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
- Fear
- Severed Sentry
- Explode Corpse
- Rot
- Raise Undead
- Seance
- Innocent Revenant
- Command Undead
- Death Mask
- Tallow Candle
- Finger of Death
- Final Fate
Mishaps
- MD only return to your pool on a 1-2 for 24 hours
- Take 1d6 magical damage
- Random mutation for 1d6 Rounds. Save vs Discipline, else permanent.
- Save vs Fear against the target of your spell. Target is fully healed if undead, but no longer under your control
- 1d6 nearby corpses rise as zombies and attack you for 1d6 Rounds
- Your soul leaves your body. Test Savvy every hour to find your way back
Doom
- 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
- You become undead, permanently. If you were already undead, permanently lose 1d3 Flesh.
- All corpses within 20 miles rise as skeletons and zombies to destroy you