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This list of Necromantic College spells is a reformatting of the list at the GURPS Repository with spells from other canonical sources and Enchantment information (including energy cost) added
†: Spell is VH.
Underlined material is from Classic
"M": does the spell require Magery to learn
PC: Prerequisite Count
Prerequisite Count Needed Prerequisite Count of some spells needs to be calculated
Rotting DeathSpell M Prerequisites PC Enchantment
Energy
Item Notes Book, Page
Affect Spirits N Solidify 4 See Ghost Weapon NA NA Magic p. 151
Age† Y Youth or 6 Necromantic spells 6 500/2,000 any/S, W [1]/[3T, 4] Magic p. 154
Animate Shadow Y Skull-Spirit and Shape Darkness 9 450 J, S, W [3, 4] Magic p. 154
Animation† Y Summon Spirit 2 NA NA NA Magic p. 150
Astral Block Y Summon Spirit and Repel Spirits 16 600/varies/varies J, S, W/Container, area/Container [3, 4]/[1]/[1] Magic p. 159
Astral Vision† Y Sense Spirit and See Invisible 6 900/1,400 S, W/J, Sp [3, 4]/any (worn) Magic p. 105
Awaken Craft Spirit Y Inspired Creation and Sense Spirit 3 NA NA NA Magic p. 115
Banish Y Magery 1 and 1 spell each from 10 colleges 10 Varies holy artifacts special Magic p. 156
Bind Spirit† Y Command Spirit and Soul Jar 12 varies any [1] Magic p. 158
Burning Death† N Magery 2, Heat, and Sickness 10 700 J, S, W [3] Magic p. 76
Command Spirit N Summon Spirit and Turn Spirit 5 NA NA NA Magic p. 153
Control Zombie N Zombie 5 500 J, S, W [3, 4] Magic p. 152
Death Vision Y Magery 1 0 600 S, W [3T, 4] Basic Set, p. 251; Magic p. 149
Dramatic Departure (A) N None 0 25 Magic: The Least of Spells p. 14
Entrap Spirit Y Magery 1, Soul Jar, and Turn Spirit 5 NA NA NA Magic p. 157
Evisceration† Y Magery 3, Apportation, and Steal Vitality 6 NA NA NA Magic p. 154
Final Rest Y Magery 1 or Spirit Empathy 0 1,200 regalia# [1] Magic p. 89
Grasping Doom† Y Mass Zombie and Secret Spell (Grasping Doom Magic Styles: Dungeon Magic, p. 15
Hellspawn Y Summon Demon 11 NA NA NA GURPS Bio-Tech, p. 32; Technomander p. 27
Invoke (A) N None 0 25 Magic: The Least of Spells p. 14-15
Lich† Y Magery 3, IQ 13+, Enchant, Soul Jar, and Zombie 19 total point total; min 100 Special Special (needs elixir) Magic p. 159
Mass Zombie† Y Zombie and Charisma 2+ 5 NA NA NA Magic p. 153; Pyramid 3/60: Dungeon Fantasy III, p. 6
Materialize Y Summon Spirit 2 NA NA NA Magic p. 150
Pestilence Y Magery 1, Steal Vitality, and Decay 7 1,000 S, W [3T, 4] Magic p. 154
Plant Zombie Y Zombie and at least four Plant spells Pyramid 3/68: Natural Magic, p. 10
Punishment Circle† Y Magery 3 and either Pentagram or Repel Spirits Magic: Artillery Spells p. 19-20
Repel Spirits Y Banish and Turn Spirit 14 1,100/varies J, S, W/area [3. 4]/[1] Magic p. 158
Resurrection† Y Instant Regeneration and Summon Spirit 9 unknown only rumored rumors Magic p. 94
Reverie of Ruin (A) N None 0 25 Magic: The Least of Spells p. 15
Rotting Death† Y Magery 2, Sickness, and Pestilence 9 700 J, S, W [3T, 4] Magic p. 154
Self-Destruct Y Magery 1 and at least one spell from each of 10 different colleges or from Fire, Meta-Spells, Necromantic College possibly including Explode 10 Magic: Artillery Spells p. 23
Sense Spirit Y Death Vision 1 100/100 per yd S, W, J/gem [3] Basic Set, p. 252; Magic p. 149
Skull-Spirit N 4 Necromantic spells 0 40/50 per skull skull/skull warhead [3] item can be used once/special Magic p. 151
