NECROMANCERS
 

Wizards who channel magical energy to manipulate corpses, spirits, demons, souls, minds, life forces and other dark powers are called Necromancers. They are feared and hated by most people. When a Necromancer is your enemy, death is not the end of your problems, but the beginning. Necromancers operate in secrecy in order to avoid mob justice as they practice their craft.

Unlike most Wizards, Necromancers are usually born to the path of Necromancy. 10% Percent of all Wizards have their Channeling Aspect set at birth, but the other 90% Percent of Wizards aspect themselves by studying a path. However, almost no Wizards deliberately choose Necromancy, because of the social stigma (death by mob). That means that almost all Necromancers come from that 10% of Aspected Births who happen to be Necromancers. Those born to this path, if they ever learn of their talent, call it "The Doom Of Birth." Many children never know they were born as Wizards, much less Necromancers. However, in many areas, these children will be discovered during recruitment for training as Healers or Pyromancers. When this happens, the results could include death, banishment, relocation, or watchful secrecy, depending on the status of the child and the mercy of those who know. However, many children are found by other Necromancers who secretly look for apprentices in the same way that Pyromancers and Healers recruit. These children are taken in any way possible. Necromancers do not trust one another, but they often need apprentices for a variety of unsavory tasks.

Necromancers train their apprentices just as most other Wizards do. A Master will have one or more (usually just one). Students almost always learn the Universal Spells which allow them to conceal themselves from discovery. Therefore, False Aura, Scryguard, and Scrywall are common among Necromancers.


CHARACTER CREATION:

Required Advantages
Magical Awareness (5 Points) AND
      Necromancy 1 (10 Points) OR
      Necromancy 2 (20 Points) OR
      Necromancy 3 (30 Points)

Social Effects
-6 Reaction from Common Folk
-8 Reaction from Holy Orders
-6 Reaction from Pyromancers
-6 Reaction from Healers
+2 Reaction from Necromancers
-3 Reaction from Other Wizards

Common Advantages
Literacy (variable)
Unfazeable (15 Points)
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Common Disadvantages
Callous (-5 Points)
Paranoia (-10 Points)
Obsession (Immortality) (Variable)

Common Skills
Theology (Variable)
Thaumatology (Variable)
Surgery (Variable)
Physician (Variable)
Diagnosis (Variable)
First Aid (Variable)
Basic Self-Reliance Skills (Variable)