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Mage Wars Academy: Necromancer Expansion

Expansion for Mage Wars Academy

Mage Wars Academy: Necromancer Expansion Rulebook

Table of Contents

Table of Contents

  • The Necromancer
    • Attributes
    • Training
    • Curse of Undeath
  • Spell Notes
    • The Embalmed
  • Codex
    • Immunity
    • Incorporeal
    • Nonliving
    • Rot
    • Vampiric
  • Recommended Spell List

The Necromancer

Attributes

The Necromancer has 7 Channeling, 23 Life, and 1 starting mana. His Subclass is Dsjer-Tet.

Training

Through forbidden knowledge, dark study, and profane rituals the Necromancer has been trained in the Dark school. However, the Necromancer is an anathema to the light. As such, Holy spells cost triple spellpoints, even Novice ones.

Curse of Undeath

The Necromancer is trained in the ancient arts of Dsjer-Tet mummification. This allows him to use the life essence of the recently slain to empower his servants. Once per round, when an enemy Living creature is destroyed, you may remove up to 2 damage from a mummy creature you control.

Spell Notes

The Embalmed

When you summon The Embalmed, it becomes an exact copy of the creature you removed. However, it also gains the undead and mummy subtypes and the Nonliving trait.

Codex

Immunity

This object is immune to all attacks, damage, conditions, and effects of the specified type. It cannot be targeted or affected by spells or attacks of the specified type.

Incorporeal

This object is insubstantial and is very difficult to damage. All 2's rolled on attack dice against this object are counted as 0's, and this object is immune to effects or conditions from attacks. Ethereal attacks ignore this effect. They are also Nonliving. Creatures are considered corporeal unless they have this trait.

Nonliving

All Nonliving objects are immune to the damage and effects of poison spells and cannot be healed. All creatures are Living unless they have the Nonliving trait.

Rot

This is a poison condition. This object receives 1 direct damage during the Upkeep Phase each round. Rot has a removal cost of 2.

Vampiric

The first time each round that this attack damages a Living creature, the attacker heals up to half the damage caused (rounded up). If the attack does more damage than the target's remaining life, the excess damage does not count for healing. The Vampiric trait does not stack.

Recommended Spell List

NameQuantity
Leather Chausses1
Ramses' Black Death2
Scepter of Undeath1
Soulreaper1
Unholy Armor1
The Embalmed1
Matesis, the Fallen Pharaoh1
Mummified Swordmaster2
Priest of Abenek2
Servant of Malacoda1
Vengeful Merchant2
Vengeful Voidwalker2
Stench of Death1
Terrifying Visage1
Unholy Reversal1
Crumble1
Fizzle2
Ritual of Kallek2
Siphon Life1
Soul Harvest2