Slow Healing Y Magery 1, Frailty, and Steal Vitality 6 200/varies J, S, W/Wep [3, 4]/[1] Magic p. 153
Solidify Y Materialize 3 NA NA NA Magic p. 151
Soul Jar Y Magery 1 and 6 Necromantic spells including Steal Vitality 6 NA NA NA Magic p. 154
Soul Prison† Y Magery 3, Banish, and Soul Jar (Magery 3, Banish, Soul Jar, any four of Animate Shadow, Possession, Repel Spirits, Divination (Dactylomancy*, Mass Zombie, Summon Demon, Pentagram, Summon Earth Elemental, Phase Other, or Zombie Summoning and Secret Spell (Soul Prison according to Magic Styles: Dungeon Magic Magic: Death Spells, p. 18 and Magic Styles: Dungeon Magic, p. 16
Spirit Incursion† Y Magery 4 and at least 10 Necromantic spells including Skull-Spirit 10 Magic: Artillery Spells p. 22
Steal (Attribute) Y Magery 3 and varies V NA NA NA Magic p. 158
Steal Beauty† Y Magery 3, Alter Visage, and Steal Vitality 15 2,500 J, S, W [3T, 4] Magic p. 159
Steal Energy N Minor Healing 4 800 S, W, J [3] Magic p. 150
Steal Skill† Y Magery 3, Borrow Skill, and Daze 9 NA NA NA Magic p. 158
Steal Vitality N Steal Energy 4 1,500/200 per point S, W, J/any [3T, 4]/[1] Magic p. 150
Steal Youth† Y Youth, Age, and Steal Vitality 13 8,000 S, W, J [3, 4] once a year Magic p. 158
Stop Healing Y Slow Healing 7 500/1,000 2x for missile Wep J, S, W/Wep [3, 4]/[1] Magic p. 153/Classic: Grimoire p. 84
Strike Barren Y Magery 1, Steal Vitality, and Decay 7 200/600 S, W/any [3T, 4]/[1] Magic p. 41
Suicide Y Magery 1 0 Magic: Death Spells, p. 19
Summon Demon Y Magery 1 and at least 1 spell from 10 colleges 10 unknown only rumors rumors Basic Set, p. 252; Magic p. 155
Summon Spirit Y Magery 2 and Death Vision 1 1,000 S, W, J [4, gives +2] Basic Set, p. 252; Magic p. 150
Turn Spirit Fear and Sense Spirit 3 350 J, S, W [3, 4] Magic p. 151
Turn Zombie N Zombie or "Holy" 0 600 S, W, J [1, 3, blessed, or Power Investiture] Basic Set, p. 252; Magic p. 152
Weaken Blood N Sickness or Steal Vitality 5 900/1,200 any/Wep# [1] Magic p. 40
Wraith† Y Magery 3, IQ 13+, Enchant, Halt Aging, and Soul Jar 24 NA NA NA Magic p. 160
Zombify† Y Magery 3, Pestilence, and Zombie Magic: Death Spells, p. 18
Zombie Y Summon Spirit and Lend Vitality 4 varies/varies/5000 corpse/coffin#/Wep [1] Basic Set p. 252; Magic p. 151; Pyramid 3/60: Dungeon Fantasy III p. 6/ Undead p. 41
Zombie Summoning Y Zombie 5 NA NA NA Magic p. 153

Item Class Table[]

Code Class of Item
A armor or clothing
Am Amulet (not to be confused with an Alchemy Amulet)
Ar Arrow
B Brush
C Clothing
CN Compass Needle
Cl cloak
Com Computer
Con Container
Cr Crypt or Coffin
Fig Figurine
G Glove (single)
Gs Gloves (pair)
H Helmet, Crown or other headgear,
J jewelry; e.g., an amulet or ring
Md Modem
Mi Mirror
MW Missile Weapon
Q Quiver
R Rug or Mat
S staff – any rod-shaped piece of organic material up to 6 feet long
Sh Shoes or other Footwear
Sl Shield
Sp Spectacles
T Timepiece
W wand
Wep weapon

General Enchantment Notes[]

  • [1] Always on. Works at all times without the addition of a Power spell
  • [2] Allows the user to cast the spell, but only on himself.
  • [3] Allows the user to cast the spell exactly as if he knew it himself.
  • [3T] Allows the user to cast the spell by touching the subject.
  • [4] Mage only. If any spell on the item has this restriction, it extends to all spells on the item.
  • [5] Cost of magical materials required.
  • # There are exceptions to the value given; see the original spell description

Special Notes[]