Fudge Necromancy


Created: 09/16/00

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When playing various settings, like Modern or Fantasy sometimes the use of Necromancy, or magic related to the dead, can add a frightening horror element to it. Here are my spells and rules for adding Necromancy to your FUDGE campaign. They are designed to be flexible for referees to fit into their existing campaigns.

Basic Rules:

 Modifiers to skill level: (these can be used together, at the same time)

 

THE SPELLS: These are the spells that a necromancer can potentially cast. The spells are grouped by category, with the difficulty level of each spell listed with the name of each spell. I have purposely left certain spell details out, such as spell duration, to allow the referee to be able to moderate the use of the spell. Generally, if the relative degree of success is large, then the spell is cast with a greater effect and longer duration. Referees are encouraged to modify the descriptions and details to fit their own campaigns.

Control

Banishment (Great) - Banishes spirits that are in this realm back to their own realm. If successful, the spirit cannot return for a specific period of time. Spirits may be able to resist with a willpower roll. If this resistance roll succeeds the mage has to try again to perform the banishment with a +1 to the difficulty.

Binding (Good) - Keeps a spirit bound to a particular place or person. The spirit cannot leave the location designated by the mage. Typically, the spirit will not be happy about being tied to one location and will resent the mage for doing this. Spirits may be able to resist with a willpower roll. The spirit must stay here until someone breaks the spell or the mage dies. Spirits will perform whatever tasks the necromancer commands at the time the spell is cast.

Control Undead (Great) - Control of undead spirits such as zombies, vampires, mummies, etc. The mage has the ability to command them for a limited period of time. The more willpower the undead have, the harder it will be to control them, as they have a chance to resist this spell. If the mage makes a command that works against the undead creature, they get another chance to resist the spell.

Control Weather (Legendary) - Control over the weather, such as summoning storms, fog, lightning, etc. The mage can retain control for a specific period of time, determined by the relative degree of success.

Curse (Good) - Causes the victim to suffer various unfortunate problems. A small degree of success causes minor problems, while a large degree of success lets large, and potentially dangerous, problems occur. The mage casting the spell has no control over what happens to the victim.

Hold Undead (Great) - Undead will be magically held in one place or area, unable to leave. It is like binding to an undead. The undead is mystically barred from leaving it's particular location for a period of time determined by the mage.

Reincarnation (Legendary) - The spirit of a recently deceased individual will be transplanted into the body of another person. This body is created spontaneously in whatever form the mage determines and will not necessarily remember his previous life.

Shapeshift (Fair) - Subject or mage can transform himself into any animal they desire. A +1 bonus can be given if mage specializes in one kind of animal, such as a raven, wolf, tiger, etc. The mage can retain this form indefinitely, but must reroll the skill to re-enter animal form.

Soul Keeper (Superb) - The soul of the victim is trapped in a physical container kept by the mage, such as a jar, urn, bottle, or puzzle box. The container must have a lid that can be removed. If the container is broken, opened, or the spell cancelled, the soul is returned to the victim. Effects on the victim can include being in a coma until the soul is returned or the victim’s body being commanded mentally by the mage.

Turn to Statue (Great) - Turns victim into a solid stone statue. This statue is completely indistinguishable from a statue made by an artist. The victim remains in this form until the mage releases him or until a specified number of days have passed. If the statue is broken then the victim cannot be restored unless the statue is somehow restored.

 Create

Black Tentacles (Good) - Up to 4 long, black ethereal tentacles appear from around the mage and act as extra arms for the mage. He is able to control these as he would his own arms. Each arm contains Strength equal to the skill of the mage. The mage can have each arm perform a complete separate task at -1 penalty to his skill level.

Cause Darkness (Fair) - The region around the mage is cast into deep darkness. Everyone in the immediate vicinity has a difficult time seeing. The mage has the ability to see in this darkness perfectly, though. If the mage is somehow killed or rendered unconscious, then the darkness dissipates.

Clone (Great) - A perfect duplicate is created of the subject. This clone has the memories of the subject up until the point of creation. Any further experiences will be unique to the clone. The clone will last a number of days determined by the mage's skill level.

Create Homunculus (Superb) - A small, sneaky devil/imp is created. He will follow the mental orders of the mage, who will be able to see and hear through the homunculus' eyes and ears. This being is permanent until he is killed or destroyed. There can be only 1 homunculus in existence at a time, by any one mage. The exact attributes and personality of the homunculus can be left to the referee.

