Sorcerer

The first Sorcerers manifested their dark arts in Two Moons in response to the war with the Drow. Wizardry was similar enough to that of the Witcher and Thaumaturge, but while the methods of the first Blood Mages driven by desperation and the perplexing science behind Necromancy were perplexing, it was not until after the Triumvirate changed the world that the last two were outlawed.

There are three types of Sorcerers: Warlock, Blood Mages and Necromancers. Warlocks commit themselves to the study of black magics and self preservation through Wizardry. They understand the pursuit of magicks of any kind means a give and take between the material world and the spirit world is necessary. Blood Mages form pacts with devils in order to cast their spells by the spilling of blood (whether it be their own or their allies’). Blood Magic has been outlawed by the Papacy, and Blood Mages do their best to hide their desperation to cast spells through sacrifice. Necromancers focus on Death Magic through resurrection of the fallen as their own servants and the preservation of themselves though means different than the Warlock. Necromancy is abhorred by the Law of Clotho, and thus Necromancers have maintained their practices in secrecy...for now.

Starting Equipment. Stone Hammer, Cloth Robe, Choose: L.1 Staff, Wand, Relic (non-paladin), Book, or Orb, 4D10 Notes.

Salocin’s Lyceum
The Lyceum is an ancient institution for learning based out of Two Moons, named after its founder, Lemalf Salocin, who still teaches there to this day. Lemalf is an Elf who attained High Elf ascension early in life as a Scholar who seeks to spread the knowledge of his own Wizardy as well as the art of Thaumaturgy and Witchery to the younger races, least they be forgotten. The facility functions as a collage, with a smaller campus in Ternion and plans to soon expand internationally to Tripolis as Arcadia has recently rejected their request to build within the Diapason. While the school supports Wizardy as a fundamental practice, it sides with the Pope against Blood and Necrotic Magics. Many Judges utilize the school’s vast library, certain departments of which are open to the public.

Remnants of the Red Moon
Not so much a faction as they are a large cabal, this group of agitators believe that Archmelech’s promised avatar is still to come, and that all other Hecates are an offense to his word. They have no established local and must always be on the move, least the Papal Knights apprehend them. They are lead by the Red One, a hooded and robed Blood Mage who has also dabbled in Dream Weaving to keep his cabal safe.

The Necropolis
When word reached the ears of the Necromancers living in Two Moons that their practice was to be outlawed, they fled with the Elves south to the Half Elf encampment, where they blended in with the society there, and as the Arling of Jetlynd grew, they continued their practice in secret. Thinking of their society as the actual city, the organization pulls the strings of the goings on there without anyone ever being the wiser. Finding this organization is difficult, and joining even more so...after all, their lives are at stake for breaking the Law of Clotho.

Wizardry
Warlocks are dabblers of many of the schools of magic, but most only ever master a few of them. They use Wizardy to interact with the world around them through methods of convenience and manipulation and are ultimately unpredictable due to the vast variety of their arsenal of spells.
 * Class Movement: 1
 * Suggested Casting: Alteration, Conjuration, Destruction, Enchantment; some Evocation, Mysticism and Restoration.
 * Focus-Specific items: 1 Sapphire

Alteration
L.1 LOCKWORK SPELL. 1 MP. ''The Warlock causes a hinged object or container to be magically locked, adding his [Alteration] to its difficulty. The Warlock can instantly unlock locks with difficulty up to his [Alteration] or may add his [Alteration] to his Larceny Checks when using this Command.''

L.1 MEND. 1 MP. The Warlock can cure light wounds by altering the circumstances of the injuries, restoring HP by [Restoration] or repairing broken items or torn clothing by [Alteration].

L.1 SCRIBE. 1+ MP. ''The Warlock can magically create copies of documents or script by placing blank parchment, etc, above the original and applying magic, the speed of which is determined by [Alteration]. (The ink of the paper is magic and can be magically hidden by use of GLAMOUR with the added affect of being able to add an additional MP to this Command in order to add a reveal trigger of your choice.)''

L.2 FREEZE. 1 MP or 2 MP. ''The Warlord may turn water to ice or create an ice tile [Alteration]. For 2 MP he may cause Freeze on a Unit [Alteration].''

