TEXT: 1
  T
  he death mage is a new core class, designed for use 
  with the Pathfinder RPG. It is an arcane spellcasting 
  class that focuses on powers drawn from the dead, 
  dying, and undead. Death mages are not just specialist 
  wizards or variant sorcerers, but an entirely new kind 
  of arcane spellcaster with different types of powers and 
  a unique spell list. A death mage is designed to allow 
  characters to draw deeply on the iconic forces of death, 
  spirit and shadow, without requiring them be evil or 
  focus on undead (though both are options).
  Death Mage
  Though often mistaken for necromancer-specialist 
  wizards, undead-bloodline sorcerers, or clerics of gods 
  of death and repose, death mages are truthfully closer 
  in function and training to druids. While a druid is 
  servant to and master of the forces of nature – calling 
  upon them for instruction, aid, and power — the death 
  mage is similarly linked to the spirits and powers of the 
  dead. This is an intellectual link rather than a spiritual 
  one, for a death mage has chosen to immerse herself 
  in the trappings of the dead and their graves. The first 
  thing a death mage learns is to listen to the faint echoes 
  left behind by spirits of the dead. While wizards learn 
  spells from dusty tomes, and sorcerers are empowered 
  by their bloodlines, death mages are taught by the 
  shades of the departed.
  More than just necromancy, the powers accessed 
  by death mages include many things associated with 
  death including the fog of the graveyard, the dread all 
  living things feel at the decaying remains of their own 
  kind, shadow, the spirit realm, and the decay that sets 
  in when life is gone. These are secrets held by spirits of 
  the departed, which only death mages can hear. The 
  teachers of a death mage are not undead, nor even truly 
  self-aware entities. They are echoes of life, whispers in 
  the darkness the death mage has taught herself to hear 
  
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  and comprehend. Those things surrounded by 
  the dead and dying, or brought about by death, 
  are all whispered by the mindless voices from 
  which a death mage learns.
  Thus the attributes of a death mage are 
  more focused than most spellcasters, but not 
  exclusively built around necromancy and 
  undeath. Death mages can cast powerful 
  damaging spells, augment themselves with 
  fetishes built from slain foes, and protect 
  themselves and allies from harm by creating 
  wards with a strong understanding of the 
  line between life and death. Not every death 
  mage hear the same spirits, as each is attuned 
  to those invisible, soundless spirits of the 
  passed that most closely match her own 
  personality. A death mage may hear the 
  spirits of her forebearers, those she has 
  killed, or those linked to a given place. Some 
  death mages even believe they are sent their 
  spirit teachers by fate or the gods, though 
  they know it is a combination of force of will 
  and comprehension of the language of the 
  dead that grant them death mage powers, 
  not divine provenance.
  Background: Most death mages are 
  self-taught, driven to study subjects rarely 
  discussed (and often forbidden) in polite 
  society. Death mages often see this as a calling, 
  a logical extension of a lifelong fascination 
  with the dead, their resting places, and the 
  reaction of society to the scent of decay. At 
  some point, the death mage learns the secret 
  to hearing spirits of the dead. From this point 
  on, she spends as much time listening to the 
  dead as talking to the living. In most cases, 
  the death mage slowly drifts away from 
  normal relationships with her community 
  and is seen as a person apart from society. 
  This alieness begins as a social difference, but 
  often becomes a physical removal to the edge 
  of the community.
  In communities that accept death mages, 
  this separation may 
  be an act of respect. 
  The 
  death 
  mage 
  is 
  clearly 
  living 
  in 
  two 
  worlds, 
  and 
  her 
  friends 
  and 
  family 
  wish 
  to give her room 
  to commune with 
  the dead without 
  interruption. 
  Such 
  death mages may 
  move to the edge 
  of town, or live in 
  a 
  lone 
  dwelling 
  nearby. 
