Advantages that give bonuses to Fright Checks give bonuses to the roll to resist the Death Vision spell. This spell can be used against any creature with IQ3 or better unless they have no conception of death (such as a naturally Immortal creature) or they have the Unfazeable advantage. If the mage can play on the victim's phobias, the subject's resistance roll is penalized by their Phobia disadvantage. However, if the vision doesn't reflect a plausible death (drowning in the desert, freezing to death in the jungle) the victim gets +2 to his Fright Check. Control Zombie only works on undead created with the Zombie spell.ĭeath Vision - The mage can "program" the vision that the victim sees.
Energy Cost to Create: 200 points per +1 bonus.Ĭontrol Zombie - Zombies can be controlled at long-range using long-distance modifiers for spell success. Gives a bonus up to +5 to the mage's effective spell skill and/or Will rolls to control a demon. The Animate Object spell in GURPS Grimoire produces the same effect without necromancy.īanish - This spell can be used against any extra-planar creature, however the mage must know the creature's plane and/or planet of origin to avoid the skill penalty.Ĭontrol Demon - Item: (b) Staff, Wand or Jewelry. This spell won't work against creatures that aren't alive (i.e., robots, golems, undead), or who are immune to aging (such as characters with the Unaging or Immortal advantages).Īnimation - This spell actually summons a ghostly spirit into an item. So a creature with a 10 year life span would be aged 120/840 =. Assume that an "average" human life span is 70 years, so each application of this spell steals 1/840th of its total life span. Creatures with very short life spans might only be aged a few hours creatures with very long life spans might be aged years. Changes to Spells from GURPS MagicĪge - At the GM's option, aging is based on the creature's total life span. This is because the undead are twisted magical archetypes of humanity inhabited by spirits, and have human powers for that reason. Being eyeless, headless, etc., does not prevent sight, hearing, etc. Undead Senses: Undead have normal senses unless specified otherwise. Necromantic Spells and Radiation: In some High Tech campaigns (notably GURPS Technomancer) Radiation spells are also considered Necromantic spells.
Spells that create permanent undead don't count as spells "on". Occasionally Banish, Exorcism, and Pentagram are effective as well.Ĭreating Undead: Note that the Magic Resistance of a dead subject works normally, subtracting from the caster's skill and adding to resistance rolls (where applicable). Necromantic Spells and the Undead: Spells such as Consecration, Final Rest, Turn Zombie, Repel Spirit, and so forth are useful against undead creatures. GMs who intend to run a campaign with a strong necromantic influences are encouraged to consult this source book. This section includes spells from GURPS Undead.