L.2 OPHIDIAN DISCOVERY. 1 MP. ''The Warlock has realized the secret of the Dray’s ability to talk to snakes (and other reptiles) and can use their Racial Trait as a Command. While using this Command, the Warlock may add his [Alteration] to his Social Skills but can no longer speak the common tongue. (This Command lasts until the end of the Scene or until dispelled.) OPHIDIAN TONGUE. You can speak to and understand reptiles, amphibians and dragons which are non-anthropomorphic.''

L.5 AGING SPELL. 1 SP, 2 MP. ''The Warlock can alter the age of a target or cause the hands of time to turn back for a target. Choose: Increase or decrease the target’s age by [Alteration]. (*Warning: This Command breaks one or more of the Laws of Virtue.)''

Conjuration
L.2 DOUSE. 1 MP. The Warlock causes water to fill his palm and can continue to create water by [Conjuration] or to coat a target by [INTELLIGENCE + Conjuration] to degrade their Thunder Resistance for the Scene.

L.2 GREASE. 1 MP. ''The Warlock slicks a tile, which will cause Prone. He may cast it upon a Unit by [INTELLIGENCE + Conjuration] to degrade their Fire Resistance for the Scene.''

L.2 THUNDER SOUND. 1 MP. ''The Warlock increases the Aggro of a tile by +10, drawing attention to it via the loud sound of a conjuration. If used an a tile with a Unit deal [Conjuration] to it with no Defense.''

L.3 ICE SCYTHE. 3 MP. Requires FREEZE. ''The Warlock generates a magic, two-handed scythe made of ice that will last the Scene with the potential to encase the target in ice [STRENGTH + DEXTERITY + Weaponry + Weapon 2 + Destruction + SD Freeze] Slashing. (The Ice Scythe’s HP is equal to the Warlock’s [Conjuration].) (When rolling Freeze, on SD roll again. A second SD causes KO to the target Unit).''

L.3   RICH.  1 MP/Size. ''The Warlock may create an item of his choice which instantly comes into being. The item has HP equal to [ConjurationXused MP] and can be non-specific. This Command functions much like making a wish. At the end of the day, the item is disappears unless the Warlock pays the MP price again, which can be done remotely. The item is not an Illusion and functions as a real item for all purposes other than its permanence. The item can not be cognitive.''

L.7 QUAGMIRE. [Warlock only] All SP, All MP, minimum 3 both. Requires RICH, 5 INTELLIGENCE, a point of LUCK used, Conjuration 5, Alteration 3, Enchantment 3, Restoration 3, Evocation 2, Mysticism 1. ''The Warlock creates a Homunculus. The end result of this Command is the creation of a new NPC.''

Enchantment
L.1 '''CHANT. 'The Warlock draws in energy, restoring MP by [Enchantment].''

L.1 SLEEP.  1+ MP. ''The Warlock may cause Sleep on as many targets as he has MP for, [WILLPOWER + Enchantment vs. WILLPOWER + Composure]. He may continue attempting this spell within the same turn until he runs out of MP''.

L.2   AMORATION.  2 SP, 6 MP. ''The Warlock may manipulate someone’s affections for another, including for himself, positively or negatively. [WILLPOWER + Resolve + Enchantment vs WILLPOWER + Composure]''

L.3 GANBARION. 1 MP. The Warlock enchants a magic barrier in an Area by [Enchantment].

L.4 GRIMALKIN. 1 SP, cost of the spell+. ''The Warlock may set any of his spells as a trap to go off by a trigger of his choice. He may load as many uses of the spell into the trap as he pays the cost for. The trap has HP based on his [Enchantment + Alteration].''

L.4 TELEPORTATION GATE. 2 MP (or 1 each end of the gate). ''The Warlock delegates a home location and places the gate at one point he can see. He then may drop the second point and return to the first during his travels. He may use this in combat to move around the Scene, but if his home location was elsewhere it will be dispelled and placed within the Scene instead. Each gate has HP based on [Enchantment]. (*SCRYING EYE may be used to offer sight for either end of the gate.) (**Warning, anyone who can reach it may use the gate.) (The gate can not be closed during a hostile Unit’s turn and can not be closed if someone or something is within it; otherwise it can be closed at will.)''

