White Necromancy

While most necromages are foul and twisted practitioners of the necromantic arts, a necromage of the white path embraces the knowledge that true necromancy involves tapping the powers of life as well as death and unlife. White path necromages study the mysterious connection between life and death, but do not walk the same evil paths as traditional necromages (or dark path necromages, as they are known among white path necromages). Instead, white path necromages honor the dead and seek to aid the living through their necromantic magic. They have gained a deep and profound understanding of life’s eternal cycle, which makes them potent healers as well as powerful spellcasters.

Alignment: Any nonevil.

Evil Necromancy Spells: White path necromages, particularly those of good alignment, are extremely reluctant to cast evil necromancy spells (spells of the necromancy school with the evil descriptor). They are not strictly forbidden from doing so, however, and may occasionally cast such spells if the need is sufficiently great. When a white path necromage casts an evil necromancy spell, he uses up two spell slots of that level.

White Necromancy (Su): Starting at 4th level, whenever a white path necromage casts a spell or uses a spell-like ability that creates undead (see Call of the Grave), it loses the Evil descriptor. Such spells no longer cost two spell slots of that level (as noted under Evil Necromancy Spells). In addition, undead resulting from white necromancy exactly match the white path necromage’s alignment.

The white path necromage gains no specific control over undead created using white necromancy, although he may ask the undead to provide some service or otherwise assist him. To make such a request, the white necromage must make a special Diplomacy check, rolling 1d20 + white necromage level + Charisma modifier. Undead creatures created through white necromancy have DC 15 + its Charisma modifier and a starting attitude of friendly. The white necromage must treat the undead with honor and respect at all times, in many cases agreeing to release the undead once the service or task has been completed.

Intelligent undead created through white necromancy might agree to follow the white necromage for a prolonged period of time, although it will certainly expect to be treated as an honored and respected companion, perhaps even making occasional requests of its own.

Path Spells: deathwatch (3rd), gentle repose (6th), consecrate (9th), death ward (12th), rest eternal (15th), temporary resurrection (18th).

Path Abilities: A white path necromage can call upon the powers of the glorious afterlife. The more that he draws upon them, the closer he comes to becoming one of the undying chosen of the divine.

Turn Undead (Su): At 2nd level, a white path necromage gains Turn Undead as a bonus feat. The necromage can channel energy a number of times per day equal to 3 + his Charisma modifier, but only to use the Turn Undead feat. A white path necromage can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 the necromage’s level + the necromage’s Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.

Rebuke Death (Sp): At 6th level, a white path necromage can touch a living creature as a standard action, healing it for 1d8 points of damage plus 1 for every two necromage levels he possesses. He can only use this ability on a creature that is below 0 hit points. The necromage can use this ability once per day at 6th level, and an additional time per day every three levels beyond 5th.

Discerning Necromancy (Su): At 10th level, a white path necromage can choose how negative and positive energy affects him. As a swift action, whenever a white path necromage is subject to an inflict spell, cure spell, a cleric’s channel energy ability, or a similar effect that utilizes negative or positive energy, he can choose whether he is considered living or undead for the purpose of the its effect. The necromage can make a Spellcraft check to determine the type of spell or energy is being channeled. For the purpose of this check, the equivalent spell level of any channel energy effect is equal to 1/4 of the level or Hit Dice of the creature performing the channeling. A white necromage that touches his undead minion when using this ability is likewise treated as living for the purpose of cure spells and the channel positive energy ability until the beginning of the necromage’s next turn. A white necromage can use this ability a number of times per day equal to his Charisma modifier.

Aura of Consecration (Su): At 14th level, a white path necromage radiates a 10-foot aura that increases the DC of channeled positive energy by +1 and reduces the turn resistance of undead by –1. Every level beyond 14th, the radius of the aura increases by 10 feet, to a maximum of 70 feet at 20th level. At 17th level and 20th level, the DC of channeled positive energy and turn resistance also increase by 1 (to +3 and -3 respectively at 20th). This aura has no affect on the white path necromage’s undead minion or any undead he summons using his call of the grave ability.

Rite of the Dead (Su): At 18th level, a white path necromage can touch a creature that has been dead for no longer than 1 day per necromage level and bring it back to life. The necromage must perform a ritual that requires 1 hour of uninterrupted meditation. During the ritual, the necromage transfers his own life energy to the creature, in the amount of half of his total hit points at full health. Once the ritual is completed, the necromage becomes fatigued for 1d4 hours and the dead creature comes back from the dead at the beginning of the next round as if a raise dead spell had been cast. If the necromage has less than half his total hit points remaining, he cannot perform the ritual.