You dabble in the dark arts and utilize this highly dangerous form of magic, blending it with your own.
Prerequisite(s): Spellcasting
Accursed Energy: When dealing damage to an opponent with a spell, they take a -5 penalty to all checks for 1d4 + Primary Ability Score rounds. Adding this to a spell adds an additional 2 MP to the spell's cost.
Brand of Evil: You possess a noticeable mark on your body; a scar, birthmark, or other form of branding. This mark is that of an evil god's or other dark entities', and grants you a +5 bonus on a single skill check which can be used once per day. If this mark is visible or made visible, characters can make a Religion check (DC 28) in order to notice the brand as a brand of evil.
Crippling Spell: By sacrificing your life force, you can invest power into killing your foes. By dealing a number of Hit Point damage to yourself equal to the spell's MP cost, you can critically hit with the spell if you hit as if it were a weapon and deal double damage. If using this would kill you, the damage is tripled, but you must succeed at a Spellcraft check DC 20 + your total HP or the spell fizzles out.
Opportunistic Spell: If an adjacent enemy would be Moderately or Severely Flat-Footed, you can cast a spell with the range of Melee outside of your own turn once per encounter, and doing so only costs half the amount of Stamina it would normally cost (minimum of 0).
Necromancer: Add the following spell to your spell list;
Raise the Dead | MP: 10 | Range: Melee | Duration: Instantaneous | Time: Strenuous (Costs 8 Stamina)
Description: You can raise a corpse in the midst of combat, circumventing the time usually required in creating undead. This undead that is summoned does not last forever, but will fight with you for 1 minute per Primary Ability Score point (minimum of 1). This undead is unintelligent and must be a zombie or skeleton (but still uses the same stats as the original creature raised; if no creature sheet is available, use the skeleton or zombie sheet from the Threats page).
Alternatively, an intelligent undead can be raised however it only lasts 1 round per Secondary Ability Score point (minimum of 1). Intelligent undead do not lose access to spellcasting or Intellect ability scores.
Embrace Darkness: You can give yourself up to the evil and dark entities behind the dark magic, tainting your soul and body alike. Your body starts two twist and warp making hiding your ties to dark magic more difficult (a DC 40 Disguise check at the start of the day), however with this embracing comes more power. Choose one of your five primary ability scores and increase it by 1, and increase all sub-attributes of that ability score by 1 as well. In order to take this talent you must have taken all available Dark Mage talents, and committed murder on more than one occasion, especially in the pursuit of dark magic, during your play time as this character. This cannot be taken during character creation because of this.