The Dragonlance Nexus

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The 5th Age Necromancer's Spellbook

SAGA Rules

by The Red Dragon


Section 1 – Index

Chapter 1 - Introduction

  • Introduction.
  • Books Needed.
  • Spells Left Out.

Chapter 2 - A Look at the Spheres

  • Necromancy: More Than Just One Sphere.
  • Primary Spheres: Necromancy and Spiritualism.
  • Using Other Spheres.
  • Using Other Schools.

Chapter 3 - Who Uses Necromancy?

  • Users of the "Dark Arts"
  • The Citadel of Light
  • The Knights of Solamnia
  • The Knights of Takhisis
  • The Order of Chemosh

Chapter 4 - Necromancer's Spellbook

  • How to Use These Spells.
  • Necromancer's Spells.

Chapter 5 - Conclusion

  • Final Thoughts.
  • Where to Go From Here?

Appendix 1 - Spell List

Appendix 2 - Glossary

Chapter 1 - Introduction

Necromancer - The word conjures up images of black robes, hidden sanctums, and dark rituals performed for the most vile of reasons. Though these elements still exist in the 5th Age of Krynn, they are not the only images that should appear in our minds when we think of the word: the Solamnic Knight's enchanted sword which cleaves through hoards of undead, the beads of the plainsman shaman that asks for his ancestors' advice, and the topknot of the kender who frees lost souls from their cursed imprisonment are necromantic images as well. In the 5th Age, necromancy is a tool that can be used for good or evil rather than a specific aspect of the darkness. This book will cover information important to all sides of the necromantic debate, and can be used by players and narrators alike. We hope you enjoy this look into one of the most interesting and misunderstood areas of Krynn's new magic!

Books Needed: The 5th Age Boxed Set (original, not the Hero expansions) contains the SAGA game system and basic magic rules (found on pages 70 - 91 of Book I ).

If you would like to use the Advanced Dungeons and Dragons 2nd Edition rules instead of the SAGA game system, the internet-based Volker's 5th Age Magic System may also be useful.

Spells Left Out: A few spell types originally given in the Heroes of Hope supplement have been left out of this document; Specifically, there are no spells involving the instant banishment of undead. The rules given for such spells in Heroes of Hope were far too general, and made it almost as easy to destroy a simple zombie as it would be to banish the death knight Lord Soth. Hopefully, better rules will be presented in the future for such spells.

Chapter 2 - A Look at the Spheres

Necromancy: More Than Just One Sphere: In the past, all of a Necromancer's spells came from one school of magic - Necromancy. Though these spells could be granted by a god (in the case of clerics) or through study (the way of mages), they did almost the same thing. With the coming of the 5th Age, however, the "new magic" obliterated the old ways forever. The paths of magic are no longer divided between clerical and hermetic - they are divided between Mysticism (the magic of living and death) and Sorcery (the magic of the elements). To make things more complex, each path has its influence divided into smaller categories called spheres (in Mysticism) or schools (in Sorcery). Spells that were once very easy to cast with the "old magic" now find themselves split into 2 or 3 different categories and between both of the magical paths, making their casting much more difficult. And since even the most powerful of mortal mages will probably only be able to learn 3 spheres and 3 schools of magic, some spells will always be out of their reach.

So, when we talk about the magic of a Necromancer in the 5th Age, we are actually talking about a number of different spheres of magic, one of which just happens to be named necromancy. The sphere of necromancy, however, only covers corporeal undead and some offensive spells; incorporeal undead, resurrections, seeing invisible undead, and viewing the secrets of the past all fall into different spheres (and even paths) of magic. In this chapter, we will look at all of schools and spheres of magic, taking specific note of how each can be used by the 5th Age Necromancer.

Primary Spheres: Necromancy and Spiritualism. The most important magical knowledge for dealing with the dead comes from the Mystical spheres of necromancy and spiritualism. Combined, these two spheres cover the creation and banishment of every single type of undead. Understanding of these two spheres should be considered a necessity for every "true" Necromancer.

Necromancy is the magic of the negative material plane and how it affects our world. It can be divided into three subcategories for ease of understanding: Offensive Spells, Corporeal Creation, and Corporeal Protection.

  • Offensive Spells can be used to torture, injure, or kill an opponent. These effects are produced through the application of negative energy on a living being, and are what make Necromancers so dangerous even without their undead minions.
  • Corporeal Creation is the creation of "physical" undead like skeletons and zombies through the application of negative energy on a corpse. Since necromancy does not have spiritual or mental aspects, most undead created in this way are soulless husks motivated only by their creator's desires.
  • Corporeal Protection represents all of the spells that deal with binding, banishing, or destroying the "physical" undead created through necromancy. Such spells are accomplished through the manipulation and/or dissipation of the negative energy present in all such forms of undead. This application of necromancy is the most (and sometimes only) accepted use of the sphere in civilized society.

Spiritualism deals directly with the soul and spirit. It can also be divided into three subcategories: Spirit Contacting, Incorporeal Creation, and Incorporeal Protection.

  • Spirit Contacting is a broad subcategory that deals with talking to the spirits of the dead. This ranges from easy contacting (talking to a spectral minion standing right in front of the shaman) to difficult (contacting the resting and long dead spirit of a warrior in order to learn the secret of a foe) to down-right hard (commanding a malevolent spirit to come before you). This is the most used aspect of spiritualism.
  • Incorporeal Creation attempts to take the soul of a dead being and bind it to the prime material plane, usually giving it a number of dangerous powers in the process. Unlike most of the undead created with the necromancy sphere, spiritual undead tend to be willful and intelligent. Note that incorporeal undead do not have physical bodies, though they can later be bound into them with multi-sphere spells that use both necromancy and spiritualism.
  • Incorporeal Protection deals with the binding, banishing, and destroying of "spiritual" undead. These spells work through a combination of superior willpower, spiritual energy manipulation, and knowledge of why the undead in question remain among the living. Because many incorporeal undead are immune to standard weapons and magics, this subcategory of spiritualism is greatly sought after by adventurers.

