration: Touch. Hours to permanently stitched form.
Mourner S Lamp
Purpose/How It Works: Mourner’s Lamp gathers faint remnant-emotion from the recently dead into a visible funerary flame that helps identify unrest, fear, or peace.
Notable Exceptions: It gives mood and pressure, not a full conversation. Sudden violent deaths often produce noisy, misleading results.
Example Use: Priests use the lamp to decide whether a burial site needs rites of calming before the casket is sealed.
Typical Cost/Power Source: Usually fed by candle flame, memorial objects, fresh trace-residue, and the caster’s reserves.
Casting Methods: Lamp-lighting prayer, 10 to 20 seconds. Vigil circle, 5 to 15 minutes.
Range/Duration: One body or bier. Minutes to hours.
Last Motion
Purpose/How It Works: Last Motion replays the final mechanical movement pattern stored in a corpse or body part, showing how it turned, struck, or fell.
Notable Exceptions: It reveals motion better than motive. Heavy postmortem damage can corrupt the sequence.
Example Use: Investigators confirm that a dead guard raised a shield before the fatal blow rather than being executed helplessly.
Typical Cost/Power Source: Usually fed by residual pattern-memory in muscle and bone, plus the caster’s focus.
Casting Methods: Body-touch reading, 10 to 20 seconds. Forensic slab rite, 2 to 5 minutes.
Range/Duration: Touch. One brief replay.
Bone Listener
Purpose/How It Works: Bone Listener reads preserved stress, illness, and trauma from skeletons to reconstruct broad history of injury and labor.
Notable Exceptions: It reads long pressure well but struggles with soft-tissue-only causes of death.
Example Use: A necromantic historian learns that a mass grave held miners, not soldiers, from the shape of their spines and hands.
Typical Cost/Power Source: Usually fed by bone integrity, chalk marks, and the caster’s reserves.
Casting Methods: Tactile read, 10 to 20 seconds. Ossuary examination rite, 3 to 8 minutes.
Range/Duration: Touch. Brief diagnostic read.
Pall Of Stillness
Purpose/How It Works: Pall of Stillness slows rot, insect activity, and environmental disturbance around a corpse by imposing a temporary funerary hush.
Notable Exceptions: It delays decay; it does not reverse it. Hot, wet climates burn through the spell quickly.
Example Use: A caravan preserves its dead for three more days until it can reach consecrated burial ground.
Typical Cost/Power Source: Usually fed by cloth, ash, cold media, preserved pattern, and the caster’s reserves.
Casting Methods: Shroud cast, 10 to 20 seconds. Burial tent rite, 2 to 5 minutes.
Range/Duration: One body or small bier line. Hours to days.
Ancestor Seat
Purpose/How It Works: Ancestor Seat invites a controlled familial remnant to settle briefly into a prepared chair, mask, or relic so descendants can ask limited questions.
Notable Exceptions: It works best with strong memorial continuity. It cannot recover what the dead never knew, and repeated use erodes the remnant.
Example Use: A clan calls an ancestor to settle a land dispute over an old boundary stone.
Typical Cost/Power Source: Usually fed by kinship links, heirlooms, names, and trace-residue carried by the family line.
Casting Methods: Named invitation, 1 to 3 minutes. Shrine session, 10 to 30 minutes.
Range/Duration: One prepared seat or vessel. Minutes.
Wakeful Bier
Purpose/How It Works: Wakeful Bier gives a corpse enough temporary structure and directional command to walk under simple orders without simulating true life.
Notable Exceptions: Fine manipulation, speech, and initiative remain poor. Recently dead bodies are easier to direct than old skeletons.
Example Use: Plague workers use a bier-servant to carry contaminated bodies into the trench without exposing the living.
Typical Cost/Power Source: Usually fed by preserved muscle, ligatures, command phrases, and the caster’s reserves; continuous direction raises the cost sharply.
Casting Methods: Touch-and-command cast, 15 to 30 seconds. Mortuary circle rite, 5 to 10 minutes.
Range/Duration: One corpse. Minutes to hours.
Funeral Path
Purpose/How It Works: Funeral Path reveals the safest route to carry the dead without attracting scavengers, trace-disturbance, or hostile remnant activity.
Notable Exceptions: It offers the cleanest path available, not an impossible guarantee of safety.
Example Use: A burial party crosses a battlefield at dusk without waking the wrong dead.
Typical Cost/Power Source: Usually fed by burial tokens, local trace-residue, and the caster’s reserves.
Casting Methods: Processional cast, 10 to 20 seconds. Roadside omen rite, 2 to 5 minutes.