L.5 WEIGHT of the WORLD. 5 MP. ''The Warlock knows how to make something so heavy that no one can lift it other than the person that it is intended for. If that person dies, a new person must instantly be specified. The Warlock can cancel the effects of this Command at will. The effects of this spell can be dispelled with a check of [STRENGH vs the Warlock’s WILLPOWER + Enchantment].''

Destruction
L.1 OBSTRUCTION. 1+ MP. ''The Warlock causes a number of tiles to become Rough Terrain up to his [Alteration] at 1 MP each. Entering one of the tiles causes [Destruction] Earth damage.''

L.2 BLUE SPARKS. 1+ MP. ''The Warlock casts a spell of lightning from his fingertips, dealing [INTELLIGENCE + Destruction] Thunder. For every additional MP used to pay for this Command, the Warlock may continue to shock the target by [Destruction] Thunder.''

L.2 BLOWBACK. 1 MP, Quick Action*. ''When not used as a Quick Action, this Command deals [INTELLIGENCE + Destruction + Push Back 1] Wind. *When an enemy Unit enters a tile adjacent to the Warlock, he may use this Spell as a Quick Action to push them back to a distance up to his [Conjuration], dealing [Destruction] Wind.''

L.2 INFLAME. 1 MP or 2 MP. ''The Warlock lights a fire [Conjuration]. For 2 MP he may cause Burn on a Unit [Destruction].''

L.3 '''FIREBALL. '''3 MP. Requires INFLAME. The Warlock creates a large fireball to reign down upon his enemies, dealing [INTELLIGENCE + Destruction + SD Burn per target] Fire in a Zone.

Divination
L.1 LOCALIZING LIGHT. 1 MP. ''The Warlock summons a light that will shed light by 10 feet around it and will travel in the direction of that which the Warlock seeks. [PERCEPTION + Divination]''

L.2 SCRYING EYE. 1 MP. ''The Warlock closes one eye and opens it in a location of his choice to observe the events of that Scene. Anything that comes into contact with the eye is as if contacting his actual eye, protected by [Divination]. It can be seen by those who notice its presence.''

L.4  BOON. 4 MP. ''The Warlock enters into a magically binding agreement with the target. [WILLPOWER + Composure + Divination]''

Fellowship
L.2 ANIMAL DOMINANCE. 1 SP, 1 MP. [This Command can only be learned from a Witcher: Hex Mage.] ''The Warlock has mastered the ability to command animals to carry out acts on his behalf. If they are favorable to you they may decide to stay under the effects of the spell. [CUNNING + Mysticism]''

L.3  SPELLBINDING GLYPH. 1 SP, 1+ MP. [This Command can only be learned from a Witcher: Hex Mage] ''The Warlock designates a circle; all magic within it is neutralized. Mages and magic-based targets are trapped within the circle. The circle fades after the battle or after 1D4 rounds, though adding MP to the circle at the end of combat will make it last that many more hours. [CUNNING + Mysticism]'' 

L.4  GLAMOUR. 1 SP, 3 MP. [This Command can only be learned from a Thaumaturge: Dream Weaver.] ''The Warlock may determine how something is perceived by others, such as concealing an item from view or completely altering someone’s perceived appearance. Everything necessary to make the subject believable is perceived, including footprints left, shadows cast and the sound of their voice. Two areas are left vulnerable: it is not capable of masking scent nor altering reflection. The strength of the facade is based on the caster's [Enchantment].''

L.1  VERVEMANCE. 1+ MP. [This Command can only be learned from a Thaumaturge: Psionic]. ''Copying the Psionic, the Warlock pours energy into anything, gaining the ability to move it through the air. [Size 1-3 = 1 MP, Size 4-6 = 2 MP, Size 7-9 = 3 MP, Size 10+ = All MP, minimum 4.]''

L.1  ANIMATION. Add 1 MP to VERVEMANCE cost. Requires VERVEMANCE to learn this Command. The Warlock may cause a mundane item or tool to carry out its purpose as if someone were controlling it without actually being there, the duration of which can extend in hours up to his [Enchantment].

L.5 SOUL  SEAL. 1 SP, 6 MP (if successful). Relic, Valuable, or Artifact. [This Command can only be learned from a Sorcerer: Necromancer who knows DOMINATE VALKYRIE]. ''The Warlock contains the soul of an incapacitated Unit within a relic, gemstone or artifact. When released, the soul is under your control, but it needs a body to go into. It may oppose your [WILLPOWER + Conjuration or Evocation] Check with one of its own [WILLPOWER + Resolve].  (You may only dominate one soul at a time.)''

