Sure thing, but I have not had a chance to rework them yet. I’m hoping to do that this weekend.

The Discipline of Necromancy

1st Spell “Reanimate the Dead”
Ether 1+
If a Necromancer cannot reanimate the dead, then they are not a Necromancer…
All Necromancers must take the First Discipline of Necromancy, ‘Reanimate the Dead’ into battle. They cannot swap or trade this spell. If the Necromancer looses this spell for any reason, they cannot cast any other magic until they regain this spell.
This spell has a starting range of 8 inches and can only be cast within the Necromancer’s awareness ranges. Furthermore, this spell can only be cast upon existing gaming pieces of Undead, such as Skeletons and Vampires.

The caster can rise up more dead by making the spell more difficult to cast, by adding 1 or more ether dice to its dispelling roll. On a successful cast, each ether die added will allow the Necromancer to generate +1D6 worth of ‘Will Points’. After which, the Necromancer can spend their WPs on rising up undead and restoring their LP damage. Each Undead Model has a cost in WPs in their stats that indicate its cost in reanimating models or restoring lost LP. E.g. the Necromancer rolls 3D6 Will Dice and scores 12 WPs, which would reanimate 6 Skeleton warriors at a cost of 2 will points each.

The caster may even extend the range of the spell by adding another Ether Die to its dispelling roll to gain +8 inches on to the spell’s range. Unspent excess will points are lost.

Undead gaming pieces can only have their lost models and LPs ‘restored’. This spell cannot grant more LPs or model than a gaming piece already had at the start of the game.

The caster may recast this spell at a cost of trading in another one of their spells to do so.

2nd The Dark Blessing at Death’s Door
Ether 1
A cruet of the Necromancer can know little ends, as they have the power to make the
This spell can be cast up any friendly undead gaming piece within 10 inches of the caster and must be cast within their awareness ranges. The spells affects last for one full turn and end at the beginning of the caster’s next turn.
Ever model that is slain in by the affect unit turned into a skeleton warrior and is added to that unit the effected gaming piece.

3rd Ancestral knowledge
Cost 3
Everyone on the middle plain is invisibly linked to those who came before. There ancestors who might have died heroic battles or learned great knowledge through research and testing.

Using this magic someone may commune with these great people and use their experience to further their goals on the battlefield
This spell can target one character within 8 inchs of the caster.
Once successfully cast the piece gains +2Cr, +1 A and +2 S until the start of their next turn.

I’m unsure of what the spell does, I thought of th blurb before the spell as it does make sense and is something related to necromancy

4th Spell.“Deaths Kiss”
Cost 2
“The Necromancers focuses his magic and releases it as a burst that flows over the ranks of the enemy. Once breathed in they drop like flies at the feet of the wizard as there life is drained from their bodies and used to further fuel the Necromancers cause”.

Once successfully cast place the flame template within the primary awareness range of the wizard and in base contact.

Any enemy models under the temple suffer a -2 agility and -1 toughness. For every 3 models killed the caster recovers 1 LP.

5th Spell “Shroud of spirits”
Cost 3
The Necromancers targets the ground and rips from it the souls who have been laid to rest, those who died of age or in battle are forced to return to the mortal realm once more howling throughout the painful ordeal.

Though this causes no physical harm to enemies it serves as a distraction and shakes their morale at the sight of the endless wall of wailing spirits begging to return from whence they came.

This spell has a range of up to 24 inches and can be cast within the casters awareness ranges.

Once cast place a piece of rough ground down to represent the souls. Enemies pieces suffer a movement penalty as normal for moving through it and if they try to shoot over it they also suffer a -1 penalty. Additionally enemies within 6inchs suffer +1 fear.

A strong and unique utility spell hopefully you like it

6th ‘Last Rites’
Cost 5
Necromancy is famous for allowing you to resurrect the dead, but the true power gained is controlling them to do your bidding. They can follow simple tasks fine, but require more advanced manaquill to perform tactical manoeuvres.

Though this and with proper planning an undead army is unpredictable and has a plan for whatever the living may through at them.

Many generals have had their morale broken when a “dumb” undead army foils their greatest strategy.

Once successfully cast pick an undead piece anywhere on the table top.

That piece may do one of the following; make an additional move, shoot their ranged weapon or have an additional round of combat (your enemy may not fight back).

Afterwards place an exhaustion counter on the piece.

7th ‘Life Rend’
Cost 4
The Necromancers imbues a weapon with the power to cut through a soul itself. Though the weapon itself and the damage it does appear unchanged though struck by it feel there will getting weaker with every strike.

This spell has a range of 8 inches and may be cast on an individual model.

Once cast that models weapon gains the special rules for life breaker until the start of your next turn.

This may only affect 1 weapon the model is carrying.

8th ‘Breaking Terror’
5 Ether
Range 18 Inches. When a necromancer spots a unit turning tail, he knows that the time is ripe to reap those whose Wills are broken. Corrupting the winds of magic around the hapless victims, he multiplies their fear tenfold, that men literally die of terror in their armour or fall upon their swords fearing the entities that swirl above them brought about the necromancers foul spell.

This spell may only be cast upon an enemy unit that is broken. It must be within range and line of sight of the caster. Once cast, the unit must immediately make a soldiering check. If it passes, it takes damage equal to the number of successes you rolled. If the unit fails, you roll a d6 for each success rolled and cause that much damage to the unit.