As a necromancer gains experience, he learns a number of talents that assist him in manipulating undead and empower his necromancy. At 2nd level and every two levels thereafter, a necromancer gains one necromancy talent. A necromancer cannot select an individual talent more than once. Talents marked with an asterisk add effects to a necromancer’s spellcasting ability. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast.
Table: Necromancy Talents
|Animate Dead (Sp)||Prerequisite: Necromancer 6
With this talent, the necromancer can cause skeletons and zombies of humes, demihumes, or humanoids to arise with but a mere touch. These mindless undead can serve the necromancer during the same round in which they were animated. This talent functions exactly like the animate dead spell. The necromancer can use this ability a number of times per day equal to his Charisma modifier.
|Armed Undead (Su)||When the necromancer summons an undead creature with summon undead spell or his bone commander, he may add an extra 75 lbs of metal equipment, plus an additional 5 lbs per two necromancer levels of a worth of equal to or less than 10 gil per necromancer level, to arm the undead with. Equipment treated as worn (-1 to attack or -1 AC). The items immediately shatter when the undead is destroyed or if the undead is not wielding/wearing them. At 10th level, equipment loses the worn trait. At 15th level, the items gain the masterwork trait. At 20th level, the items gain a +1 enhancement bonus.|
|Augmented Health (Ex)||The necromancer can withstand greater amounts of physical damage than a regular, mortal mage. The necromancer gains +1 hit point per necromancer level (in addition to any bonuses due to high Constitution). In addition, the necromancer gains Die Hard as a bonus feat.|
|Channel Energy (Su)||Prerequisite: Necromancer 4, Worship Evil Deity, Must be Evil-Aligned
The necromancer gains the ability to channel energy (dark) as a cleric, using his necromancer level as his cleric level.
|Chilling Touch (Sp)||The necromancer can cause his hands to glow with a blue, flickering aura. This frigid radiance can both drain and paralyze the necromancer's victims. First, any living creature touched by the icy hands suffers the effect of a modified chill touch spell. If the victim fails his or her saving throw, the touch causes 2d4 points of damage and (temporarily) drains 1 point of both Strength and Constitution. If the saving throw is successful, though, the victim only loses 1d4 points of damage and just 1 point of Strength. In addition, if the necromancer is at least 16th level, the victim must make a second save or be paralyzed for 3d4 rounds. The necromancer can use this ability a number of times per day equal to his Charisma modifier.|
|Concentrate (Ex)||The necromancer can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before the roll’s outcome is determined. The necromancer must take the second roll, even if it is worse. The necromancer can use this ability once per day.|
|Defile (Su)||Prerequisites: Necromancer 6, Harm Touch class feature
The necromancer gains one defile from the dark knight’s 3rd-level defile list. At 12th level, the necromancer gains one defile from the dark knight’s 6th-level defile list. At 18th level, the necromancer gains one defile from the dark knight’s 9th-level defile list. The necromancer uses his necromancer level as his dark knight level.
|Empowered Magic (Su)||The necromancer can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the MP cost or the level of the spell.|
|Extended Magic (Su)||The necromancer can cast one spell per day as if it were modified by the Extended Spell feat. This does not increase the MP cost or the level of the spell.|
|Mage Accuracy (Ex)*||When the necromancer casts a spell with an area, as a free action he may exclude a single target that would normally be affected. The necromancer must be able to see the target to exclude it. He may do this a number of times per day equal to 3 + his Charisma modifier.|
|Mage Training||The necromancer may select an item creation or metamagic feat. The necromancer must still meet all prerequisites for a bonus feat, including caster level minimums. This talent may be taken more than once. Each time, a different feat must be selected.|
|Mass Bolster (Su)||Prerequisite: Bolster class feature
The necromancer can use his bolster ability to target multiple undead equal to his Charisma modifier.
|Quick Bolster (Su)||Prerequisite: Bolster class feature
The necromancer can use his bolster ability as a swift action instead.
|Reach Magic (Su)||The necromancer can cast one spell per day as if it were modified by the Reach Spell feat. This does not increase the MP cost or the level of the spell.|
|Silent Magic (Su)||The necromancer can cast one spell per day as if it were modified by the Silent Spell feat. This does not increase the MP cost or the level of the spell.|
|Spell Guard (Su)*||Whenever the necromancer casts a spell with a casting time of 1 standard action, he may instead cast it as a full round action. The necromancer channels some of the energy of the spell into a defensive shield around him, giving him a deflection bonus to his AC equal to the level of the spell being cast. This bonus lasts until the beginning of the necromancer’s next turn.|
|Spell Restraint (Ex)*||Whenever the necromancer cast a spell with an area described as a radius, he may decide to make the radius smaller. He may reduce the radius down by any number of 5-foot increments, to a minimum of a 5-foot-radius.|
|Spell Sage (Ex)||When the necromancer attempts a Use Magic Device check to cast a spell from a materia, he gains a +4 competence bonus to the check.|
|Still Magic (Su)||The necromancer can cast one spell per day as if it were modified by the Still Spell feat. This does not increase the MP cost or the level of the spell.|
|Undead Familiar (Ex)||The necromancer forms a powerful bond with an undead familiar (using a skeleton or zombie template). An undead familiar is a magical pet that enhances the necromancer's skills and senses and can aid him in magic. See this link for more information on familiars: Familiars|
Advanced Necromancy Talents (Ex or Su)
At 12th, and every two levels thereafter, a necromancer learns further talents to assist him in manipulating undead and mastering necromancy. He may choose one of the following advanced necromancy talents in place of a necromancy talent. Talents marked with an asterisk add effects to a necromancer’s spellcasting ability. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast.
