List of Deathcharms

Unless otherwise noted, using a deathcharm is a standard action that does not provoke an attack of opportunity. The save to resist a deathcharm is equal to 10 + 1/2 the Necromancer’s level + the Necromancer’s Charisma modifier. Unless otherwise noted, a necromancer may not select a deathcharm more than once.

* *Blight (Su):* This Deathcharm is identical to the Witch Hex of the same name.
* *Bolster (Su):* As a Standard Action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per hit die and a +2 to it's turn resistance. The bonus to attack and saving throws increases by +1 for every 5 levels you possess (Maximum +4). These bonuses last for a number of rounds equal to 1/2 your Necromancer level rounded down. The bonuses and temporary hit points are dispelled if the creature enters a consecrated area. This can be used a number of times per day equal to 3+ your Charisma Modifier.
* *Bone Magic (Su):* A necromancer can replace any normal spell components with a creature's bones. For materials worth 100 GP or less she can use the bones of a nobleman, For materials worth 1,000 GP or less she can use the bones of a member of some sort of Royalty.
* *Chilling Soul (Su):* The Undead posses an ice cold grip. They deal an extra 1d4 frost damage on a successful natural attack.
* *Corpsecraft (Ex):* Undead you create are exceptionally hearty. They gain +2 to their Strength and +1 hit point per hit die. This increases to +4 strength and +2 hit points per hit die at 8th level.
* *Corrosive Beast (Ex):* Born from the corrosive gasses and liquids of the universe, your undead deal an additional 1d4 acid damage on a successful natural attack.
* *Dead Organs (Ex):* Your organs are withering and decaying, as such you don't feel much even when enemies land the most powerful of blows. This grants a 25% immunity to critical hits. This Deathcharm can be taken up to 3 times, increasing this immunity by 25% each time to a maximum of 75%.
* *Death's Mistress (su):* undead creatures are drawn to you and love you as much as you love them. As such you can effect Undead with your mind effecting spells or spell like abilities, as well as with spells that usually only effect humanoids (Enlarge person, bear's strength, etc.).
* *Death Speed (Su):* You can grant a number of undead under your control equal to your Charisma Modifier, a +10 bonus to their movement speeds. At 8th level this increases to +20 and at 16th level this increases to +30.
* *Disguise Undead (su):* A number of undead equal to your charisma modifier can be disguised to appear as normal humanoid creatures. This ability lasts for 24 hours once used and can be dispelled as a free action.
* *Healthy Corpse (Su):* Undead you control gain Toughness as a bonus feat. If they already possess they gain the next feat in the tree. If they happen to possess all of those feats it just gains +1 hit point per hit dice.
* *Necro-Ignition (Su):* The Undead possess a powerful burning hatred. They deal an extra 1d4 fire damage on a successful natural attack.
* *Slowed Metabolism (Su):* Your body is slow and sickly but you feel as healthy as a normal person... perhaps even more so. Your lifeblood moves slowly in your body allowing you to instantly stabilize when you are knocked unconscious. In addition the Necromancer becomes immune to bleed damage and wounding weapons.
* *Specialized Death (su):* Each undead raised by you has a purpose. Every undead you animate gets a +2 bonus to one ability score of your choosing. This becomes +4 at 12th level.
* *Terrible Claws (Su):* A number of undead equal to your Charisma modifier that you control gain the Improved natural attack feat for free.
* *Thick Skinned (Su):* Undead you create are exceptionally tough and as such gain a +2 bonus to natural armor. At 8th level this increases to +4.
* *Unholy Fortitude (su):* The Necromancer can tap into the powers of undeath to bolster her own healthiness. Starting with the level she chooses this Deathcharm, she can choose to add her Charisma modifier into her hit points at every level instead of her constitution.

**Major Deathcharm**

Starting at 10th level, and every two levels thereafter, a Necromancer can choose one of the following major deathcharms whenever she could select a new deathcharm.