Using Other Spheres. Though necromancy and spiritualism are important, ALL of the spheres of Mysticism can be of use to a Necromancer. Here are a few examples of how:

  • Alteration, when combined with necromancy, allows for the physical modification of corporeal undead. Sometimes these modifications allow corpses to more easily conceal their true nature (the temporary removal of glowing eyes and fangs, for instance); at other times, these modifications run more towards the monstrous (long, serpentine necks or deadly horns).
  • Animism is necessary for calling animal undead, though not necessarily for creating such creatures. Any form of complex communication with such beasts (beyond simple command words like "sit" and "kill") require a combination of animism and necromancy. Two common types of undead that fall into this category are dread wolves and stahnks, both of which can be extremely useful servants for any Necromancer.
  • Channeling is used by Necromancers the same as it is by other beings - to increase and decrease attributes such as strength and endurance. In order to affect undead with channeling, the caster must be skilled in either necromancy or spiritualism (depending on the type of undead).
  • Healing is less useful when dealing with the dead, but still has its place. Basic resurrection spells, for instance, are from this sphere (see Heroes of Hope , Book I, page 70 for complete rules). Though spells that "heal" damage to the undead fall completely into other spheres, a spell combining necromancy and healing can regenerate undead flesh to the point where the recipient passes for recently deceased or even living. Such spells are useful when attempting to conceal one's undead status, and should not be ignored.
  • Meditation , like channeling, is used in similar ways by Necromancers as others do - to increase or decrease mental attributes such as reasoning and presence. Meditation often proves more useful to Necromancers, though, as a victim with a weakened spirit and willpower is more susceptible to dark magics. Like channeling, a caster must be skilled in either necromancy or spiritualism to affect undead.
  • Mentalism has almost unlimited applications - far too many, in fact, to completely cover here. Needless to say, knowing the thoughts and feelings of an opponent (especially a dead one) can be extremely useful to a Necromancer. Note that, like other spheres, necromancy and spiritualism are often necessary for mentalism to affect undead.
  • Sensitivity is used both for concealing and locating undead. Those skilled in this sphere, for instance, can look at a being's aura and tell whether it is alive or dead. By the same token, the sphere can also be used to alter one's aura so as to disguise being an undead.

Using Other Schools. Mysticism is not the only magical path that can be useful to Necromancers - Sorcery has its place as well. Here are some of the uses the schools of Sorcery can be put to by a crafty Necromancer:

Note: Spells that combine Mysticism and Sorcery are called "hybrid" spells, and have their difficulty increased by at least 2 points. For complete rules, see Heroes of Hope , Book I , page 80.

  • Cryomancy can be used to create undead with freezing damage effects that can kill mortal opponents. A skeleton can be dangerous, but a skeleton surrounded by an aura of freezing cold is truly deadly.
  • Divination allows a Necromancer to study the past. How someone died, what drives them, and what they care about can all be important factors in summoning, controlling, or banishing their undead forms. More than one mage has solved an ancient murder and freed a torment soul through the use of divination. Such spells usually require an artifact of the past and knowledge of necromancy.
  • Electromancy can be used to create undead with elemental effects such as a shocking grasp or the ability to throw lightning bolts.
  • Enchantment is often used to create magical vessels which the Necromancer can use in his experiments. It can also be used to create magical weapons charged with negative energy or even swords capable of cutting incorporeal undead.
  • Geomancy is useful to anyone that finds themselves digging in a graveyard, which Necromancers often do. Earth magic is also extremely useful for holding corporeal undead.
  • Pyromancy can be used both as an elemental effect for certain types of undead and as a tool for destroying them. The dried flesh of corporeal undead can rarely withstand the scorching fires of pyromancy, making such spells extremely useful against them.
  • Spectramancy can create illusions to hide the flesh of the dead, making it important to any Necromancer that wants to keep his craft a secret.
  • Summoning can be used to teleport undead beings directly to the Necromancer, which is useful when trapping or binding such creatures. Binding an undead will put much less drain on the caster than actually creating one from scratch.

Chapter 3 - Who Uses Necromancy?

Users of the "Dark Arts." So who uses necromancy in the 5th Age, and who opposes it? Necromancy finds its users from three basic sources: lone mages, adventurers, and organizations. Lone mages tend to be the stereotypical "black robed, dark-souled" beings that use the Dark Arts to further their twisted goals, no matter what the cost. Such beings tend to work alone or with a single apprentice, and are loathe to share their secrets with anyone. Adventurers, on the other hand, use their various magics to battle the undead. These heroes, though brave, often have very few new insights into the arts, while fewer still live long enough to share them. That leaves the organizations which, with their varied goals and ideals, are the main source of necromantic lore in the new age. The following groups are some of the main forces behind the advancement and opposition of the "Dark Arts" in the 5th Age, and should be known to any true Necromancer.

The Citadel of Light: Founded by the legendary Goldmoon (one of the Heroes of the Lance and the first mystic to bring knowledge of the new magic to the masses), the Citadel of Light is devoted to the study and teaching of Mysticism - all Mysticism, that is, except for the Dark Arts. Study of the sphere of necromancy is completely forbidden at the Citadel, and only those spiritualism spells that deal with the banishment of undead are even remotely allowed. What's more, Goldmoon uses her influence to encourage other adventurers and organizations to oppose what she feels are threats - and though the most notable threats are still the Knights of Takhisis and the Dragon Overlords, those who practice necromancy are also counted among them.

Those seeking to learn about necromancy are well advised to avoid the Citadel of Light at all costs. Spiritualists may be able to pick up a few new spells dealing with the banishment of incorporeal undead, but they will find little else of use to their craft at the Citadel.

The Knights of Solamnia: One of Krynn's oldest military organizations, the Knights of Solamnia are devoted to honor and the doing of good. The recently formed Solamnic Auxiliary is the magical branch of this military organization, though no member of the Auxiliary outranks a true Solamnic Knight. Both branches strictly oppose most forms of necromancy and spiritualism in the same way that the Citadel of Light does - that is, only those spells that deal with the banishment of undead are allowed. Even these are frowned upon, though, as the Knights see it as a point of honor to defeat the undead in hand-to-hand combat. Spells that enable steel swords to injure the dead are highly sought after by many Solamnic Knights, and are commonly studied by Auxiliary members.

Due to the militant nature of the knighthood, evil Necromancers may find these soldiers at their doorstep "politely" asking that all "Dark Magics" be ceased immediately. Those seeking knowledge of new necromantic or spiritualism spells will find that the Auxiliary limits itself mostly to magics that augment and protect those battling the undead, making it only a limited source of knowledge for Necromancers.

The Knights of Takhisis: At the opposite end of the spectrum of the Knights of Solamnia are the Knights of Takhisis. Ruthless soldiers that find themselves serving the Dragon Overlords in the 5th Age, these warriors were able to recover from their losses during the Chaos War and rebuild their magical and military might. The branch formerly devoted to clerical magic, the Knights of the Skull, are now devoted to the pursuit of mystical power. The Skulls gained their initial knowledge of Mysticism by sending three infiltrators to the Citadel of Light early in its creation and learning directly from Goldmoon, leaving only when their basic understanding of the new magic was complete and their ruse about to be discovered. Since then, the Dark Knights have increased their understanding of Mysticism to the point where it is equal in many respects to the Citadel's, and even surpassing it in spheres such as necromancy and spiritualism (areas that the Skull Knights thrive in but the Citadel students are limited in studying). For those willing to pay the high price of entry, The Knights of Takhisis are one of the best sources of knowledge of the "Dark Arts" in all of Krynn.

