Necromancy - Necromancy is a magical art that deals
with, not spirits as is the popular belief, but with the life force
in other beings either living or dead.
Embalm:
An embalm spell enables the caster to protect a corpse (or a
harvested part thereof) against the natural forces of decay and
dissolution, until some later when it is needed for a spell. If the
corpse is later animated, the greater strength and resiliency
imparted by the spell to the dead tissue, will increase the
strength and endurance of the undead. A corpse thus preserved,
permanently retains the same odor and appearance it had at the time
of casting. It does not reverse the effect of putrefaction.
Animate Dead
Animals:
This is one of the first spells most students of true Necromancy
learns. Although the Sith Necromancy version is even less powerful
it can be quite useful. This spell creates undead skeletons and
zombies from the bones and bodies of dead animals, specifically
vertebrates (fish, amphibians, reptiles, birds, and mammals). The
animated remains obey simple verbal commands given by the caster,
regardless of the language employed. Only naturally occurring
animals of no higher than semi-intelligence can be animated with
this spell, it last until the animals are destroyed in
combat.
Bone Dance:
This spell temporarily animates the physical remains of a humanoid
being, it is currently the most powerful spell of animation known
to the practitioners of true Necromancy. The Bone Dance creates a
link between the corpse and the caster, allowing him to mentally
control its movements. The skeleton or zombie animated by this
spell is incapable of carrying out any independent actions, the
caster must mentally command the undead to walk forward, pick up a
vibroblade, strike an opponent with it etc.. The spell occupies the
greater part of the casters attention, if concentration is broken
the spell will end.
Sense the Sin:
This power allows the caster to see into the soul of his victim, to
ferret out his/hers greatest weakness. This could be anything from
a low Intelligence, or weak will to a derangement or just about
anything else. This power is very useful in attempting to turn
lightside Jedi's, or during interrogations.
Blight:
This Sith Necromancy spell allows the caster to cause rapid egging
in an opponent. The victim begins to suffer the effects of old age:
Skin becomes pallid and thin, bones become brittle, and the victim
may even begin to experience advanced effects of arthritis or other
ailments of the elderly. The spell is not powerful enough to cause
death directly, but a victim could die from a heart attack if
undertaking strenuous activity etc.. This spell requires the caster
to touch his victim to be cast successfully.
Lord of the Dead:
This spell enables the caster to command all undead within sight.
This spell only affects undead raised by Necromancers of lower
level than the caster, the undead raised without the use of true
necromancy, or those created by the caster himself. The undead
under influence of this spell will only obey the caster's verbal
commands, unless he knows of other ways to communicate with them.
Note that it is usually not necessary to employ this spell to
control the undead of ones own creation.
Soul Shatter: This spell
is used by a Dark Lord to shatter the soul of another being. The
soul cannot be destroyed, but with this spell the soul can be
shattered into so many pieces that in can no longer function as a
single entity.
Soul combination:
This spell belongs to the category of "Life drainers". It even has
similar purpose. When cast, the spell will take the soul out of one
human being and fuse it with that of another. The side effect is
that when the "soul fusion" occurs the caster will then employ some
of the personality traits, physical traits ,habits, or likes and
dislikes. The exact purpose of the spell is like that of many is
unknown, but it is hypothesized that it prolongs life.