The Death tradition is the magic of the grave, the cold of the Underworld, and its spells exist to abbreviate the lives of the living. Entropists find something in Death magic they believe will give them power. An entropist might seek to somehow stave off the inevitable, to gain favor from Father Death, or to do the dark god’s work by snuffing out life after life.
Level 7 Entropist
Attributes. Increase three by 1
Characteristics. Health +2, Power +1
Languages and Profession. You can speak another language and add a profession.
Magic You discover Death or learn one Death spell.
Speed to the Grave When you attack an injured creature, you make the attack roll with 1 boon, and the creature makes the challenge roll to resist the attack with 1 bane.
Level 10 Entropist
Characteristics. Health +1
Magic You learn one Death spell.
Deathly Presence When you cast a Death spell, you can use a triggered action to emit a field of death. This field spreads in a sphere centered on a point you can reach and has a radius in yards equal to the spell’s rank plus 1. The field lasts for 1 round, and it moves with you to remain in the same position relative to you. When a living creature other than you in the sphere takes damage, it takes 1d6 extra damage. A creature can take this extra damage only once per round.