Those wishing to learn magic from the Knights of Takhisis have one of two options: joining the knighthood or "trading" for knowledge. Joining the Knights of Takhisis is a PERMANENT obligation, and should not be taken lightly - those leaving to pursue their own goals are often hunted down and killed, especially if they have been privy to sensitive information during their time with the knights. Those using the second method to gain knowledge from the knights - trading for it - will retain their freedom, but have a much more difficult time gaining the information they want. Trading information requires the prospective mystic to inquire at the knighthood's various outposts on an individual-to-individual basis and see if any Skull Knights have the knowledge the mystic seeks. If they do, most Skull Knights can be convinced to teach what they know *IF* the knowledge sought is not too sensitive (or powerful) and the prospective mystic is willing to pay enough for it. Such payment can be in the form of magical items, completing a quest, or revealing new magical insights - mundane currency like gold and gems tends to be of little incentive, even in large amounts. Most deals of this type are usually honored, as many Knights of Takhisis still attempt to live by some semblance of a code.

The Knights of Takhisis have a wealth of knowledge useful to Necromancers. Their mastery of spiritualism is second to none, much of which has been discovered by a select group of Knights of the Skull called "The Spiritborne." Magic to summon, bind, subjugate, and compel spirits is ample, as are the more traditional spells of protection and banishment. Though slightly less studied, the sphere of necromancy is also well known. Necromantic spells devoted to pain, torture, damage, and weakness are known by many knights, and even those dealing with protection from or creation of corporeal undead can be found.

The Order of Chemosh: Though Chemosh, Lord of the Undead, vanished with the other gods at the start of the 5th Age, most of his followers have remained loyal to him and even increased their ranks. This is because, unlike the worshippers of the other gods, Chemosh's most loyal have retained their powers. Though the granting of clerical spells has ceased, the undead Necromancers and spirits which make up Chemosh's most loyal have found their innate supernatural powers only slightly diminished since the 4th Age. It is hard to argue that the God of Undead is truly gone when so many of his creations continue to walk the lands of Krynn.

So what is The Order of Chemosh? Born from the old clerical orders and necromantic groups of the 4th Age, The Order of Chemosh is a loosely bound confederation of Necromancers that work to further their own powers through mutual cooperation. When joining, each new member swears an oath of allegiance and agrees to such terms as not establishing a keep near another member and allowing the Order to mediate any inter-organizational disputes. After a contribution to the organization is made by the new member (either in gold or magical items), the initiate is allowed access to the Order's basic communal library of mystical texts. These books, housed in one of Chemosh's former temples that now acts as the group's headquarters, contain basic theories and instructions in Mysticism as well as the lesser-known spheres of necromancy and spiritualism. Those seeking greater instruction can ask one of the masters of the order to find them a skilled Necromancer to apprentice to. Such apprenticeships, however, are rare and usually come with a high cost to the petitioner.

Those wishing to learn more about the Dark Arts than the basic instructions that the Order provides to new members may find the knowledge they seek from "more established" patrons. Records of what achievements each Necromancer has made, what general areas of magic they study, and how they can be contacted are kept by the group and are accessible to everyone. Of course, it is up to each individual Necromancer whether or not they are willing to teach another their secrets, not to mention how much such knowledge will cost the interested party. The Order of Chemosh, after all, is not a charity - nor are its members saints.

Chapter 4 - Necromancer's Spellbook

How to Use These Spells: The following spells are presented in the typical 5th Age Magic System format. Those using the Advanced Dungeons and Dragons rules may find the internet sourcebook Volker's 5th Age Magic System useful in understanding how to use the 5th Age rules in a more "AD&D Friendly" manner. Those using SAGA will find that the rules presented here comply with the magic rules established in the main 5th Age Boxed Set and the Heroes supplements.

Note that, unless otherwise specified, the standard rules for resisting magic apply to all of the spells in this document.

The following is a description of how spells appear in this document:   Sample Spell [Spell Name] Path [Mysticism/Sorcery/Hybrid] (School) [Specific schools and spheres used.]

 Description [A general description of the spell and what it can do.]

Formula [The difficulty numbers for the spell, usually listed as follows...]    

Invocation Time How long it takes to cast. X
Range How far away the target can be. X
Duration How long the spell lasts. X
Area of Effect Space/beings the spell affects. X
Spell Effect What the spell does. X



Difficulty Number How hard the spell is to cast. X
Restrictions: [Important notes on what the spell can't do.]

Variations: [Common variations of the spell.]  


Necromancer Spells: Anchor Soul (Caster) Mysticism (Necromancy, Spiritualism) or Hybrid (Enchantment, Necromancy, Spiritualism)

  Anchor Soul is the last defense for many Necromancers in the 5th Age. The spell binds a piece of the caster's spirit to an object as a sort of safety net; should the caster die while this spell is in effect, the caster finds that his soul is still bound to this plane instead of being taken to the next world. As a result, the caster becomes one of the many types of incorporeal undead found on Krynn - an unresting soul often looking for revenge on those that killed it.

The "safety" this spell gives does not come without a price. For the duration of the spell, the caster loses a point of spirit. Once the spell ends (even if the caster is dead), the caster's spirit is restored.    

Invocation Time 30 Minutes 1
Range Personal 1
Duration 1 Hour 5
Area of Effect Individual 1
Spell Effect Impeding (4) 4



Difficulty Number 12
Types of Undead Created: The type of undead created by this spell is up to the Narrator, but it should be one in-line with what the Necromancer thought and did in life. Here are a few examples...   Shadow - Those that spent their lives hidden from view (either figuratively or literally) often end up as shadows. Thieves commonly find this as their fate.

Spectral Minion - Those that bound themselves because they still have work left to do on this plane of existence my find themselves returned as spectral minions.

Spectre - Those bound by long-term duration spells are usually transformed into spectres.

Wraith - Truly evil beings usually end up as wraiths. Those that actively chose to do the wrong thing of their own free will often take this fate.  

Restrictions: The spell must be cast on an item. If the item is made of a material other than bone or flesh, then the Necromancer must use the Hybrid version of this spell and be skilled in enchantment. The Hybrid version of the spell increases its difficulty by 2.

Variations: Invocation Time is often decreased when a Necromancer suddenly finds himself in unexpected and dangerous situations.


Anchor Soul (Other) Mysticism (Necromancy, Spiritualism) or Hybrid (Enchantment, Necromancy, Spiritualism)

  This spell functions exactly like "Anchor Soul (Caster)," except that the soul being anchored is someone else's. The spirit point lost and soul potentially "transformed" all belong to someone else, usually a willing subject.    

Invocation Time 30 Minutes 1
Range Personal 1
Duration 1 Hour 5
Area of Effect Couple (2) 2
Spell Effect Impeding (4) 4



Difficulty Number 13

Restrictions: The spell must be cast on an item. If the item is made of a material other than bone or flesh, then the Necromancer must use the Hybrid version of this spell and be skilled in enchantment. The Hybrid version of the spell increases its difficulty by 2.

Variations: Invocation Time is often decreased to suit the needs of the caster.