  More 
  fearful 
  (and less forgiving) 
  communities 
  see 
  death 
  mages 
  as 
  freaks at best, and 
  active 
  threats 
  at 
  table 1: the Death Mage
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells Per Day
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1
  +0
  +0
  +0
  +2
  Pale road
  3
  1
  -
  -
  -
  -
  -
  -
  -
  -
  2
  +1
  +0
  +0
  +3
  Voice of the dead
  4
  2
  -
  -
  -
  -
  -
  -
  -
  -
  3
  +2
  +1
  +1
  +3
  Death bond
  4
  2
  1
  -
  -
  -
  -
  -
  -
  -
  4
  +3
  +1
  +1
  +4
  4
  3
  2
  -
  -
  -
  -
  -
  -
  -
  5
  +3
  +1
  +1
  +4
  Secrets of the dead
  4
  3
  2
  1
  -
  -
  -
  -
  -
  -
  6
  +4
  +2
  +2
  +5
  4
  3
  3
  2
  -
  -
  -
  -
  -
  -
  7
  +5
  +2
  +2
  +5
  4
  4
  3
  2
  1
  -
  -
  -
  -
  -
  8
  +6/+1
  +2
  +2
  +6
  4
  4
  3
  3
  2
  -
  -
  -
  -
  -
  9
  +6/+1
  +3
  +3
  +6
  4
  4
  4
  3
  2
  1
  -
  -
  -
  -
  10
  +7/+2
  +3
  +3
  +7
  Wisdom of the grave
  4
  4
  4
  3
  3
  2
  -
  -
  -
  -
  11
  +8/+3
  +3
  +3
  +7
  4
  4
  4
  4
  3
  2
  1
  -
  -
  -
  12
  +9/+4
  +4
  +4
  +8
  4
  4
  4
  4
  3
  3
  2
  -
  -
  -
  13
  +9/+4
  +4
  +4
  +8
  4
  4
  4
  4
  4
  3
  2
  1
  -
  -
  14
  +10/+5
  +4
  +4
  +9
  4
  4
  4
  4
  4
  3
  3
  2
  -
  -
  15
  +11/+6/+1
  +5
  +5
  +9
  Deathly abeyance
  4
  4
  4
  4
  4
  4
  3
  2
  1
  -
  16
  +12/+7/+2
  +5
  +5
  +10
  4
  4
  4
  4
  4
  4
  3
  3
  2
  -
  17
  +12/+7/+2
  +5
  +5
  +10
  4
  4
  4
  4
  4
  4
  4
  3
  2
  1
  18
  +13/+8/+3
  +6
  +6
  +11
  4
  4
  4
  4
  4
  4
  4
  3
  3
  2
  19
  +14/+9/+4
  +6
  +6
  +11
  4
  4
  4
  4
  4
  4
  4
  4
  3
  3
  20
  +15/+10/+5
  +6
  +6
  +12
  Final guide
  4
  4
  4
  4
  4
  4
  4
  4
  4
  4
  
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  worst. Many death mages relocate out of a 
  need to escape persecution, often seeking 
  simply 
  anonymity. 
  Others 
  are 
  never 
  comfortable in the center of places bustling 
  with life, preferring to live in swamps, 
  cemeteries, or ruins. However death mages 
  rarely move into deep wilderness, because 
  they are drawn to places where the living 
  place the dead, and these are generally close 
  to towns and villages.
  This makes it easy for death mages 
  to fall into lives of wandering adventure. 
  They are often sought for the lore they can 
  gather from the dead, or for aid dealing with 
  ancient tombs and the creatures moving 
  within them. A death mage is similarly 
  often driven to seek secrets from the dead 
  of foreign cultures, travling great distances 
  to hear new spirits speak to her. A death 
  mage that deals in fetishes may also take up 
  wandering purely to gather trophies from 
  the recently deceased, an activity difficult 
  to 
  maintain 
  within 
  peaceful 
  societies. 
  Finally, many death mages find the kind of 
  misanthropes, outcasts, and vagabonds that 
  are drawn to lives of adventure make better 
  company than “respectable” citizens, and 
  find companionship in the hard life of an 
  adventurer.
  Role: How a death mage operates is 
  strongly influenced by her focus in the study 
  of death, especially what decisions she makes 
  regarding her death pact and pale road 
  class abilities. A death mage who chooses 
  an unbreathing companion as a death pact 
  brings an additional combatant to the group’s 
  aid much as a druid might, while one that 
  focuses on the powers of totems is adaptable 
  to a broad range of situations, and may even 
  augment allies against specific foes. Similarly 
  a death mage that follows the pale road of 
  the reaper mage is able to survive the rigors 
  of melee combat, while one taking the path 
  of the ghoul mage focuses on disabling living 
  foes and drawing power from dead ones.
  Alignment: A death mage may be of any 
  alignment.
  Hit Die: d8
  Starting Wealth: At 1st level a death mage 
  begins play with 2d6 x 10 gp.
  Class skills
  The death mage’s class skills are 
  Appraise (Int), Bluff (Cha), Craft (Int), Fly 
  (Dex), Intimidate (Cha),  Knowledge (arcana)
  (Int), 
  Knowledge 
  (dungeoneering)(Int), 
  Knowledge (geography)(Int), Knowledge 
  (history)(Int), 
  Knowledge 
  (local)(Int), 
  Knowledge (planes)(Int), Linguistics (Int), 
  Profession (Wis), Ride (Dex), Spellcraft (Int), 
  Stealth (Dex), and Use Magic Device (Int).
