Necromancer

Necromancers are specialist wizards in the school of Necromancy.

To specialize as a necromancer, a wizard needs a Dexterity score of at least 16. A necromancer who has an Intelligence of 16 or more gains a 10% bonus to the experience points they earn.

Special Benefits
Because the necromancer knows far more about the undead than the standard wizard, they are allowed a +1 bonus when rolling saving throws against necromantic spells; other characters suffer a -1 penalty when rolling saving throws against their necromancy. (These modifiers apply only if the spell allows a saving throw.)

Necromancers receive a bonus of +15% when learning spells from the school of Necromancy. The bonus is applied to the percentile dice roll the player must make when the character tries to learn a new spell.

When a necromancer attempts to create a new Necromancy spell, the DM should count the new spell as one level less for determining the difficulty.

Restrictions
While some practitioners of Necromancy have a scrupulous code of ethics, the number of benevolent necromancers is deplorably rare. At the very least, the majority of necromancers should be considered rigidly neutral. The large remainder of necromantic practitioners are profoundly evil.

Necromancers have a penalty of -15% when learning spells from other schools (except for Divination spells of 4th level or lower). They can never learn spells from the schools of Illusion/Phantasm or Enchantment/Charm..

Necromancers cannot be multi-classed, except for Thelvan elf necromancers.

Name Level
Necromancers gain no special benefits from building a fortress or stronghold. They can still own property and receive the normal benefits, such as monthly income and mercenaries for protection. More commonly, a necromancer will fill such roles with animated dead, such as skeletons; they may learn the animate dead spell at 9th level or higher.