Banshee's Call Mysticism (Spiritualism)

  An extremely dangerous spell, Banshee's Call attempts to summon all incorporeal undead in the area to the caster. Any such undead within the spell's Area of Effect will find themselves compelled to move towards the center of the spell as quickly as their Coordination allows. Once there, the reaction of the undead is up to them to choose - the spell offers no protection from the creatures it calls, nor does it change their mood in any way. Woe to the spiritualists that neglect to cast a warding spell before using Banshee's Call, for the entities they summon usually do not like being disturbed by the living.

Note that, while all incorporeal undead in the area of the spell hear the call (unless magically shielded), not all respond to the summons. Those in complex situations like combat or spell casting do not have to yield to the magical summons, while those simply not wishing to be disturbed can ignore the spell if the caster does not make an opposed spirit action vs. the undead's presence/essence [spirit(presence)]. The narrator decides which undead may wish to resist.

The only item necessary when casting this spell is sound, be it from the caster's throat or a musical instrument. Should the sound ever stop for a significant period of time, the spell's effect ends.    

Invocation Time 10 Minutes 3
Range Personal 1
Duration 1 Minute 2
Area of Effect Large House 5
Spell Effect Hindering (3) 3



Difficulty Number 14
Note: As with normal resistance rules, any undead who's presence/essence score plus the difficulty number is GREATER than the number of spell points allocated is automatically able to resist the spell.

Variations: Duration is commonly increased in order to attract the maximum number of undead creatures in the area.


Bind Soul Mysticism (Necromancy, Spiritualism)

  There are many incorporeal undead that wish to know what it feels like to truly walk the world again, and the spell Bind Soul is one way for them to do it. Bind Soul places a spirit into a vacated body permanently, making it into either a corporeal undead or a living being. The spirit loses its "supernatural" powers once the binding is complete, but may use any of the abilities its new body possesses.

In order for the spell to work, a body is needed. A suitable body can either be one that is currently living or that of a corporeal undead. If a living body is used, then the "spirit" of the being must be gone (usually removed by an "Unbind Soul" spell). If the body of a corporeal undead is used, then the undead must be of a "non-sentient" type (usually those with low Intellect scores). In either case, the body must be "functional" and of a similar race and sex as the spirit was in its former life. If the body is not, then a long term version of this spell must be used in order to force the bonding.

It is important to note once again that, though the newly bound being keeps its mental scores, its physical scores are those the body previously had. As well, all of the ability codes of the spirit are carried over to the new form, but all supernatural powers based on its undead status or previous physical form are lost.    

Invocation Time 30 Minutes 1
Range Personal 1
Duration Instant 1
Area of Effect Couple 2
Spell Effect Painful 5



Difficulty Number 10

Restrictions: If the spirit's race and sex are not the same as the body it is being bound to, then the spirit will be rejected by the body unless a duration other than instant is used. If a longer duration is used, the spirit and body function normally together until the end of the spell, at which point the spirit is ejected from the body.

Variations: Invocation Time is often increased or decreased to suit the needs of the caster.


Bottle Life Mysticism (Necromancy)

  Those skilled in the sphere of healing are not the only ones that can repair injuries. When using the spell Bottle Life, a Necromancer can magically transfer his or her life energies into a specially prepared vessel for later use. The "gaseous liquid" this spell creates can then be consumed by anyone in the same manner as a traditional healing potion in order to restore health.

In game terms, the caster takes damage equal to the amount of points/cards the potion is able to heal when they "bottle" their life energy. Health lost in this way is not gone permanently, and can be healed through normal means. Note that the vessel used to contain the energy must be a sealable magical container of a suitable nature. The most common containers are created through the spell "Enchant Necromancer's Vessel," though magical items of different origins may also be suitable at the narrator's discretion.    

Invocation Time 1 Minute 4
Range Personal 1
Duration Instant 1
Area of Effect Individual 1
Damage 5 Points 2
Healing 5 Points 5
Spell Effect Troublesome 2



Difficulty Number 16

Restrictions: This spell may not be used to heal or harm the undead.

Variations: Damage and Healing are often increased or decreased to suit the needs of the caster, though they must be altered in equal proportions.


Bottle Other's Life Mysticism (Necromancy)

  This spell works exactly like the spell "Bottle Life" except that the caster can drain the life of others, even if the subjects are unwilling.    

Invocation Time 1 Minute 4
Range Melee 2
Duration Instant 1
Area of Effect Couple 2
Damage 5 Points 2
Healing 5 Points 5
Spell Effect Troublesome 2



Difficulty Number 18

Restrictions: This spell may not be used to heal or harm the undead.

Variations: Damage and Healing are often increased or decreased to suit the needs of the caster, though they must be altered in equal proportions. Range can also be altered.


Circle of Undead Protection (Corporeal) Mysticism (Necromancy)

Circle of Undead Protection (Incorporeal) Mysticism (Spiritualism)

Whether one is working to control the undead or destroy them, all those dealing with the supernatural need some sort of protection from them. By use of this spell, the caster creates a spherical "zone" which blocks the passage of  undead. Those skilled in necromancy can create a circle which bars corporeal (physical) undead, while those that know spiritualism can create circles that deal with incorporeal (non-physical and ghostly) undead.

The circles, though powerful, are not foolproof. If the Narrator is using the optional "Narrator's Hand" rules, then any undead attempting to penetrate the circle must make a challenging presence/essence action vs. the caster's spirit [challenging presence(spirit)]. Should the narrator be using traditional rules, then the caster must make an easy spirit action vs. the undead's presence/essence [easy spirit(presence] EVEN if he/she is not present (this represents how well constructed the circle is).    

Invocation Time 1 Minute 4
Range Personal 1
Duration 1 Hour 5
Area of Effect Small Room 2
Spell Effect Impeding 4



Difficulty Number 16

Variations: This spell can be centered on a person instead of in a specific area. As well, Circle of Undead Protection is often cast with a long term duration. For rules about long term magics, see A SAGA Companion , page 85, or Heroes of Sorcery , Book I , pages 62-67.


Contact Spirit Mysticism (Spiritualism)

  One of the most basic spells a spiritualist learns, Contact Spirit allows the caster to attempt to communicate with a departed being. Such spirits can be anyone - from an uncle to the great Huma - so long as the caster has a connection to them. The connection can be mental (they were close to the person in life), an object the spirit once owned (a Knight of Solamnia's sword, for instance), or even some of the spirit's physical remains. A successful casting means that the caster can "communicate" with the departed, though what the spirit has to say is up to the Narrator. Note that the spirit does not appear before the caster, but rather a "link" is established between the two for the duration of the spell that allows for communication.

Narrators and DMs may wish to use the optional rules concerning mediums and contacted spirits when this spell is used. Those rules can be found in Citadel of Light , Book I , page 70.    

Invocation Time 30 Minutes 1
Range Personal 1
Duration 15 Minutes 3
Area of Effect Personal 1
Spell Effect Troublesome 2



Difficulty Number 8

Restrictions: All contacted spirits are considered to resist with their presence, whether they wish to be contacted or not. As well, not all dead can be contacted, especially those that performed valiantly and "earned" their rest.