4th Gate
Chakra magic is learnable by Warlocks, Monks and Ninjas only.

L.1 “MULADHARA”. 1 MP. The Energist activates his base chakra to remove himself from battle or remove himself from a given situation.

L.1  “SWADHISTHANA”. 1 MP. The Energist activates his emotional Chakra, increasing his [CHARISMA and EMPATHY] Attributes by +2 until the end of the Scene.

L.1  “AJNA”. 1 MP. ''The Energist activates his third eye, allowing him to do one of the following: 1.) look through the eyes of his Homunculus, see behind him, or see through objects. 2.) Use localization to feel the presence of the item you seek. 3.) See gates into the Spirit World.''

L.2  “ANAHATA”. 1 SP, 1x/Scene. The Energist releases his central Chakra, increasing his HP by his [Mysticism] and adjusting his [STRENGTH] to match his [INTELLIGENCE] until the end of the Scene.

L.2 “MANIPURA”. 2 MP. Quick Action. The Energist activates his adrenal Chakra, granting Haste on himself.

L.2  “VISHUDDA”.  2 SP, 1x/Scene. The Energist releases his jugular Chakra, doubling his Social Skills checks for the remainder of the Scene and increasing one of his Casting Skills by [CHARISMA] for his next spell, which can now be cast as a Quick Action.

L.3  “SAHASRARA”. 7 MP, 1x/Day. The Energist unleashes his crown Chakra, dealing [INTELLIGENCE + WILLPOWER + Mysticism] to all enemy Units.

L.4 '''4TH GATE. ''' Take this Command in an empty Virtue/Vice gauge with a cap of 4. Across any duration of time, after the Energist uses any four of the "quoted" chakra Commands, he may deal 4 points of damage to a Unit of his choice, ignoring all Armor and Defenses.

L.5 BLINDING CHAKRA. 3 MP. ''The Energist causes his chakra to crest and become visible in a cone, dealing [CUNNING + Mysticism + SD [6:6] Blind, Cone] Light. This Command grants two of the necessary four charges to use 4TH GATE with its first use in a Scene, but none after that unless SILENCING MANTRA is used between its use, which will allow it to contribute 1 the second time.''

L.5 SILENCING MANTRA. 3 MP. ''The Energist lets loose a cone of soundwaves, dealing [CUNNING + Mysticism + SD [6:6] Silence, Cone] Dark. ''This Command grants two of the necessary four charges to use 4TH GATE with its first use in a Scene, but none after that unless BLINDING CHAKRA is used between its use, which will allow it to contribute 1 the second time. 

Blood Magic
Blood Mages are magic users who have turned to other sources to fuel their spells, most often out of desperation, utilizing the power of different rites of blood to devastate those who oppress them. Any magic-user can become a Blood Mage at any time.
 * Class Movement: 1
 * Suggested Casting: Necromancy, Restoration, Destruction, any others; focus on Health Points
 * Focus-Specific items: Bauto Mask, a L.1 Dagger, 1 Ruby

Level 1

 * [BLOOD MAGIC]. Quick Action, Stance. The Blood Mage causes the cost for spells to drain from his HP instead of his MP.   (*Any Mage may learn this Command at any time in order to cast a spell out of desperation by banking all of his Experience for the Sorcerer: Blood Mage Class: Focus and paying for it as soon as he has 5 Experience accumulated.)
 * BLOOD RITE. The Blood Mage is capable of influencing anyone with normal blood or of his own blood type.
 * IMPROVED BLOODLINE. [Blood Mage only]. The Blood Mage knows how important his blood is to his success, increasing his HP by 1.
 * PINPRICK. 1 HP. The Blood Mage pricks his finger in order to deal as little damage as possible to the target [Necromancy, minimum 1] Slashing.

