Worldbuilding

Necromancy

/ˈnɛk.rə.mæn.si/ noun
IN ONE SENTENCE

Magic that deals with death, the dead, and the boundary between life and what comes after.

Definition

Necromancy is a type of magic centered on death and the dead. In fiction, it typically covers raising corpses, communicating with spirits, manipulating souls, or harnessing the energy of death itself. Historically the term meant divination by consulting the dead, but fantasy fiction has expanded it into a full magical discipline with its own rules, aesthetics, and moral questions.

Why It Matters

Necromancy forces your story to take a position on death, souls, and what (if anything) happens after. That's not just a magic system question; it's a philosophical one that shapes your entire world. A story where the dead can be called back is fundamentally different from one where death is final, and your characters will feel that difference in every choice they make.

Types of Necromancy

Reanimation +
Spirit communication +
Soul manipulation +
Death energy +

Famous Examples

Sabriel — Garth Nix

The Abhorsen is a necromancer who puts the dead to rest rather than raising them, flipping the trope into something heroic and deeply structured.

The Dresden Files — Jim Butcher

Necromancy is one of the Laws of Magic that wizards are forbidden to practice, making it a mark of villainy and desperation.

Gideon the Ninth — Tamsyn Muir

An entire civilization built on necromantic power, where bone magic and spirit manipulation are the foundation of society, not its taboo.

Common Mistakes

Treating necromancy as automatically evil without exploring why

Ask yourself: is it the magic that's evil, or how people use it? A necromancer who helps grieving families say goodbye is morally different from one raising an undead army.

Unlimited undead armies with no logistical consequences

Even magical zombies need some kind of cost or limit. Do they decay? Does controlling them drain the caster? Can they be destroyed easily? An infinite army is boring; a costly one is dramatic.

Ignoring the worldbuilding implications of talking to the dead

If you can just ask dead people questions, murder mysteries get solved instantly, inheritance disputes disappear, and religion changes completely. Think through the ripple effects.

Try It Yourself

Quick Exercise

Write a scene where a character uses necromancy for a sympathetic reason (saying goodbye, solving a crime, protecting the living). Make the reader root for them even though the magic is traditionally villainous. Pay attention to the physical details of the magic and what it costs the caster.

Novelium

Death has rules. Track them.

Novelium's worldbuilding tools let you map out your necromantic system's costs, limits, and consequences so your dead stay consistent from chapter one to the final page.

CONTINUE LEARNING
Planning & Structure
Necromancy's worldbuilding implications (afterlife, religion, law) should be mapped out during planning since they ripple through every layer of your world.