Variations: Area of Effect can be increased so that more than one person can communicate with the spirit.


Create Skeleton Mysticism (Necromancy)

  One of the spells most commonly associated with Necromancers, Create Skeleton animates an undead servant from humanoid remains. Skeletons are not very intelligent, but do make decent warriors and excellent manual laborers. Such creations lack the souls of their incorporeal counterparts, making their only goal in existence to obey the will of their creator.

Skeletons created with this spell have the following SAGA statistics - Skeleton: Co 6, Ph 4, In 1, Es 1, Dmg +3, Def -2, with a "C" code in most physical categories. For complete statistics on skeletons, see The Bestiary , page 143. For complete rules on creating and controlling undead, see A SAGA Companion , pages 80 to 89.    

Invocation Time 1 Minute 4
Range Personal 1
Duration Instant 1
Area of Effect Individual 1
Spell Effect 17 RPs 5



Difficulty Number 12
Note: Spells that create undead are always assumed to have an "instant" duration the same way healing spells do; that is, the undead are created instantly but can last as if a "permanent" magic. Summoned or created minions always "resist" spells; make sure to take this into account when figuring spell point costs at casting time.

Variations: Variations tend to be their own spells such as "Create Ghoul" or "Create Ice Skeleton."


Culling the Corpse Mysticism (Necromancy)

Culling the Spirit Mysticism (Spiritualism)

The ultimate undead killer, these spells cause waves of magical energy to shoot outward from the target, damaging all undead in the Area of Effect. "Culling the Corpse" only damages corporeal undead, while "Culling the Spirit" only affects incorporeal undead. Living beings in the Area of Effect of either spell will feel a sudden chill and then warmth, but nothing else.    

Invocation Time Instant 5
Range Near Missile 3
Duration Instant 1
Area of Effect Small House 4
Damage 9 Points 3



Difficulty Number 16

Variations: Range and Damage are often increased or decreased to suit the needs of the caster.


Death's Arrow Mysticism (Necromancy)

One of the most common offensive spells used by Necromancers, the caster causes an arrow of dark energy from the Negative Material Plane to come forth and strike his opponent. Such arrows are often fatal to the victims.    

Invocation Time Instant 5
Range Near Missile 3
Duration Instant 1
Area of Effect Individual 1
Damage 5 Points 2



Difficulty Number 12

Variations: Damage is often increased and decreased to suit the needs of the caster.


Death's Grasp Mysticism (Necromancy)

  By charging the area around his hands with energy from the Negative Material Plane, the caster's grasp becomes a deadly weapon. Anything the caster touches suffers serious damage for as long as the spell is sustained.

The caster must touch the target in order for the spell to work. In SAGA, a "touch" is considered successful when the caster succeeds at an average dexterity action vs. the target's agility/coordination [average dexterity(agility)]. Armor does not protect the victim from the effects of this spell.    

Invocation Time 1 Minute 4
Range Personal 1
Duration 15 Minutes 3
Area of Effect Individual 1
Damage 5 Points 2
Spell Effect Irritating 1



Difficulty Number 12

Variations: Damage is often increased or decreased to suit the needs of the caster. If the spell is targeted on someone besides the caster, the recipient's grasp becomes deadly.


Death's Touch Mysticism (Necromancy)

  This daring offensive spell charges the caster's finger with energy from the Negative Material Plane, causing the next being he or she touches to be damaged by the dark power. If nothing is touched within a short period of time, the dark energy dissipates with no affect.

In game terms, the caster declares that he is casting the spell and then, once the invocation time is over, attempts to touch his opponent. In SAGA, a "touch" is considered successful when the caster succeeds at an average dexterity action vs. the target's agility/coordination [average dexterity(agility)]. Should the caster fail the touch, the spell's effect disappears.    

Invocation Time Instant 5
Range Personal 1
Duration Instant 1
Area of Effect Individual 1
Damage 14 Points 4



Difficulty Number 12
 

Variations: Damage is often increased or decreased to suit the needs of the caster.


Enchant Necromancer's Sword Mysticism (Necromancy) or Hybrid (Enchantment, Necromancy)

  There are many types of undead that can only be hurt by magical weapons; as such, a Necromancer without such a weapon will find himself at a severe disadvantage should his dealings with the undead get ugly. Enchant Necromancer's Sword allows the caster to endow a weapon with magic from the Negative Plane - magic which will make the weapon more deadly to both living and undead foes.

Contrary to the name of the spell, enchanted weapons do not have to be swords. As well, if a weapon is made of a material other than bone or flesh, the Necromancer must use the Hybrid version of this spell and be skilled in enchantment. The Hybrid version of the spell increases its difficulty by 2.

Note: Due to the nature of the magics involved, a Necromancer's Sword always radiates the chill of death. Anyone that succeeds with an easy perception action in the general area of an unsheathed sword will feel the dark magics, making them much harder to sneak up on.    

Invocation Time 1 Minute 4
Range Personal 1
Duration 1 Hour 5
Area of Effect Individual 1
Damage 9 Points 3
Spell Effect Irritating 1



Difficulty Number 14

Restrictions: Weapons not made of bone or flesh must be made with the Hybrid version of this spell which increases its difficulty by 2.

Variations: Damage and Duration are often increased or decreased to suit the needs of the caster. Invocation Time is often increased when casting the long term duration version of this spell.


Enchant Necromancer's Vessel Mysticism (Necromancy) or Hybrid (Enchantment, Necromancy)

  The art of necromancy often requires the storage of various essences and magical forces, most of which can not be easily contained. Because of this, Enchant Necromancer's Vessel has become one of the most researched spells in the 5th Age. Many versions of this spell exist, but when cast they all have the same effect: the enchantment of a bottle or jar that can hold the mysterious energies Necromancers so often come into contact with.

The material component for this spell are the vessels the caster wishes to enchant. Such containers should have a tight lid that can be fastened closed. A Necromancer can enchant a number of vessels equal to his or her Spirit score plus the maximum number of cards in their Hand of Fate [one-half level in AD&D terms]. If the vessels are made of a material other than bone or flesh, the Necromancer must use the Hybrid version of this spell and be skilled in enchantment. The Hybrid version of the spell increases its difficulty by 2.    

Invocation Time 30 Minutes 1
Range Personal 1
Duration 1 Hour 5
Area of Effect Individual (Special) 1
Spell Effect Irritating 1



Difficulty Number 9

Variations: This spell is usually cast with a long term duration. For rules about long term magics, see A SAGA Companion , page 85, or Heroes of Sorcery , Book I , pages 62-67.


Enchant Soulsword Hybrid (Enchantment, Necromancy)

  While normal steel fails to injure most incorporeal undead, a steel blade enchanted with the Soulsword spell can. Soulswords are not only able to damage such spirits, they do it better than normal weapons, increasing the damage done when a successful blow is struck. The additional power, however, only applies to incorporeal undead; living beings and other foes do not suffer additional damage from Soulswords.