Range/Duration: One journey or route segment. Hours.
Ash Messenger
Purpose/How It Works: Ash Messenger carries a short spoken message by binding it into cremation ash that drifts toward a named tomb, urn, or mourning altar.
Notable Exceptions: Wind, warded cemeteries, and name confusion can misdirect it.
Example Use: A frontier outpost sends word of a soldier’s death to the family shrine before the body can be returned.
Typical Cost/Power Source: Usually fed by ash, a true name, and the caster’s breath.
Casting Methods: Handful release, 5 to 10 seconds. Shrine dispatch rite, 1 to 3 minutes.
Range/Duration: District to regional range. One delivery.
Marrow Sentinel
Purpose/How It Works: Marrow Sentinel anchors a skeleton or ossuary construct into a fixed watch pattern around a tomb, wall, or chamber.
Notable Exceptions: It is ideal for repetitive guard circuits, not adaptive combat. Strong impact or sanctified disruption can break the binding.
Example Use: Catacomb keepers use old oath-sworn guardians to patrol the outer halls against grave robbers.
Typical Cost/Power Source: Usually fed by bone, inscribed command-structure, ward markers, and the caster’s reserves.
Casting Methods: Bone-circle cast, 30 to 60 seconds. Full sentinel installation, 10 to 20 minutes.
Range/Duration: One skeleton or bone construct. Hours to months.
Sepulcher Lock
Purpose/How It Works: Sepulcher Lock seals a tomb, crypt, or coffin by tying its stillness to the dead within it, making forced opening energetically noisy and difficult.
Notable Exceptions: It protects better against intrusion than demolition. Cooperative reopening still requires the proper key phrase or rite.
Example Use: A noble family seals its inner crypt after rumors of body theft spread through the city.
Typical Cost/Power Source: Usually fed by funerary inscriptions, coffin hardware, trace-residue, and the caster’s reserves.
Casting Methods: Seal-and-speak cast, 20 to 40 seconds. Full burial closure, 5 to 15 minutes.
Range/Duration: One coffin, chamber, or crypt door. Weeks to generations.
Borrowed Hand
Purpose/How It Works: Borrowed Hand animates one severed or skeletal limb for delicate postmortem tasks such as page turning, key use, or forensic demonstration.
Notable Exceptions: The limb remains clumsy if the original pattern-memory is weak. Sanctified anti-necromantic spaces often suppress it immediately.
Example Use: A necromancer has a dead scribe’s hand identify which drawer it opened most often.
Typical Cost/Power Source: Usually fed by residual motor-memory, small trace reserves, and the caster’s focus.
Casting Methods: Limb touch, 5 to 10 seconds. Worktable focus rite, 1 to 3 minutes.
Range/Duration: Within several meters. Minutes.
Grave Choir
Purpose/How It Works: Grave Choir binds many faint remnant-whispers into a coherent wall of warning, lament, or spoken names.
Notable Exceptions: It magnifies collective memory, not individual nuance. Battlefields often produce too much noise to use safely.
Example Use: A memorial crypt sings the names of the dead when intruders enter with drawn steel.
Typical Cost/Power Source: Usually fed by many small trace-echoes, names, chimes, and the caster’s reserves.
Casting Methods: Choral invocation, 1 to 3 minutes. Memorial rite, 10 to 30 minutes.
Range/Duration: One hall, tomb, or grave-field section. Minutes to days.
Remnant Interrogation
Purpose/How It Works: Remnant Interrogation presses a fresh postmortem trace for direct answers before the pattern fades beyond useful coherence.
Notable Exceptions: The answers are limited by what the dead perceived, understood, and emotionally survived. Brutal use can shred the remnant permanently.
Example Use: A magistrate questions a murdered courier within an hour of death to learn where the dispatch case went.
Typical Cost/Power Source: Usually fed by very fresh trace-residue, naming structure, and heavy caster focus.
Casting Methods: Immediate deathbed examination, 10 to 20 seconds. Interrogation circle, 3 to 8 minutes.
Range/Duration: Touch or near corpse. A few questions over seconds to minutes.
Last March
Purpose/How It Works: Last March organizes a group of corpses into one final act of transport, labor, or battlefield withdrawal under simple collective direction.
Notable Exceptions: This is exhausting, socially controversial, and prone to collapse if the bodies are too damaged or emotionally charged.
Example Use: Defenders use their own fallen to haul the wounded behind the gate before dawn.
Typical Cost/Power Source: Usually fed by many bodies, command rhythm, drums or bells, and substantial caster reserves or prepared reservoirs.
Casting Methods: Command cadence, 30 to 60 seconds. Burial-field rite, 10 to 20 minutes.
