Spells

As will be closely explored in Chapter Four, the greatest powers of the necromancer arise from spellcasting. Like all specialists, they gain an additional spell for each available spell level, when compared with generalist mages.

This bonus spell is reflected in Table 2 and must be devoted to memorizing a spell from the school of Necromancy (listed in Appendix 2 at the end of the book), or else it is forfeit. Thus, at 1st level, a necromancer could memorize two 1st-level spells (whereas general mages can memorize only one), provided that the bonus spell was from the school of Necromancy.

Due to their advanced understanding of the Art, necromancers gain a +1 bonus to saving throws against necromantic spells. Likewise, other characters suffer a -1 penalty on their saves against necromantic spells when cast by these specialists. The adjustments are cumulative, so two necromancers employing the Art against each other effectively negate these factors.

Another range of benefits applies to learning spells, though these are not normally a concern for the DM. For instance, they gain a +15% bonus to learning spells in the school of Necromancy, one bonus spell added to their spell books upon advancing to a new spell level, and the ability to create new spells as if they were one spell level less (see page 32 in the PHB for details). In general, these arc of little practical use for the NPC, whose spells are usually chosen directly by the DM.