Note: Contrary to the name of this spell, Soulswords do not have to be swords; they can be any weapon.    

Invocation Time 1 Minute 4
Range Personal 1
Duration 1 Hour 5
Area of Effect Individual 1
Damage 9 Points 3
Spell Effect Irritating 1
Hybrid Spell Hybrid 2



Difficulty Number 17

Variations: Damage and Duration are often increased or decreased to suit the needs of the caster. Invocation Time is often increased when casting the long term duration version of this spell.


Final Hour Hybrid (Divination, Necromancy)

  It is often important to know how someone died, be it so that justice can be dispensed or future tragedies prevented. When final hour is cast upon a corpse, the caster experiences the last hour of the dead's life as if he were actually there. The caster sees, feels, and experiences everything exactly as the dead would have, right up until the point of death. This spell can be very traumatic, and should not be undertaken lightly.    

Invocation Time 30 Minutes 1
Range Personal 1
Duration 1 Hour 5
Area of Effect 10 Years 7
Spell Effect Hindering 3
Hybrid Spell Hybrid 2



Difficulty Number 19

Variations: Area of Effect can be increased or decreased depending on how long ago death occurred. Duration is sometimes decreased so that only the last moments of life are viewed.


Flesh Restoration Mysticism (Healing, Necromancy)

  Flesh Restoration is a common spell used by corporeal undead in order to pass for the living. When cast, the spell regrows dead, damaged, and missing skin so long as some bit of it remains on the body. Regrown skin IS alive so long as the spell's duration does not expire. Once it does, the skin dies, but is in much better condition than when the spell was originally cast. Even with an instant duration, many old zombies can pass for recently dead when this spell is cast upon them.    

Invocation Time 30 Minutes 1
Range Personal 1
Duration Instant 1
Area of Effect Individual 1
Spell Effect Hindering 3



Difficulty Number 7

Restrictions: There must be some flesh still remaining on the corpse for this spell to be effective; skeletons and their like can not benefit from this spell.

Variations: Duration is often increased or made long term. When this happens, the flesh of the undead remains "alive" until the spell ends.


Hiddukel's Healing Arrow Mysticism (Necromancy)

Named after the evil god of ill-gotten wealth, Hiddukel's Healing Arrow establishes a temporary link between the caster and his target. This "link" results in the target's life being drained to the caster - an effect that often kills the victim of the spell. The caster may only draw life from a target until the limits of the spell have been reached, the target is dead, or the caster is healed (which-ever comes first).

The physical manifestation of this spell appears to be a black "projectile" that shoots forth from the caster, striking the victim. A white beam of light then briefly connects the two, at which point the spell abruptly ends. Though the caster's wounds may appear to miraculously heal, the victim shows no outward signs of loss except, perhaps, becoming a bit more pale.    

Invocation Time Instant 5
Range Near Missile 3
Duration Instant 1
Area of Effect Couple 2
Damage 5 Points 2
Healing 5 Points/Cards 5



Difficulty Number 18

Restrictions: This spell may not be used to heal or harm the undead.

Variations: Damage and Healing are often increased or decreased to suit the needs of the caster, though they must be altered in equal proportions. Range can also be modified. Note that the recipient of the healing does not have to be the caster.


Hiddukel's Healing Grasp Mysticism (Necromancy)

  Similar to Hiddukel's Healing Arrow, this spell steals the life energy from a victim in order to heal another. Hiddukel's Healing Grasp, however, ensorcells the hands of the recipient so that anything touched is drained of life energy. The magic may only draw life from a target until the limits of the spell have been reached, the target is dead, or the recipient is healed (which-ever comes first). The spell will not damage those touched if its recipient has no wounds.

The caster must touch the target in order for the spell to work. In SAGA, a "touch" is considered successful when the caster succeeds at an average dexterity action vs. the target's agility/coordination [average dexterity(agility)]. Armor does not protect the victim from the effects of this spell.    

Invocation Time 1 Minute 4
Range Personal 1
Duration 15 Minutes 3
Area of Effect Couple 2
Damage 5 Points 2
Healing 5 Points/Cards 5
Spell Effect Irritating 1



Difficulty Number 18

Restrictions: This spell may not be used to heal or harm the undead.

Variations: Damage and Healing are often increased or decreased to suit the needs of the caster, though they must be altered in equal proportions. Note that the recipient of the healing must be the recipient of the spell, though the caster MAY cast this spell on others.


Hiddukel's Healing Touch Mysticism (Necromancy)

  Similar to Hiddukel's Healing Arrow, this spell steals the life energy from a victim in order to heal another. Hiddukel's Healing Touch, however, requires that the caster be touching the victim at the time of the casting. The magic may only draw life from a target until the limits of the spell have been reached, the target is dead, or the recipient is healed (which-ever comes first).

In game terms, the caster declares that they are casting the spell and then, once the invocation time is over, attempts to touch their opponent. In SAGA, a "touch" is considered successful when the caster succeeds at an average dexterity action vs. the target's agility/coordination [average dexterity(agility)]. Should the caster fail the touch, the spell's effect disappears.    

Invocation Time Instant 5
Range Personal 1
Duration Instant 1
Area of Effect Couple 2
Damage 6 Points 3
Healing 6 Points/Cards 6



Difficulty Number 18

Restrictions: This spell may not be used to heal or harm the undead.

Variations: Damage and Healing are often increased or decreased to suit the needs of the caster, though they must be altered in equal proportions. The caster can use this spell to heal others, but those healed MUST also be touched when the spell is cast.


Hold Undead (Corporeal) Mysticism (Necromancy)

Hold Undead (Incorporeal) Mysticism (Spiritualism)

  This spell was inspired by the clerical powers of old which allowed the followers of certain gods to frighten away or paralyze the undead they came into contact with. When the gods disappeared at the beginning of the 5th Age, many adventurers and magic users found themselves at a loss for ways to protect themselves from the supernatural forces that still existed in the world. Thus, when Mysticism was discovered, it was soon after that new spells like Hold Undead, which simulate powers from the other age, were developed.

There are two main types of Hold Undead spells - those for corporeal entities and those for incorporeal ones. A mystic that knows necromancy can cast the version that holds corporeal undead, while those that know spiritualism can hold incorporeal undead.    

Invocation Time Instant 5
Range Melee 2
Duration 15 Minutes 3
Area of Effect Individual 1
Spell Effect Impeding 4



Difficulty Number 15

Variations: Duration and Range are often increased or decreased to suit the needs of the caster.


Hold Undead Masses (Corporeal) Mysticism (Necromancy)

Hold Undead Masses (Incorporeal) Mysticism (Spiritualism)

  This spell works the same way as "Hold Undead" does - it paralyzes undead. Hold Undead Masses, however, paralyzes groups of undead. Just like "Hold Undead," this spell has two basic versions: a necromantic version for corporeal undead and a spiritual version for incorporeal ones.    