* *Agony (Su):* This functions as the Necromancer's hex of the same name.
* *Cannibal Corpse (Su):* Your connection with the dead allows them to regain their health by consuming the flesh of their enemies. Your undead can take a full round action to consume the flesh of a corpse. This heals them as if they had been targeted by an Inflict Serious wounds spell of your caster level. The same undead cannot use this more than once per day. At 15th level this becomes like inflict critical wounds.
* *Curse of Black Flames (Su):* A hellish ignition of dark fire burns within you and you make it known by raising your minions with burning eyes and crackling flames. Undead you create gain the Fire subtype and deal an additional 1d6 points of Fire damage with every attack they make. At 15th level this becomes 1d8 fire damage. You must have taken Necro-Ignition to qualify for this.
* *Dark Ectoplasm (Su):* With this you can grant yourself or an undead you touch the ability to become incorporeal for a short time. You can become incorporeal for a number of rounds equal to your Charisma modifier, while incorporeal you gain a fly speed of 30 with perfect maneuverability. These rounds need not be consecutive.
* *Darkfrost Curse (Su):* Your heart is cold and you imbue your undead with this icy hatred as well. Undead you create gain the Cold subtype and deal an additional 1d6 points of frost damage with every attack they make. At 15th level this becomes 1d8 frost damage. You must have taken Chilling soul to qualify for this.
* *Destruction Retribution (Su):* When an undead under your control dies, it explodes in a 5 foot burst (5 feet larger for every size category over medium) of Negative energy. This deals 1d6 per 2 hit dice of the undead and a successful reflex saving throw halves.
* *Flesh Bomb (Su):* A necromancer can choose to detonate one of it's undead as a standard action that kills the creature instantly. This creature then deals the damage of a Fireball spell of your caster level, reflex save halves the damage.
* *Flesh Tomb (Su):* A raging vortex of bones and flesh launch forward and engulf the target, which takes 3d8 points of slashing damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the mound of flesh lasts. The flesh has 20 hit points; destroying the tomb frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target’s saving throw is successful, it cannot be the target of this deathcharm again for 1 day.
* *Fleshwarp (Su):* A necromancer can teleport herself through undead she controls. This works as Teleport without error, however she can only go from one undead to another in this way.
* *Infected Wounds (Su):* This works as the witch's hex of the same name.
* *Lich's Touch (Su):* The Necromancer becomes a conduit of great death and can utilize the great powers of negative energy. She can make a melee touch attack that deals 1d6 negative energy damage per level to the opponent. This also allows the Necromancer to heal an undead in the same way. She can use this ability a number of times per day equal to 3 + her Charisma Modifier.
* *Mummification (Ex):* Your body is well preserved like that of a mummy, as such you become immune to cold, nonlethal damage, paralysis, and sleep effects. You must have taken Dead Organs at least once to take this Death charm.
* *Retribution (Su):* Works as the witch Hex of the same name.
* *Secrets of Death (Su):* Upon choosing this ability a necromancer can add a number of spells from a different spell list to her own spell list equal to her charisma modifier. These spells can only be from the necromancy school of magic.
* *Spellwarped Corpses (Su):* Your undead become warped and twisted by the dark powers you control. Your undead all gain a +1 Enchantment bonus to their attack and damage rolls. At 15th level they also gain the spell storing enchantment on themselves.
* *Supreme Undeath (Su):* A Necromancer can add the Fiendish, Advanced, or Giant  template to a number of undead equal to her Charisma Score. The Necromancer can choose freely to switch the template from one of her undead to another, which takes 1 minute for each undead. No undead can receive more than 1 template in this way.

**Grand Deathcharm**

Starting at 18th level, and every two levels thereafter, a Necromancer can choose one of the following grand deathcharmes whenever she could select a new deathcharm.

* *Apocalyptic Infection (Su):* All undead created by you carry a highly infectious disease on them. Creatures struck by the undead must make a Fortitude save or contract a disease that will turn them into a Zombie under the Necromancer's control within 1d6 days. This effect can only be removed with a cure Disease spell from a caster of a higher level than the Necromancer.
* *Champion of Undeath (Su):* All of your undead created gain the advanced creature template. This does not count towards templates applied with the Supreme Undeath Deathcharm.
* *Death Curse (Su):* This works as the Witch Hex of the same name.
* *Deathweaver (Su):* When you take this you choose one spell with the death descriptor. When cast this spell no longer is considered to be of the death descriptor, therefore creatures usually immune to death can still be effected by it.
* *Dire Prophecy (Su):* This works as the Witch Hex of the same name.
* *Horrid Transformation (Su):* Your body twists and mangles it's self into a horrible visage of Death. Your type becomes Undead and you gain the Phylactery ability of a Lich. You need not possess the Craft Wondrous item feat. You still must pay the 120,000 GP cost and if you do not possess enough at the time, the event will wait until you do. The Phylactery is the Necromancer's Poppet.
* *Soul Eater (Su):* Once per day as a touch attack, you can use a Slay living spell. If the creature is killed by this effect whether they succeed in the fortitude save or not you regain one spell per 5 levels of the creature slain. The spells regained only last until you next prepare spells and can be of any level you can cast. If you have not cast a spell when you use this you instead gain them as bonus spells.
* *Summon Spirit (Sp):* This functions the same way as the Necromancer Hex of the same name.
* *Terrible force of will (Ex):* Whenever you take this your Charisma score permanently increases by +2.