Level 2

 * BLEED. 2 HP. The Blood Mage causes Bleed on the target, causing him to constantly lose blood (1 HP) each round that he takes more than one action. The target must not be at full Health Points to use this Command.
 * BLOOD DRAIN. Requires BLOOD RITE. The Blood Mage pulls out [Necromancy]x2 of blood from a Unit whose BLOOD RITE type matches his own and restores it to himself by half of that which was drained.
 * BLOOD LUST. HP - Necromancy. Quick Action. Sometimes the health lost from an action just is not enough… After using a Blood Magic Command that causes damage to another Unit, the Blood Mage may use this Command as a Quick Action to add more damage to the Unit by decreasing his own HP by [Necromancy] and dealing that much extra damage.
 * BLOOD RITE: DRAGON'S BLOOD. The Blood Mage's Blood Rite is extended to influence Dray and dragons.
 * BLOOD SACRIFICE. HP - Necromancy. Requires BLOOD RITE. By sacrificing his own health, the Blood Mage restores HP to a Unit other than himself who matches his blood type by 2x that which he lost to cast this spell.
 * BLOODSHOT EYES. 2 HP, Blind (if target is blinded). The Blood Mage becomes teary-eyed, losing a small amount of blood and making it hard to see in order to deal [INTELLIGENCE + Necromancy + SD [6:6] Blind. (If the target is not blinded, neither is the user).
 * BLOOD SPLATTER. 1 HP. Quick Action. The Blood Mage may use this Command whenever an ally deals Slashing damage to a Unit, increasing their damage by 1 and causing “messy damage” or a tile to become a Blood Splatter. Standing on a Blood Splatter reduces the cost of Blood Magic spells by 1 HP for every Blood Splatter in the Scene.
 * GASH. HP - Weapon damage only (Dagger). The Blood Mage strikes himself with his dagger in order to deal [INTELLIGENCE + Resolve + Weapon + Necromancy] Slashing to one Unit. 

Level 3

 * BLOOD RITE: MYTHRIL.  The Blood Mage's Blood Rite is extended to influence Valkyrie, celestial and infernal creatures.
 * IMPROVED BLOODLINE+. Requires IMPROVED BLOODLINE. The Blood Mage further increase his HP by 1.
 * SANGUINE CROSS. Plot/Accessory. [Blood Mage or previous Blood Mage only]. Instead of being severely punished up to death by the Pope for his crimes, the repentant Blood Mage may make penance for his crimes by taking an oath never to use Blood Magic again. If he is still a Blood Mage he then changes his Class. If he does not have enough Experience to change he Class he may do so by banking all of his Experience for any other Class: Focus other than Sorcerer: Necromancer and paying for it as soon as he has 5 Experience accumulated . Upon taking this Command, the item Sanguine Cross takes the place of his Accessory slot as a sign to the world that he was once a Blood Mage. The necklace has a Boon on it that, when removed or when casting Blood Magic, the Accessory will break, causing the wearer KO and -1 Spirit. The caster of the Boon will be alerted to the broken pact, most likely sending Papal Knights after him and branding him an apostate.
 * TRANSFUSION. Requires BLOOD SACRIFICE. Half current HP. The Blood Mage transfers half of his current HP to restore it to another, but with the chance of causing KO [1:10] for each of the targets. (Roll to confirm) This Command may be used as a Revive to raise KO Units.
 * VIVISECTION. HP - Attack [STRENGTH + Weapon + Weaponry]. The Blood Mage slashes himself across the chest with a slashing weapon in order to slice the target down the middle, dealing [STRENGTH + INTELLIGENCE + Resolve + Weapon + Weaponry + Necromancy] Slashing to an enemy Unit. (If the Blood Mage knows WOUND and is currently a Blood Mage, the target is also inflicted with Wound.
 * WOUND. 3 HP. Requires BLEED. The Blood Mage wounds the target by [INTELLIGENCE + Necromancy + Wound] Slashing which can not be stitched together through most magical healing. (Requires a physician or Shaman) The target with a Wound takes damage as though under the effects of BLEED regardless of round actions taken. If you are currently a Blood Mage, you may add [Destruction] to the damage. 