Fog of Death (Great) - From around the mage, a gray/green foggy cloud is created. Anyone entering the fog has to make an Endurance roll or else be killed. Making your Endurance roll still results in the person being very sick and possibly hurt (-1 to actions for the rest of the day, etc.)

Spectral Hand (Good) - The mage creates a large spectral hand that can be used for crushing, pounding, etc. It has an ODF of +2. If the mage is killed or rendered unconscious, the hand disappears.

Spectral Mount (Great) - A fiery, demonic mount is created. It can be ridden upon by the mage, or anyone else he designates. Typically, it is a horse-like being, but it can resemble other animals also. The animal must be ridden upon and cannot act independently from the mage.

Spectral Weapon (Good) - The mage creates a magical weapon from thin air. This weapon has a +1 ODF and glows with an eerie, blue/purple light.

Summon Monster (Superb) - The mage can summon any earthly monster to his location. The mage can also control the monster to perform 1 action. Each subsequent request is an Opposed roll verses the difficulty. This is also cumulative, starting at Good difficulty.

Summon Shadow Monsters (Legendary) - The mage can summon a monster from the dimension of shadows to his location. The mage can also control the shadow monster to perform 1 action. Each subsequent request is an Opposed roll verses the difficulty. This is also cumulative, starting at Great difficulty.

Summon Skeleton (Superb) - Mage can call forth the skeleton of a human. The mage must be close to a source that can provide a skeleton, such as a cemetery. The skeleton will perform any 1 task the mage commands. Each subsequent request is an Opposed roll verses the difficulty. This is also cumulative, starting at Good difficulty.

Summon Zombie (Superb) - Mage can call forth the dead body of a human. The mage must be close to a source that can provide the body, such as a cemetery. The zombie will perform any 1 task the mage commands. Each subsequent request is an Opposed roll verses the difficulty. This is also cumulative, starting at Good difficulty.

 Damage

Claws (Fair) - The mage grows nasty claws from the ends of his fingers. They cause +1 or Fair damage.

Death (Legendary) - the mage can cause the death of any one individual. Performing this spell requires the use of a ritual. If successful, in addition to the death of the target, the mage also loses 2 Endurance ranks. These ranks are gained through normal methods. This is a very powerful spell and the referee has the option of not including this in the list of possible spells.

Disease (Good) - The mage causes a rapid spreading, virulent disease to affect the local area. The greater the degree of success, the bigger area that can be covered. This disease is not fatal by itself, but people could still die from the after-effects of it (dehydration, etc.). The mage has to state the nature of the disease being cast.

Fear (Good) - The mage can cause an individual to feel great fear for as long as the victim is in the presence of the mage. The effect will last until the mage cancels it, or until the victim runs away in a panic. The victim can get a Willpower roll to resist, verses the skill level of the mage. More than 1 victim raises the difficulty level +1.

Hallucination of Fear (Great) - The mage brings to life the one thing that the target fears the most. However, only the target can see it (it is only in their mind). Any damage done is only in the victim 's mind. He takes damage as normal, but if killed he will only fall unconscious. If the victim suspects that it is only an illusion, he can try to disbelieve it with an Opposed roll of the mage's skill versus Willpower-1.

Life Drain (Great) - When touching the victim, the mage can drain Health, or Lifeforce, from the victim. The mage can recover his own health by using what is drained from the victim. However, the mage cannot gain more health than he has at his maximum.

Necromantic Blast (Great) - The mage is able to send forth a blast of eldritch energy. This is pure necromantic power for damage. Usually is +2 damage.

Nightmare (Great) - The mage can cause a sleeping individual to experience the most horrific nightmares. Any damage incurred during the nightmare will, in fact, be transferred to the sleeping individual. However, if the victim figures out that it is a dream and a dream world, they have the option to fight back or to wake up voluntarily.

Pain (Good) - The mage can cause the victim to experience great bodily pain. The victim needs to be within sight of the mage for this to occur.

Suffocate (Great) - Upon casting this spell, the mage causes the victim to become unable to breathe. After 3 rounds, the victim needs to make an Endurance roll to break out of the suffocating spell, or he will pass out. Upon passing out, the victim will be able to breathe again.

Wail (Superb) - Upon casting this spell, the mage utters a long, prolonged wail. This has the effect of causing fear in everyone who hears it. Willpower can be used to resist.

