Necromancer
You need no reminder of what Lord Death thinks about Necromancy and those who practice this dark art, yet you have firmed your resolve and thrown yourself into the tradition to discover it’s strange and terrible secrets. In exploring the tradition’s magic, you gain an intimate understanding of dead things and the natural processes that cause their decay and dissolution. You find ways to arrest the rot, to preserve the specimens so that you can imbue them with blasphemous magic that gives them the semblance of life. These twitching, shuffling things obey your every command, heedless of the danger to themselves, almost eager to make new corpses from the living. You have stepped into darkness and become its master. The cost for doing so is that you cannot shake off the stain of corruption. The stench of the grave follows you, no matter how hard you scrub, and your pallor becomes sickly, as if you carry a terrible burden of disease. You have no regrets; the power you gain is worth any price.
Level 7 Necromancer
Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Traditions: Necromancy, Spells: One master
Life Siphon (Magical): You can use an action to drain vitality from another. Target one creature with 5 yards. Make an Intellect or Will roll against the target’s Strength. On a success, the target loses 2d6 Health and becomes weakened (luck ends). On a critical success, the target loses an additional 1d6 Health. Then, you and each undead ally within 5 yards of you heal damage equal to the amount of Health the target lost and these undead allies roll to attack with 1 boon for 1 minute. Once you use this talent, you lose access to it (luck ends).
Corpse Vision: You can use this talent at the start of your turn if you lack the confused, controlled, stunned, and unconscious afflictions. You switch your perspective from your body to that of one undead ally within 5 yards or from one undead ally within 5 yards to another or back to your body. While you perceive from another body, talents you use and spells you cast originate from that creature.
Level 8 Necromancer
Health: +6
Spells: One master
Control Undead (Magical): You can use an action to take control of an undead. Target one undead within 10 yards. Make an Intellect roll against the target’s Will. On a success, the target becomes controlled by you (luck ends). On a failure, the target becomes immune to this talent for 24 hours.
Query Spirit (Magical): You can perform a ritual to gain information from a dead creature’s spirit. Target one creature dead no longer than 24 hours. When you finish, you learn the crea – ture’s name, profession, what it was doing at the time of its death, and its cause of death.
Level 10 Necromancer
Health: +6
Spells: One master
Transcend Death (Magical): You defeat death. You gain the Dark Vision trait. If you have it already, double its range. You are immune to the asleep, blinded, deafened, impaired, poisoned, and weakened afflictions. While you are not injured, you take half damage from all ordinary sources. However, you make luck rolls with 1 bane. Although your body ages normally, natural aging cannot end your life. Unless you take steps to preserve your body, your flesh withers away until nothing but scraps of skin and bones remain. Undead Mastery (Magical): Undead under your control roll to attack with 1 boon and their attacks deal an extra 1d6 damage.