Level 4

 * BLOOD RITE: GOTHS.  The Blood Mage's Blood Rite is extended to influence the still blood of Goths.
 * CRIMSON TEARS. 3 HP, Blind. Requires BLOODSHOT EYES. The sorrows of the Blood Mage have become too much, and whether or not he regrets his actions thus far, the Blood Magic has taken over. Every tear he sheds is a reminder of the mutilation he has instigated as he can no longer blot out the faces of his victims, dealing [INTELLIGENCE + EMPATHY + NecromancyX2 + 1xVictims killed by his Blood Magic after taking this Command] Slashing divided by as many Units as desired.
 * BLOOD BATH. 1 SP, Dagger. Requires WOUND, BLOOD DRAIN and BLOOD SPLATTER. When the presence of the Blood Mage is not known to the target or the Blood Mage can backstage or is flanking the target (or if the target is grappled or KO) he may slit the target’s neck, causing [STRENGTH + Weaponry + Weapon (Dagger) + Torn Jugular] and restoring his own HP by half the damage dealt. (Targets with Torn Jugular are stricken with WoundX2. They can not restore HP through most magical methods and must seek medical attention from a physician or Shaman immediately.) A different Blood Splatter is created each round the Unit remains alive and remains double Wounded.
 * HEART STOP. HP - Necromancy (per success). The Blood Mage continually loses [Necromancy] HP each round as he inflicts Stop on a target Unit, [WILLPOWER + Resolve] to cast.

Level 5

 * IMPROVED BLOODLINE++.  The Blood Mage's reserves of health flow over by even further increasing his HP by 1.
 * BLOOD RITE: DROW.  The Blood Mage's Blood Rite is extended to influence Drow and Summons.
 * BLOOD RITUAL. 1 SP, 6 MP (MP only if successful). [Blood Mage only] Requires BLOOD BATH. The Blood Mage knows that bathing in the blood of the innocent will reduce his age by [Necromancy + Restoration].
 * HEMORRHAGE. HP - Weapon damage only (Dagger)X5, 1x/Day. Requires WOUND. [Blood Mage only]. The Blood Mage pierces himself all over with his dagger, causing the target Unit to become [STRENGTH + INTELLIGENCE + Resolve + Weaponry + damage the Blood Mage dealt to himself to use this Command + Necromancy + Prone] Slashing. The Blood Mage causes the target's old wounds to reopen, inflicting Wound by the pain felt from all of the target’s past battles (varying effects, to include [Necromancy] for each horrific memory the DM can reference for the target within 60 seconds).

Level 6

 * BLOOD RITE: BLOODLINES.  The Blood Mage's Blood Rite is extended to influence Lycanthropes, Porphyrior and Zombies.
 * SACRED HEART. Requires HEART STOP. HP reduced to 1, Stop 1. The Blood Mage causes his own heart to stop, reducing his health to a critical point and causing the amount of HP lost as damage + [Necromancy + Stop 1] to all enemy Units.

Necromancy
Necromancers focus on summoning undead and devils to do their bidding. They utilize the Necromancy magic school, adding to the damage they do. Their knack for self-preservation comes from years of keeping their order a secret, as well as a variety of creative ways to always keep their enemies guessing.
 * Class Movement: 1
 * Suggested Casting: Necromancy, Conjuration, Evocation
 * Focus-Specific items: Crescent Mask, 1 Emerald

Level 1

 * DRAIN. 1 MP. The Necromancer deals [INTELLIGENCE + Necromancy] Dark damage to one enemy, restoring HP to himself by half the damage dealt.
 * [FADE OUT]. 1 MP. Stance, Stack. After activation, the Necromancer only pays the price of this Command when he uses it to take on the aspect of the spirits he manipulates, making him capable of momentarily fading into the Spirit World as a Quick Action whenever he is targeted. (This Stance ends when you run out of Mana). *Magic that courses through the Spirit World will still hit.
 * LIFESWAP. The Necromancer deals [INTELLIGENCE + Necromancy] Dark damage to one enemy, restoring MP to himself by half the damage dealt.
 * SPECTRE. 1, 2, 3, or 4 MP. The Necromancer calls up to four spirits to fight with him, at the cost of 1 MP each for every two successes [INTELLIGENCE + Necromancy]. He may place them anywhere on the field, moving them on his turn. They have Health equal to his [Conjuration] and deal damage in the direction of his attacks by [Necromancy] Dark.

