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Necromancy spells, part 7

The following spells are not strictly necromantic, but may be very useful additions for wizards with that inclination.

Animated corpses may also be a useful tool of reconnaissance, by making the animation a vehicle of remote exploration. 926 more words

Ars Magica

Necromancy spells, part 6

The Ars Magica Hermetic Projects sourcebook contains a robust section which deals with aspects of Living Corpses, Necromancy, and details of binding ghosts (p96-118). Many of the more flamboyant spells that a Magus might develop later in their necromantic career are present in this book; so much so that repeating material here would be basically copying it. 481 more words

Ars Magica

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Queens NY from the train (possibly Rego Park) – Android Camera FV-5

via Flickr http://flic.kr/p/GcAbgZ April 08, 2016 at 03:01PM

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Necromancy spells, part 5

When creating and controlling dead creatures there is also the option to design a spell effect which creates and controls them with the one spell. The first spells in this set of blog posts used the two separate spells as there are two separate guidelines, but it need not be so. 888 more words

Ars Magica

Necromancy spells, part 4

Three spells for animal based necromancy, and a forth while not strictly necromantic will be needed to avoid scaring common folk. The first spell demonstrates how to create a corpse, particularly a horse and then two effects to control a dead animal. 331 more words

Ars Magica

Necromancy spells, part 3

A necromancer needs a way to get real bodies too. Beyond killing those around them, a non-consecrated grave will need to be dug up, and that will cause serious trouble with the local authorities once it is discovered. 652 more words

Ars Magica