Wilt (Great) - The mage can cause plants to whither and wilt by touching them. In order to wilt plants by just being in a certain range, it increases the difficulty +1 level (or more for longer distances)

Information

Contact Other Plane (Superb) - The mage is able to contact beings in other realms/planes and ask them for assistance. Usually the aid comes in the form of information. The mage can get more direct intervention at difficulty+1.

Locate Creature (Great) - The mage can get a mental image of the location of any one creature or person. The mage must be able to mentally visualize the creature clearly in order to do this. Extreme distances may cause the difficulty to increase by +1 or more.

Postcognition (Superb) - The mage is able to receive information as to the past events that have occurred in a location. The mage must be either physically at the location, or be very familiar with it, able to visualize it in his mind.

Self

Detect Undead (Good) - With this spell, the mage is able to detect the presence of any undead beings in the area, with a general sense of how many. If the mage succeeds with a roll of Great or better, he can tell what kind of undead are present.

False Death (Superb) - The mage can induce a death-like state in himself. To all outward appearances, he is dead! The mage can stay in this state for a specified period of time or until a specific condition is met (either of which must be declared during the spell casting). This is a good way to have a mysterious death...

Increase Strength (Great) - With this spell, the mage can temporarily increase his (or another's) strength by attribute+1. This effect lasts for approximately 10 minutes, then the strength returns to normal. If this spell is applied too often (more than 3x a day), the being's endurance will drop permanently by -1.

See Aura (Good) - The mage can see the aura emitted by all living things. He can distinguish between people who are basically good and evil. Only a general sense is perceived, not specific events.

Shield (Good) - The mage can create an ethereal shield on his arm that protects against damage. The shield is of DDF+2 strength. The shield lasts as long as the mage wants, but he cannot cast other spells through it without dropping the shield. The shield only protects against frontal attacks.

Spectral Armor (Great) - The mage can create ethereal armor that protects against damage. The armor is of DDF+2 strength. The armor lasts as long as the mage wants, but he cannot cast other spells through it without removing the armor. The armor protects the mage from all directions.

Vampiric Healing (Superb) - The mage is able to heal himself by stealing life energy from another living being. The mage must touch the being and can drain one level of Health (or Damage Capacity, etc) per round.

Wraithform (Great) - Upon completion of this spell, the mage's physical body becomes intangible and wraith-like. He is unable to be struck by any physical object. He is also unable to touch any physical object himself, so he cannot pick up a weapon, for example, and use it. He can remain in this form for 3 rounds with an Endurance of Fair, plus 1 additional round for each level of Endurance above that.

Travel

Shadow Walk (Superb) - With this spell, the mage can physically enter an area of shadow and travel to another area that contains shadow. He enters the shadow dimension and re-emerges back in our world. The mage needs to know specifically the place where he wants to go, but he doesn't have to have been there before.

Teleport (Superb) - Upon completion of this spell, the mage disappears from his current location and reappears in a new location. It takes 1 round to complete the entire trip. The mage has to be able to picture in his mind the location he wants to go to, so he has to have visited the location before.



 

 

 

ABOUT FUDGE

 Fudge is a role-playing game written by Steffan O'Sullivan, with extensive input from the Usenet community of rec.games.design. The basic rules of Fudge are available on the internet at http://www.fudgerpg.com and in book form from Grey Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work derived from Fudge may specify certain attributes and skills, many more are possible with Fudge. Every Game Master using Fudge is encouraged to add or ignore any character traits. Anyone who wishes to distribute such material for free may do so - merely include this ABOUT FUDGE notice and disclaimer (complete with Fudge copyright notice). If you wish to charge a fee for such material, other than as an article in a magazine or other periodical, you must first obtain a royalty-free license from the author of Fudge, Steffan O'Sullivan, P.O. Box 465, Plymouth, NH 03264.

DISCLAIMER

The following materials based on Fudge, entitled FUDGE Necromancy, are created by, made available by, and Copyright (C) 2000 by Anthony Spallino, and are not necessarily endorsed in any way by Steffan O'Sullivan or any publisher of other Fudge materials. Neither Steffan O'Sullivan nor any publisher of other Fudge materials is in any way responsible for the content of these materials unless specifically credited. Original Fudge materials Copyright (C)1992-1995 by Steffan O'Sullivan, All Rights Reserved.

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