Level 2

 * CURSE. 4 MP. The Necromancer places a curse on the target, the perameters of which can be defined.
 * DEGENERATION. 1 MP. The Necromancer causes the target's flesh to weaken and curdle over time, sapping the target's HP by [Neromancy] Death each round.
 * EYE of ASMODEO. 1 MP. Requires 1 Pact Magic Command. The Necromancer sees everything around him in its true form for the round.
 * ORBS of OBSOLESCENCE. 2 MP. The Necromancer summons three rote spirits from the Spirit World in the form of swirling orbs encircling his body. Their HP is equal to his [Conjuration] and can block the first point of damage he would receive. Only one orb can take a one-target attack, while up to all three may take damage for an area attack. When a Unit comes into contact with the orbs they take [Necromancy] Dark damage not to exceed the remaining HP of the orb.
 * SOULBOUND. 1 MP. The Necromancer summons a soul from the Spirit World, binding it to his body, gaining +1 Magic Armor [Magic, Mental, Elemental] for the Scene.
 * SOUL SPHERE. 2 MP. The Necromancer designates a circle in which to summon a soul from the Spirit World, depleting the soul and dealing [INTELLIGENCE + Necromancy] Dark to all Units within the circle.

Level 3

 * CORRUPTION. 1 SP, 4 MP (MP only if successful). The Necromancer allows his dark aura to seep into his target, darkening the Unit's heart to lower the target's Morality [INTELLIGENCE + Necromancy] vs [WILLPOWER + Resolve]. Unlike with other curses, this curse can not be lifted and must be bought up through righteous actions and experience expenditure. This Command can only ever be used once on a specific Unit, even by other Necromancers.
 * DEATH. 2+ MP. The Necromancer attempts to kill the target in an instant, SD [10:10] KO. If Necromancer is your current Class: Focus, the SD is [9-10:10] KO. This Command may be attempted on as many targets as you have Mana for at 1 additional Mana per target. (Getting 3 SD [1:10] in a row will cause the spell to backfire on the caster.)
 * REVERSE REVIVE. 3 MP. [Necromancer only.] The Necromancer gains the ability to remove the KO Status, restoring a target to fighting condition, pulling the ally to his feet and restoring HP by [INTELLIGENCE + Necromancy]. The Target is now Undead. (Removing Undead and using an actual Revive on the target now comes at twice the cost.)
 * SOUL DRAIN. 3 MP, if successful. The Necromancer pulls his magic from the Spirit World by [Necromancy], drawing 1 Spirit damage from one target to restore 1 Spirit to himself.

Level 4

 * HORCRUX. 6 MP, 1 Cheque, any Relic or Key Item (Check and Items only if successful). The Necromancer generates a Horcrux [Necromancy] from a personal item, paying 1 Cheque for the required materials. As long as the item exists, even if the body of the Necromancer wastes away, he can still be revived by undergoing a dark ritual.
 * SOUL STEALER. Passive, Choice. Instead of taking the items dropped by a fallen sentient Unit, the Necromancer may instead take the fallen target's soul as a a form of currency within the Spirit World or those who deal in them. (Any dropped non-key items will be destroyed during the conversion process with no way to look at them beforehand.)
 * SOUL TRANSFER. All HP, SP and MP. Requires a Horcrux to use this Command. Abandoning his body, the Necromancer tethers his soul to an object he has made a Horcrux, capable of housing his consciousness until the time is right for him to return. His existence is now within the Spirit World, his presence nearly untraceable in the physical world. As a spirit, you may see into the physical world, and when a suitable host draws near, abandon your temporary shell to resume your life once again.