Table: Advanced Necromancy Talents
|Advanced Necromancy Talent||Benefits|
|Augment Spell (Ex)*||Any spell the necromancer knows that has a variable that increases by caster level which has a maximum, that maximum is increased by the equivalent of one additional caster level. Thus, a necromancer with this talent deals a maximum of 1d6+6 shadow damage with dark, and deals a maximum of 11d6 shadow damage with darkra.|
|Deathless Mastery (Ex)||Prerequisites: Augmented health and undead toughness necromancy talents
A necromancer's body becomes so akin with the undead that he becomes immune to all death effects as well as automatically succeeds on any Fortitude save.
|Desecration Zone (Su)||Prerequisites: Fear Aura class feature
A necromancer’s fear aura is imbued with negative energy, affecting only allied undead creatures (and the necromancer, if also undead). Undead within the necromancer’s aura gain a profane bonus to all attack rolls, damage rolls, and saving throws equal to the necromancer’s Charisma modifier.
|Fearsome Necromancy (Su)*||When the necromancer forces any foe to save against a necromancy spell, he causes the creature to be shaken for 1d4 rounds, regardless of the result of the save. This mind-affecting fear ability does not stack with any other fear effect (it can't make a foe worse than shaken).|
|Mage Focus (Su)*||When the necromancer casts a spell with an area, as a free action he may choose to focus the entire might of the spell on a single target. The spell’s save DC is increased by +2, but only one target is affected by the spell. He may do this a number of times per day equal to 3 + his Charisma modifier on a single target within that area.|
|Master of Atrocities (Su)||Prerequisites: Animate Dead spell or Animate Dead necromancy talent
A necromancer with this advanced talent significantly extends his mastery of Animate Dead (spell or talent). He can now raise his victims not only as zombies or skeletons, but as any kind of undead creature, provided the created undead challenge rating would not be higher than half of the necromancer’s caster level and that the animated corpse/soul had in life at least enough HD as the chosen undead creature's base HD. Limit to the maximum HD resurrected per cast still applies and so does the maximum controlled HD limit that is shared among all undead creatures controlled via Animate Dead.
|Maximized Magic (Su)||The necromancer can cast one spell per day as if it were modified by the Maximize Spell feat. This does not increase the MP cost or the level of the spell.|
|Necromantic Prowess (Ex)||A necromancer gains unsurpassed power over death. When he controls undead, casts a necromancy spell, or uses a spell-like ability that mimics a necromancy spell, his effective caster level increases. The bonus is +1 at 12th level, +2 at 16th level, and +3 at 20th level.|
|Quickened Magic (Su)||The necromancer can cast one spell per day as if it were modified by the Quicken Spell feat. This does not increase the MP cost or the level of the spell.|
|Spell Diligence (Su)*||As a swift action, the necromancer may focus all his attention on casting a single spell. Only spells with a casting time of 1 standard action and a range of personal or touch may be cast in this way. The necromancer adds his level to any concentration check made to cast a spell when using spell diligence. The necromancer may use this ability a number of times per day equal to 3 + his Charisma modifier.|
|Staff-Like Wand (Ex)||Prerequisites: Craft Staff feat
The necromancer’s research has unlocked a new power in conjunction with using a wand. Similar to using a magic staff, he uses his own Charisma score and relevant feats to set the DC for saves against spells he casts from a wand, and he can use his caster level when activating the power of a wand if it’s higher than the caster level of the wand.
|Transfer Spell (Ex)*||The necromancer can cast some spells with a range of “personal” and a target of “you” as if they had a range of “touch” and a target of “1 willing creature.” Only spells that do not increase the target’s attack bonus or armor class and have a duration longer than 1 round may be cast in this way. The necromancer can only use this talent on spells with a spell level no greater than half of the highest level spell the necromancer knows. The necromancer may use this ability a total number of times per day equal to 3 + his Charisma modifier.|
|Twincast (Ex)*||Once per day, the necromancer may cast two spells as a standard action, but the combined MP cost cannot exceed his caster level. The two spells must have the same casting time and if they have a target, the targets for the spells may be different.|
|Undead Toughness (Ex)||Prerequisites: Augmented Health necromancy talent
A necromancer takes on even more of the qualities of an undead creature. He becomes immune to disease, nonlethal damage, poison and stunning.