The study of dark magic offers terrifying capabilities, but at the cost of one’s immortal soul. Each spell learned, each tradition discovered sends the student deeper and deeper into darkness until his or her body rebels and displays the hideous marks of darkness. For many, the risks outweigh the rewards, but for a few desperate people, the temptation proves too great to ignore.

Harrowers profit from the darkness blossoming in their being, and as they plumb the depths of foul magic, they revel in the power it offers them. Beyond the physical signs of their corruption, they also learn to seize upon the darkness staining their art and use it to their great advantage. Whether cloaking themselves in clinging shadows or hurling ribbons of black flames to scorch their foes, they embody the wickedness that consumes devotees of dark magic.

Level 3 Harrower

Attributes. Increase two by 1
Characteristics. Health +2, Power +1
Languages and Professions You speak, read, and write the Dark Speech if you don’t already.
Magic You discover one dark magic tradition or you learn one dark magic spell.
Dark Shadows When you cast a spell from a dark magic tradition, shadows swirl around and partially obscure you for 1 minute. The shadows ignore natural light as well as light created by spells of a rank less than your Power score.

Level 6 Harrower

Characteristics. Health +2
Magic You learn one spell.
Blackest Flames You can use an action to hurl black flames from your hand at a creature or object within long range. Make an Intellect attack roll against the target’s Agility. On a success, the flames hit and deal 1d6 damage per point of your Power score. If the total of your roll is 20 or higher and beats the target number by 5, the target takes 1d6 extra damage per point of your Power score. You can use this ability equal to your 1 + your Power score per day.

Level 9 Master Harrower

Characteristics. Health +2, Power +1
Magic You learn one spell.
Nightflyer If you are not in an area illuminated by sunlight, you can use an action, or a triggered action on your turn, to give yourself the flier trait for a number of rounds equal to your Power score. If you move into an area lit by sunlight, you lose the flier trait. You can use this talent a number of times equal to your Power score and regain expended uses when you complete a rest.