Necromancy manipulates the boundary between life and death, drawing power from lingering souls, decaying matter, and the lifeforce of the living. It feeds on what is fading — blood, breath, memory — and reshapes it into fuel for the caster. Necromancers stand at the veil’s edge, channeling energy from both sides to harm, heal, animate, or drain.
Practitioners of this art are often misunderstood. Some are feared reanimators and corpse-binders; others act as soul-guides or life siphoners, walking paradoxes who preserve by unmaking. They see death not as an end, but a resource — and know that everything dying still has something to give.
Necromantic spells may appear as ghostly hands, black veins, spectral howls, or ripples of sickly green or violet light. The air chills around them, and the living feel watched. Where Necromancy spreads, nothing rests easily — not the fallen, not the wounded, and not the soul.
You drain life force from the target causing them to suffer a penalty to their attacks while also taking extra damage on all attacks done against them.
Siphon the life force from a target to heal yourself.
Manifest a spectral wail and a visage of a death mask that haunts a foe, causing mental anguish.
Momentarily become ethereal with a horrible, deathlike visage. You have increased move speed, taking reduced damage and dealing damage to those around you by draining health. When you return to your own form, you take damage based on how long you stayed in Lich Form.
Grant yourself or an ally temporary immunity to death effects and unconsciousness.
Draw power from nearby targets to strengthen magic.
A skeletal hand extends from the hand of the caster causing the living tissue it touches to wither and suffer from necrosis. Can only attack living tissue.