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  All of the following are class features of 
  the death mage.
  Weapon and Armor Proficiency: A 
  death mage is proficient with all simple 
  weapons, as well as the falchion, flail, 
  kama, net, nunchaku, scimitar, and scythe. 
  Death mages are also proficient with light 
  armor and shields (except tower shields). 
  A death mage can cast death mage spells 
  while wearing light armor and use a shield 
  
  4
  without incurring the normal arcane spell 
  failure chance. Like any other arcane spellcaster, 
  a death mage wearing medium or heavy armor 
  incurs a chance of spell failure if the spell is 
  question has a somatic component. A multiclass 
  death mage still incurs the normal arcane spell 
  failure chance for arcane spells received from 
  other classes.
  Spells: A death mage casts arcane spells 
  drawn from the death mage spell list presented 
  under Spell List, below. A death mage must 
  choose and prepare his spells ahead of time.
  To prepare or cast a spell, the death mage 
  must have an Charisma score equal to at least 
  10 + the spell level. The Difficulty Class for a 
  saving throw against a death mage’s spell is 10 
  + the spell level + the death mage’s Charisma 
  modifier.
  A death mage can cast only a certain number 
  of spells of each spell level per day. Her base 
  daily spell allotment is given on Table I: The 
  Death Mage. In addition, she receives bonus 
  spells per day if she has a high Charisma score 
  (see Ability Modifiers and Bonus Spells in the 
  Pathfinder Roleplaying Game Core Rulebook).
  A death mage has a fairly limited spell list, 
  but automatically learns all spells on that list 
  when she is of the level needed to cast them. 
  She must choose and prepare her spells ahead 
  of time by getting 8 hours of sleep and spending 
  1 hour meditating  and communing with spirits 
  of the dead. While meditating, the death mage 
  decides which spells to prepare. No one, not 
  even other death mages, can see or hear the 
  spirits a death mage listens to while preparing 
  her spells. Not even true seeing reveals them, as 
  they exist only for the death mage that hears 
  them.
  Cantrips: Death mages can prepare a 
  number of cantrips, or 0-level spells, each 
  day, as noted on Table 1: The Death Mage 
  under “Spells per Day.” These spells are 
  cast like any other spell, but they are not 
  expended when cast and may be used again.
  Pale Road (Su): The spirits each death 
  mage can hear all share a set of similar 
  secrets, based on some aspect of death, 
  dying, and the reactions the living have to 
  the dead. The set of secrets known to each is 
  called their pale road, and each death mage 
  must select one pale road at 1st level. Once 
  made, this selection cannot be changed. 
  As the death mage travels down this pale 
  road at the constant instruction of her spirit 
  guides, she masters a special set of powers 
  becoming a lord or lady of one aspect of 
  death.
  Corpse Mage
  Corpse mages are the death mages most 
  likely to be mistaken for necroamncers, 
  for the spirits they hear all follow the pale 
  road of the undead, each coming from a 
  destroyed undead creature seeking to regain 
  its physical form. At first corpse mages can 
  only command undead creatures as they 
  encounter them, but in time they command 
  armies of loyal, unliving minions.
  Dirge of Command (Sp): You may attempt 
  to control undead creatures you encounter. 
  This functions as the command undead spell, 
  except it only functions on undead with no 
  more hit dice than you have death mage 
  levels. You may use this power a number of 
  times per day equal to 3 + your Charisma 
  modifier.
  Army of the Dead (Su): At 8th level, you 
  may have a number of undead minions, 
  which are totally loyal to you. Treat this 
  as the Leadership feat (see the Pathfinder 
  Roleplaying Game Core Rulebook), except 
  all minions and your cohort are either 
  skeletons or zombies (your choice). Your 
  cohort is a special skeleton or zombie 
  receiving an Intelligence score and acting as 
  an intelligent undead. If you lose a cohort or 
  minions, they are replaced when you gain a 
  new death mage level. You may also dismiss 
  an existing cohort or minon when you gain 
  a level (destroying them) to select a new 
  cohort or minions.
  If you are at least 8th level your cohort 
  or minions may be bloody or burning 
  skeletons 1 level lower than your normal 
  cohort or minion level. If you are at least 10th 
  level, your cohort or minions may be fast 
  zombies or plague zombies. If you are at 
  least 12th level your cohort may be a skeletal 
  champion 2 levels lower than your normal 
  cohort level. If you are at least 16th level your 
  cohort may be a vampire 3 levels lower than 
  your normal cohort level.