Invocation Time Instant 5
Range Melee 2
Duration 15 Minutes 3
Area of Effect Small Group 3
Spell Effect Impeding 4



Difficulty Number 17

Variations: Area of Effect, Duration, and Range are often increased or decreased to suit the needs of the caster.


Incorporeal Revelation Hybrid (Sensitivity, Spectramancy, Spiritualism)

  When dealing with the supernatural, what you can't see CAN hurt you. Incorporeal Revelation causes all incorporeal undead around the caster to glow in a sickly green color, no matter what state they are in. Not only can this reveal undead that have taken on the guise of the living, it can also reveal "invisible" undead that are waiting to ambush the caster. This spell is commonly employed by adventuring mages so that their partners can be aware of the supernatural forces around them.    

Invocation Time 1 Minute 4
Range Personal 1
Duration 30 Minutes 4
Area of Effect Large Room 3
Spell Effect Illuminate 1
Spell Effect Sense Dead 1
Hybrid Spell Hybrid 2



Difficulty Number 16

Variations: Duration and Range are often increased or decreased to suit the needs of the caster.


Living Dead Mysticism (Healing, Necromancy)

  A spell that temporarily bridges the gap between life and unlife, Living Dead regenerates the dead body of a corporeal undead. When the spell is first cast, nerves regenerate, muscles re-knit themselves, skin regrows, and blood once more begin to flow. For the duration of the spell, the corporeal undead is considered to be a living being - its heart pumps, its hands can "feel" the world, and its hair even grows. The undead being can now pass for the living because they ARE living.

Rules: Once the spell is cast, the recipient is incapacitated by the regeneration of his or her body for 1 minute for every month since they were last alive (or had this spell cast on them), up to 24 months. The Narrator can increase this time if the body has suffered significant damage (skeletons, beings with lost limbs) or decrease it for "intact" beings (vampires and well preserved undead). When the spell wears off, body functions cease and the undead suffers another death. Turn the first card of the fate deck over or roll 1d10 to determine how many minutes [AD&D rounds] the death incapacitates the undead.    

Invocation Time 30 Minutes 1
Range Personal 1
Duration 1 Hour 5
Area of Effect Individual 1
Spell Effect Painful 5



Difficulty Number 13

Restrictions: The undead are still bound by the same "restrictions" they were under before the spell was cast. For instance, if they could not bear sunlight before the spell, they still can not bear it while under the effects of Living Dead.

Variations: This spell is often cast with a long-term duration on those undead wishing they were once more alive.


Sustain Traveler's Corpse Mysticism (Healing)

  Usually when the spirit and body separate, the body dies. Sustain Traveler's Corpse attempts to magically keep the body functioning, even if the spirit is away for a long period of time. Note that this spell provides no protection of any kind; it simple keeps the various organs working so long as they are uninjured.    

Invocation Time 1 Minute 4
Range Personal 1
Duration 1 Hour 5
Area of Effect Individual 1
Spell Effect Irritating 1



Difficulty Number 12

Variations: Duration is often increased or decreased to suit the needs of the caster.


Unbind Soul (Caster) Mysticism (Necromancy, Spiritualism)

  This spell allows Necromancers to separate their spirits from their physical body. Such "spirits" are incorporeal beings that have little affect on the world around them, though their magical skills still function. In order to return to its body, a spirit must be able to "touch" its physical form and then make a difficult presence action. Failure means the spirit can try again in ten minutes so long as the body is functioning and "unoccupied" by another spirit.

It is important for Necromancers to keep their physical bodies alive while traveling. Unless magical precautions such as the spell "Sustain Traveler's Corpse" are taken, a spiritless body will lose 1 endurance point every 10 minutes until it reaches 0, at which point it dies. Endurance points are restored at a rate of 1 point for every hour of rest once the spirit has returned to its body. Should a physical death occur while the spirit is out of the body, the spirit is forced to make a desperate presence action if  it wants to remain in this world rather than moving on to the afterlife. Those that succeed become some form of incorporeal undead at the Narrator's discretion, usually ghosts.    

Invocation Time 30 Minutes 1
Range Personal 1
Duration Instant 1
Area of Effect Individual 1
Spell Effect Impeding 4



Difficulty Number 8

Variations: Invocation Time is sometimes decreased when time is of the essence.


Unbind Soul (Other) Mysticism (Necromancy, Spiritualism)

  This spell functions in the same manner as "Unbind Soul (Caster)," but works on others. It forces the spirit of the victim to leave his/her body and not return for at least one minute. Evil Necromancers will usually have some sort of magic "trap" set for a spirit when it leaves the body, though this is not always the case.    

Invocation Time 30 Minutes 1
Range Personal 1
Duration 1 Minute 2
Area of Effect Individual 1
Spell Effect Impeding 4



Difficulty Number 9

Restrictions: Because of the unified nature of spirit and body, all resistance to this spell is considered doubled in SAGA. In AD&D, the victim is allowed a second saving throw to avoid the spell's effects.

Variations: Duration is often increased in order to keep the spirit out of its body for a longer period of time.


Zone of Flesh Rending Mysticism (Necromancy)

  A truly evil spell usually only cast by undead Necromancers, Zone of Flesh Rending sets up an area of death which attempts to destroy all living things that enter it. Few adventurers have the mental presence to stand up to such magics, and fewer still are physically strong enough to survive it for long.    

Invocation Time 10 Minutes 3
Range Personal 1
Duration 1 Hour 5
Area of Effect Large Room 3
Damage 14 Points 4



Difficulty Number 16

Restrictions: Zone of Flesh Rending has no effect on undead or other "non-living" beings.

Variations: This spell is often cast with a "long term" duration so as to bar the entry of living beings into the inner sanctums of powerful undead. When cast with a long term duration, the invocation time is usually increased to 30 minutes or more.


Zone of Undead Rending (Corporeal) Mysticism (Necromancy)

Zone of Undead Rending (Incorporeal) Mysticism (Spiritualism)

  For those wanting to destroy the supernatural forces still at work on Krynn, there is no better spell than Zone of Undead Rending. When cast, any undead in or entering the zone find themselves being torn apart by the magics of the spell. Few undead can survive more than a minute in the zone, while even those of legend will find they can not remain for long.

As with most spells dealing with undead, there are two versions of Zone of Undead Rending - one for corporeal and another for incorporeal beings. Those skilled with necromancy can cast a version which destroys corporeal undead, while those who have mastered spiritualism may use the version that damages incorporeal undead.    

Invocation Time 10 Minutes 3
Range Personal 1
Duration 1 Hour 5
Area of Effect Large Room 3
Damage 14 Points 4



Difficulty Number 16

Restrictions: Undead that remain in the zone suffer damage every 1 SAGA minute or 1 AD&D round.

Variations: This spell is often cast with a long term duration in the private chambers of powerful living Necromancers. When cast with a long-term duration, the invocation time is usually increased to 30 minutes or more.

