Shane closed his eyes, filling his mind with the barely tapped potential of the planes beyond the the Veil. "Do you feel that?"   "Coooool!" Jake's excitement was unmistakable. "Let me do it!"   "When you're a bit older. Right now just watch me. Feel what I feel."   "It's like my mind is floating. But it's not water, it's power." Jake was bouncing, his youthful eagerness transmitting clearly through their Apotheturgic link. "Just wait until I use it on Veris! He'll never call me a wimp again!"   "Always respect the power you hold with any Necromancy spell, no matter how small. Necromancy is a dangerous magic, and one of the most potent. It can be used to cause great harm, but it can also be used to help people." Shane frowned, opening his eyes to stare at his son, the young boy watching him curiously. "Promise me you'll never use it to hurt people."   "But you use it to hurt people." Jake's confusion was apparent.   "I'm not a good person." Understatement of the year.   Jake was undeterred. "I want to be just like you when I grow up!"   Building a legacy, aren't you, Grim? The necromancer's voice turned dark. He clearly had a lot to meditate on later. "Let's just finish Calling your mother."
  Necromancy is the magic of the soul and the Veil, allowing direct contact with the deceased, or manipulation of space and time by temporarily phasing to the higher ascended spiritual planes.


As the magic of the soul and the higher planes of The Afterlife, Necromancy allows for a wide variety of effects to its spells. The magical fields required for the spells span The Void, classifying Necromancy as Arcanology – magic written into the very fabric of Vazdimet itself.   With the exception of Soul Shatter, Necromancy is not an offensive magic. Its true nature depends upon the caster.  


The simplest Necromancy spells involve communication with the souls of those who passed beyond the Veil, calling them back to commune with the living. The most common example is the Spirit Call spell, although the class also contains more advanced and specialized options.  

Soul Magic

Necromantic Soul Magic involves a direct interaction with an individual's soul, either living or deceased. Soul Shatter remains the most feared example of this as it destroys the soul of its target, ending their existence completely, but this classification is also required to create Afterlife Intelligences, or guide souls into their reconstruction clone. Souls can be Bound and Oaths can be taken, with the effects spanning multiple planes.  

Plane Phasing

Necomancy not only allows for an interaction with the higher planes of The Afterlife, but also the adjustment of the spiritual resonance of items, individuals, and even the caster themself. Hyperjump is the most notable and highest cost example of this ability, but not the only use. This also permits pulling the dead to the mortal plane or phasing through items.

Social Impact

Necromancy has completely revolutionized technology in Vazdimet, for those who willingly embrace it. Afterlife Intelligence allows deceased souls to be bound within equipment and especially spacecraft systems, while the options of reconstruction cloned means death is no longer the end of life on the mortal planes, provided the deceased wishes to return.   Beliefs about the proper use of Necromancy have fractured the people of Vazdimet into multiple factions, with the Sparnell Confederation relying heavily upon resurrections to fuel their wars, the Hydell Order offering the option as religion incentive, and the Space Defense Legion holding to the beliefs that death is not an ending but a new beginning that should remain undisturbed.
Magic Lessons by Astron
Parent Technologies
Necromancy Spells
Access & Availability
Rare in the Space Defense Legion and discouraged in the Hydell Order, Necromancy has nonetheless written itself into the lives of many across Vazdimet.   The Mordena rely upon the magic often, from Hyperjump travel to Afterlife Planners, and even simple communication spells between fleets or with Janikk. The Sparnell Confederation is similar, with a marked focus on its use in war tactics such as the feared Tactical Assault Groups.   The Hydell Order also uses Necromancy for space travel, although only when more viable than the Orbital Fareway System. They also dangle the possibility of joining the Ordained Ascended after death as an enticement for loyalty.   By comparison the Space Defense Legion discourages Necromancy in its entirety, believing the living were never meant to cross the Veil. The The Freeholds and the Vardan maintain a much more varied view of Necromancy, with each planet and caravan choosing for themselves based upon beliefs and access.
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30 Nov, 2021 11:29

I love the excerpt you've chosen. Necromancy is a wholesome magic! <3

30 Nov, 2021 14:43

It is!   And thank you. I wrote this ages ago for this article and then never wrote the article. So excited to finally let it see the light of day.

Author of Fillimet, bright fantasy land of possibilities, and Vazdimet, its darker spacefaring future.
1 Dec, 2021 16:00

Necromancy is a wholesome magic :D   And I love some of these phrases: Afterlife Intelligence makes me think of super-computers run by ghosts and I love it!

Creator of Araea, Megacorpolis, and many others.
1 Dec, 2021 18:46

That would be MORTAC, the AI supercomputer. So excited you are enjoying these.

Author of Fillimet, bright fantasy land of possibilities, and Vazdimet, its darker spacefaring future.
3 Dec, 2021 13:36

Ooh this expert is just really lovely, I love it!! Great article, I really love your take on necromancy :D

Author of Interarcanum
3 Dec, 2021 15:23

Thank you so much! Necromancy is a Wholesome Magic. ;)

Author of Fillimet, bright fantasy land of possibilities, and Vazdimet, its darker spacefaring future.
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