The School of necromancy is often taboo, the matter of death, bad history and usage by the Vampires of Dethen has given the school a foul reputation. However the magic is not illegal and those interested in the art, for whatever reason, can often find teachers quieted away in their research
Cantrip: Risen Servant
By spending hours and coin equal to the HD of the creature you are trying to raise you can create a permanent undead servant. The servant will follow your commands and is loyal to you, it will have limited intelligence and can only act when following your commands. The servant cannot heal on it's own and must be stitched together by you as a part of your recovery.
1: Bloody Feast
Ritual(1)
You target a recently deceased creature within close range, you either regain 1d6 stamina per HD the creature had while it was alive or grant it has HP to an undead Servant.
2: Blight
Slow
Target a creature within mid range and deal [dice] damage to the target for [sum] rounds. The creature also gets a -[dice] penalty to all physical checks and saves for the duration.
4: Corpse Gas
Slow
You target a corpse within mid range and cause a rapid decompositino leading to an explosion. All creatures within 10*[dice] ft. take 1d6*HD damage, save PHYS for half. If cast on undead they may save MENT to resist, undead under your control automatically fail this save.
5: Reaper's Scythe
Fast
You touch a corpse and cause it to crumble to dust and pull out a Black Scythe (Heavy Weapon, Cleaving, Precise) that gets +[dice] to hit and +[sum] to damage against that type of creature. After [dice] hours the scythe returns to dust.
6: Create Undead
Ritual(1)
You call spirits to inhabit [dice] HD worth of corpses within close range. They rise as zombies with a collective [dice] HD. They are not under your control and will act according to their drive (1d4: 1. Devour, 2. Kill, 3. Survive or 4. Silence)
7: Bind Undead
Slow
You bind [sum] HD of undead within Mid Range. Powerful undead (>[dice] HD) may save MENT to resist, adding the difference between [dice] and their HD to the save. On a success the undead will be bound for [dice] rounds, on a Failure the undead will be bound for [sum] days. At the end of this period the undead will be free and remember their time bound.
If the undead are under the control of another necromancer they count as double their HD and you must succeed a contested INT roll.
Grand Ritual: Speak with Dead
1 recently deceased corpse's skull, 1 coin worth of expensive infused Incense, magical ash and a silver coin to place under their tongue. Takes 10 minutes to prepare
You call back the ghost of a creature dead no more than 1 day who's skull you use in the ritual. Binding it to the skull so that it can answer your questions.
Critical Success: The Spirit it bound and must answer 7 questions to the best of it's abilities.
Great Success: The Spirit is cognizant and blissfully unaware of it's surroundings, it will answer 3 questions before it begin to fade.
Mixed Success: The Spirit is traumatized by it's death and completely aware of it's surroundings. The spirit will need to be convinced to answer any questions and may be aware of who the caster is.
Limited Success: The spirit is raging and mad, some information may be gleaned from it's insane ranting.
Once the binding fails (after 6 minutes or when it runs out of questions) the corpse's jawbone will shatter and it can no longer be called back in this manner.
School Secret: Greater Undead
You can create a greater undead, with HD no higher than your level, work with your DM to construct the details of your Undead. It can have intelligence, special powers, be incorporeal or any other reasonable powers. Once you have developed a method of creating it you can create new undead