Chapter 5 - Conclusion

Final Thoughts: Necromancers can be an interesting tool for Narrators and DMs to use, as well as a valid player choice. What ever the case, the "karmic rules" of Krynn should always apply - good is rewarded in the end, and evil feeds upon itself. Even in the 5th Age, these rules still apply.

Where to Go From Here? The following sourcebooks and boxed sets may be helpful when using Necromancers in a campaign.

A SAGA Companion by William W. Conners; This has to be one of the most "rules heavy" books ever printed for the 5th Age. It contains rules for creating undead, summoning elementals, casting long-term duration spells, using librams, the benefits of mantras, and what is required to cast hybrid spells, not to mention a complete list of the Roles from all of the "Heroes of..." supplements.

The Bestiary by Steven "Stan!" Brown; Part novel, part coffee table art book, and part role-playing manual, The Bestiary is potentially the best Dragonlance supplement ever written. It contains the statistics for the various types of undead in the 5th Age, as well as story hooks that will work in any campaign setting. The Bestiary is a "Must Have" item for all fantasy fans.

Citadel of Light by Steve Miller; A boxed set dedicated to Goldmoon's school of Mysticism, it contains all the information you need to run a campaign from this amazing location. Many new rules are also included, as well as the interesting new "medium" guidelines. Every Narrator and Dungeon Master running a 5th Age game should own this boxed set.

Heroes of Hope by Duane Maxwell; This is the "Mysticism" supplement for the 5th Age, though I personally recommend the previously mentioned items before purchasing this one. New Roles are included, as well as expanded descriptions of the spheres of Mysticism and what they can do. Rules for creating specific elf races like the Kagonesti can also be found.

Heroes of Sorcery by Steven Brown; This is the "Sorcery" supplement for the 5th Age, though I personally recommend the previously mentioned items before purchasing this one. New Roles are included, as well as expanded descriptions of the schools of Sorcery and what they can do. Rules for long-term duration spells, "single shot" magical items, increased divination time tables, group castings, and hybrid spells can also be found.

Appendix 1 - New Spell List

Anchor Soul (Caster) Mysticism (Necromancy, Spiritualism) or Hybrid (Enchantment, Necromancy, Spiritualism)

Anchor Soul (Other) Mysticism (Necromancy, Spiritualism) or Hybrid (Enchantment, Necromancy, Spiritualism)

Banshee's Call Mysticism (Spiritualism)

Bind Soul Mysticism (Necromancy, Spiritualism)

Bottle Life Mysticism (Necromancy)

Bottle Other's Life Mysticism (Necromancy)

Circle of Undead Protection (Corporeal) Mysticism (Necromancy)

Circle of Undead Protection (Incorporeal) Mysticism (Spiritualism)

Contact Spirit Mysticism (Spiritualism)

Create Skeleton Mysticism (Necromancy)

Culling the Corpse Mysticism (Necromancy)

Culling the Spirit Mysticism (Spiritualism)

Death's Arrow Mysticism (Necromancy)

Death's Grasp Mysticism (Necromancy)

Death's Touch Mysticism (Necromancy)

Enchant Necromancer's Sword Mysticism (Necromancy) or Hybrid (Enchantment, Necromancy)

Enchant Necromancer's Vessel Mysticism (Necromancy) or Hybrid (Enchantment, Necromancy)

Enchant Soulsword Hybrid (Enchantment, Necromancy)

Final Hour Hybrid (Divination, Necromancy)

Flesh Restoration Mysticism (Healing, Necromancy)

Hiddukel's Healing Arrow Mysticism (Necromancy)

Hiddukel's Healing Grasp Mysticism (Necromancy)

Hiddukel's Healing Touch Mysticism (Necromancy)

Hold Undead (Corporeal) Mysticism (Necromancy)

Hold Undead (Incorporeal) Mysticism (Spiritualism)

Hold Undead Masses (Corporeal) Mysticism (Necromancy)

Hold Undead Masses (Incorporeal) Mysticism (Spiritualism)

Incorporeal Revelation Hybrid (Sensitivity, Spectramancy, Spiritualism)

Living Dead Mysticism (Healing, Necromancy)

Sustain Traveler's Corpse Mysticism (Healing)

Unbind Soul (Caster) Mysticism (Necromancy, Spiritualism)

Unbind Soul (Other) Mysticism (Necromancy, Spiritualism)

Zone of Flesh Rending Mysticism (Necromancy)

Zone of Undead Rending (Corporeal) Mysticism (Necromancy)

Zone of Undead Rending (Incorporeal) Mysticism (Spiritualism)

Glossary

5th Age - The time after Dragons of Summer Flame and the Second Cataclysm where the gods once more remove themselves from Krynn. It is during this time that the old High Sorcery no longer exists, but the new Mysticism and Sorcery are discovered.

Action - A term used to describe when a SAGA player must use one of his statistics to accomplish something. In AD&D, this would be a proficiency check.

AD&D - Advanced Dungeons and Dragons. A role-playing game.

Area of Effect - A specific rating for SAGA spells used to determine who or what is affected by a spell.

Coordination - A composite score used for NPCs and monsters in SAGA. It is used when ever a Dexterity or Agility action is done.

Corporeal Undead - Previously living beings that have been brought back to a semblance of life. Such "undead" have physical bodies.

Code - A term used in SAGA to tell how skilled someone is in a certain area. Specifically, codes are letters from A (being the best) to D (very poor) as well as X (the worst - no skill).

Dark Arts - A reference to the spheres of necromancy and spiritualism.

DM or Dungeon Master - A term used to describe the person "running" the game. In SAGA, this person is called a Narrator.

Essence - A composite score used for NPCs and monsters in SAGA. It is used when ever a Spirit or Presence action is done.

Incorporeal Undead - Previously living beings that have been brought back to a semblance of life. Such "undead" do not have physical bodies, often appearing mist-like or insubstantial.

MHP - Term used in this document to denote Maximum Hit Points.

Mystic - A magic user that has learned on or more of the spheres of magic.

Mysticism - 5th Age magic dealing with living or once-living things. This includes healing, necromancy, plants, and animals.

Necromancer - A term used to describe a user of spiritualism, necromancy, or both. A necromancer is someone skilled only in the sphere of necromancy.

Necromancy - A sphere of Mysticism that deals with life and death magic, usually based on energy from the Negative Plane.

SAGA - A diceless role-playing game system developed by TSR for the Dragonlance setting. It can be used in other worlds as well.

School - A term used in both AD&D and the 5th Age to denote what category a magic spell falls into. In the 5th Age, schools are associated with Sorcery.

Sorcerer - A magic user that has learned one or more of the schools of magic.

Sorcery - 5th Age magic that deals with non-living things. This includes fire, teleportation, and light.

Sphere - A 5th Age term used to denote what category a magical spell falls into. All spheres are associated with Mysticism.

Spiritualism - A sphere of Mysticism that deals with the spirits of the dead.

Volker's 5th Age Magic System - An internet sourcebook detailing rules for converting SAGA magic to a system that uses dice and is more like AD&D.

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