Level 5

 * CALL the NIGHT. 7 MP, consumes all MP. Requires REVERSE REVIVE, any necessary Broken Circle Commands with sources present in the Scene, and one Pact Magic Command to use this Command. This Command can only be used during the day. Upon learning this Command, the Necromancer gains +1 Necromancy at night. When using this Command, day turns to night, a random Pact which he has learned is summoned, all Undead in the Scene are reanimated, even if they have been turned over in their graves, and all KO Units are brought back as if under the effects of REVERSE REVIVE.
 * DOMINATE VALKYRIE. 1 SP, 6 MP (MP only if successful). The Necromancer will not be pushed around by the meddlesome Valkyrie, attempting to harness their power as his own. [WILLPOWER + Evocation] vs. [WILLPOWER + Resolve]. Once dominated, the Valkyrie functions as a specific and recurring Pact Magic summon. If your domination ever fails, the Valkyrie will be freed from your control. (You may only dominate one Valkyrie at a time.)
 * SOUL SHARE. 6 MP. Requires HOARCRUX to learn this Command. The Necromancer chooses an agreeing target or forces his soul into theirs, making them a host for one of his Horcruxes by performing the Command. Afterward, the two of them may fuse once daily for the Scene, taking highest attributes from each in them for for the creation of a new, temporary, shared being.
 * SPECTRAL PACT. 3 SP, 6 MP. The Necromancer enters into a deal [Necromancy] with a being capable of offering the pact: a year of near-immortality and anti-aging in exchange for a centennial sacrifice of the being’s choosing. The stipulations may be expanded upon or altered during the lineation of the terms of this pact. If the pact is threatened by an outside force, the being will be called upon to uphold their end of the deal. If they are incapable of doing so, the pact will be broken.

Broken Circle
Broken Circle magic may only be learned only by Necromancers at a cost of 1xLevel or by former Necromancers for 2xLevel. Both require REVERSE REVIVE to learn these Commands. Adding 1 SP to the following Commands' costs will make the revived Undead permanent, preserved by 1 MP per day. By paying additional MP the Undead will remember aspects of their past lives and use the information in battle in the form of Commands.

L.1  REVIVE UNDEAD: SKELETAL WARRIOR. 1+ MP. The Necromancer makes an [INTELLIGENCE + Necromancy] Check to bring a skeleton back to life under his dominance for rounds up to [Conjuration].

L.2  REVIVE UNDEAD: ZOMBIE. 2+ MP. The Necromancer makes an [INTELLIGENCE + Necromancy] Check to bring a corpse back to life under his dominance for rounds up to [Conjuration].

L.3 REVIVE UNDEAD: REVENANT. 3+ MP. The Necromancer makes an [INTELLIGENCE + Necromancy] Check to bring the well-preserved corpse of a fallen soldier back to life under his dominance for rounds up to [Conjuration].

L.4 REVIVE UNDEAD: BONE DRAGON. 4+ MP. The Necromancer makes an [INTELLIGENCE + Necromancy] Check over a pile of dragon bones to bring the well-preserved corpse of a fallen Dray back to consciousness under his dominance for rounds up to [Conjuration].

L.5   REVIVE UNDEAD: FALLEN GOD. 1 SP, consumes all SP, 7+ MP, consumes all MP, L.7 Necromancy required. ''The Necromancer first makes an [INTELLIGENCE + Necromancy] Check over the sacred remains within a temple of a dead deity. He then makes a [WILLPOWER + Evocation] Check before the god's holy relic to restore it to its former glory.''

Pact Magic
All Sorcerers have access to Pact Magic at the cost of 1xLevel for Blood Mages and Necromancers and 2xLevel for Warlocks.

L.1  SUMMON: IMP. 1 MP. The Pact Maker makes a [WILLPOWER + Evocation] Check to summon his hellish slave to the Scene for rounds up to [Conjuration].

L.2 SUMMON: HELL HUND. 2 MP. The Pact Maker makes a [WILLPOWER + Evocation] Check to summon his hellfire hound to the Scene for rounds up to [Conjuration].

L.3  SUMMON: VROK. 3 MP. The Pact Maker makes a [WILLPOWER + Evocation] Check to summon a gauging vulture to the Scene for rounds up to [Conjuration].

L.3  SUMMON: PIT FIEND. 3 MP. The Pact Maker makes a [WILLPOWER + Evocation] Check to summon a Fiend-consumed devil to the Scene for rounds up to [Conjuration].

L.4  SUMMON: EFREET. 4 MP. The Pact Maker makes a [WILLPOWER + Evocation] Check to summon this infernal wish maker to the Scene for rounds up to [Conjuration].

L.4  SUMMON: MARILITH. 4 MP. ''The Pact Maker makes a [WILLPOWER + Evocation] Check to summon one of hell’s commanders to the field for rounds up to [Conjuration]. (Difficult to control)''

L.5  SUMMON: LORD of PANDORA. 5 MP. ''The Pact Maker makes a [WILLPOWER + Evocation] Check to summon one of hell’s rulers to the field, leaving when and only when it wants to. (Can not be controlled)''