Starting Equipment: Skin-bound Spellbook, Sacrificial dagger, Purifying salts, Any number of corpse parts

 

Perk: Save vs Might to recover 1d4 Flesh per day instead of 1. On failure, recover no Flesh

Drawback: You require purifying salts to cast your spells. A packet costs 1d and is not consumed in casting, but they are flammable, dissolve in water, and take up 1 inventory slot

Cantrips

  • Take 1 Flesh damage to add 1 MD to a spell
  • Cause nearby small plants to wither and die
  • Protect a corpse against possession or deliberately invite spirits to possess a corpse with a 10 minute ritual. The most dangerous time is between death and dawn.

Spells

  1. Fear
  2. Severed Sentry
  3. Explode Corpse
  4. Rot
  5. Raise Undead
  6. Seance
  7. Innocent Revenant
  8. Command Undead
  9. Death Mask
  10. Tallow Candle
  11. Finger of Death
  12. Final Fate

Mishaps

  1. MD only return to your pool on a 1-2 for 24 hours
  2. Take 1d6 magical damage
  3. Random mutation for 1d6 Rounds. Save vs Discipline, else permanent.
  4. Save vs Fear against the target of your spell. Target is fully healed if undead, but no longer under your control
  5. 1d6 nearby corpses rise as zombies and attack you for 1d6 Rounds
  6. Your soul leaves your body. Test Savvy every hour to find your way back

Doom

  1. You die and spend the next 1d6 days wandering as a feeble ghost. Your body will rot after 2 days unless preserved. Inhabiting a rotting body makes you undead
  2. You become undead, permanently. If you were already undead, permanently lose 1d3 Flesh.
  3. All corpses within 20 miles rise as skeletons and zombies to destroy you