Range/Duration: Small group to platoon scale. Minutes to one hour.
House Of Still Servants
Purpose/How It Works: House of Still Servants binds a fixed set of domestic dead to repetitive labor such as carrying water, tending lamps, or cleaning crypt halls.
Notable Exceptions: The spell is stable only where commands remain narrow. Expanding the task set risks pattern drift and uncanny imitation of life.
Example Use: An ossuary monastery maintains its lower levels with hereditary corpse-servants consented to by the order’s own dead.
Typical Cost/Power Source: Usually fed by well-preserved bodies, command tablets, and maintenance rites rather than constant active casting.
Casting Methods: Installation rite, 20 to 60 minutes. Daily reattunement, 5 to 10 minutes.
Range/Duration: One household or crypt complex. Days to years with upkeep.
Carrion Warning
Purpose/How It Works: Carrion Warning uses nearby death-scent, insects, and scavenger behavior as a necromantic early-warning web against fresh corpses or impending slaughter.
Notable Exceptions: It reads death-rich environments best. Sterile or heavily warded spaces yield less.
Example Use: A battlefield camp knows an ambush has already struck the western pickets because the crows turn all at once.
Typical Cost/Power Source: Usually fed by carrion ecology, trace-pressure, and the caster’s reserves.
Casting Methods: Soil-and-feather cast, 10 to 20 seconds. Watch-post rite, 2 to 5 minutes.
Range/Duration: Surrounding field or district. Minutes to hours.
Life Drain
Purpose/How It Works: Life Drain tears vitality from a living target and redirects it into the caster, an ally, or a waiting reservoir.
Notable Exceptions: Species mismatch reduces efficiency and overdraw can kill unpredictably.
Example Use: A grave-thief stands from the duel stronger than he began while his opponent collapses gray and shaking.
Typical Cost/Power Source: Usually fed by stolen lifeforce, trace-pressure, and the caster’s reserves to shape the transfer.
Casting Methods: Touch siphon, 5 to 10 seconds. Ranged grave-thread, 10 to 20 seconds.
Range/Duration: Touch or short range depending on method. Instant drain with lingering weakness.
Bone Spear
Purpose/How It Works: Bone Spear launches sharpened skeletal material or marrow-hardened remnants in a piercing burst.
Notable Exceptions: It requires bone nearby or prepared ossuary stock and is weaker against solid stone cover.
Example Use: A crypt defender answers intrusion with three screaming white spears from the wall niches.
Typical Cost/Power Source: Usually fed by bone, remnant-pattern, and the caster’s reserves.
Casting Methods: Bone-cast, 2 to 4 seconds. Ossuary release, 1 to 2 seconds.
Range/Duration: 5 to 20 meters. Instant strike.
Bone Armor
Purpose/How It Works: Bone Armor plates the caster or target in articulated skeletal reinforcement drawn from carried remains or nearby ossuary material.
Notable Exceptions: It is noisy, unnerving, and often socially unacceptable outside war or grave labor.
Example Use: A battlefield necromancer advances beneath a shell of snapping rib and plate.
Typical Cost/Power Source: Usually fed by bone, remnant-pattern, and the caster’s reserves.
Casting Methods: Self-wrap cast, 5 to 10 seconds. Ossuary harness activation, 1 to 2 seconds.
Range/Duration: Self or touched target. Minutes.
Corpse Burst
Purpose/How It Works: Corpse Burst detonates a dead body or prepared cadaver into shrapnel, pestilential fluid, and remnant shock.
Notable Exceptions: It is gruesome, legally infamous, and highly dangerous in close quarters.
Example Use: A pursued necromancer leaves a fallen soldier behind and the alley becomes a storm of bone and rot.
Typical Cost/Power Source: Usually fed by corpse mass, remnant-pressure, and the caster’s reserves.
Casting Methods: Trigger cast, 3 to 6 seconds. Delayed grave-sigil, instant once armed.
Range/Duration: One corpse within sight. Instant explosion.
Grave Rot
Purpose/How It Works: Grave Rot accelerates postmortem failure logic in living tissue, causing withering, necrotic weakness, and collapse of healthy repair.
Notable Exceptions: Strong healing support and early cleansing can still interrupt it.
Example Use: A champion’s sword arm blackens and goes numb before the next swing can land.
Typical Cost/Power Source: Usually fed by decay-pattern, trace-pressure, and the caster’s reserves.
Casting Methods: Touch blight, 5 to 10 seconds. Curse-mark rite, 20 to 40 seconds.
Range/Duration: Touch or marked target. Minutes to days depending on treatment.