  Ghoul Mage
  Ghoul mages draw power draw from 
  the dead and undead and us it to weaken or 
  paralyze the living.
  Eat the Dead (Su): You can gain strength 
  by consuming the recently departed. As a 
  full round action that provokes an attack of 
  opportunity you can eat part of an adjacent 
  creature of the aberration, animal, dragon, 
  fey, humanoid, magical beast, monstrous 
  humanoid, undead (corporeal only), or 
  
  5
  vermin type that died no longer than one 
  round per death mage level you possess. 
  This allows you to regain one hit point 
  for every hit die or level possessed by the 
  creature you feast upon (to a minimum 
  of one hit point healed). After using this 
  power, you gain a +1 morale bonus to all 
  attack rolls, saving throws and skill checks 
  for one minute per level. At 10th level, the 
  bonus increases to a +2 bonus. You may use 
  this power a number of times per day equal 
  to 3 + your Charisma modifier.
  Sickening Touch (Su): As a standard 
  action, you can make a target ill by touching 
  it. Using this ability requires a touch attack 
  that forces a living creature to make a 
  Fortitude save (DC 10 + ½ your death mage 
  level + your Charisma modifier). On a failed 
  save, the target is sickened for one round per 
  death mage level.  A neutralize poison spell 
  removes the sickened effect. Creatures that 
  are immune to poison are unaffected by this 
  ability. You may use this power a number 
  of times per day equal to 3 + your Charisma 
  modifier.
  Ghast Touch (Su): At 8th level, as a 
  standard action, you can paralyze a target 
  by touching it. This is a touch attack that 
  forces living creatures to make a Fortitude 
  save (DC 10 + ½ your death mage level + 
  your Charisma modifier). On a failed save, 
  the target is paralyzed for one round per 
  death mage level. At the end of each of 
  its turns, the paralyzed target may make 
  another fortitude save at a –5 penalty to see 
  if its paralysis ends early. You may use this 
  power a number of times per day equal to 3 
  + your Charisma modifier.
  Tomb Mage
  Tomb mages study the fringes of 
  necromancy that deal with matters other 
  than death and undeath. They are instead 
  masters of the fear and pain the living feel 
  when confronted by or approaching death 
  — side-effects for most necromancers but 
  useful tools when brought to their full 
  power.
  Calm of the Grave (Ex): Your deep 
  understanding of pain and fear makes you 
  immune to magical efforts to create these 
  reactions within you. You are immune to 
  any pain or fear effect, as well as the shaken 
  condition.
  Terrible Visage (Su): Once per day as a 
  standard action you can give yourself the 
  appearance of a horrifying apparition, your 
  face becoming terrible to behold. You gain 
  a gaze attack, forcing foes that can see you 
  to make a Will save (DC 10 + ½ your death 
  mage level + your Charisma modifier) at the 
  beginning of each of their turns or be shaken 
  for 1 minute. This is a mind-affecting, fear, 
  gaze attack (and foes can avoid it by averting 
  their eyes, as detailed under gaze attacks in 
  the Pathfinder Bestiary). A foe that is shaken 
  as a result of this ability becomes immune to 
  it for 24 hours after their shaken condition 
  ends.
  Your terrible visage remains active for 
  one round per death mage level, though you 
  may dismiss it as a free action if you wish.
  Word of Pain (Su): At 8th level, you gain 
  the ability to speak the terrible word of 
  pain. As a standard action you may say this 
  word to a target that is able to hear you, 
  and is within 30 feet. The target must make 
  a Fortitude save (DC 10 + ½ your death 
  mage level + your Charisma modifier) or 
  be overcome by wracking pain. The pain is 
  so intense the target cannot think clearly, 
  causing it to be confused for one round per 
  death mage level. The target receives a new 
  Will save at the end of each of its turns, with 
  a successful save ending the effect. You may 
  use the word of pain once per day. You gain 
  an additional use of the word every four 
  levels, to a maximum of four times per day 
  at 20th level.
  Reaper Mage
  Reaper mages are opposed to the undead 
  in all ways, and cannot cast any spells or use 
  any fetishes that create or command undead 
  creatures (though they still have access to 
  the various dance macabre spells, see below). 
  Their denial of the powers of death make 
  them heartier than other death mages.
  Deny Death (Ex): You gain an additional 
  hit point at each character level. When 
  your hit point total drops below 0, you 
  automatically stabilize. You don’t die from 
  hp loss until you reach a number of negative 
  hp equal to or greater than Constitution 
  score + ½ your class level.
  Reap (Su): As a swift action you can 
  empower a melee attack with the certainty 
  of the grave. The attack gains a bonus to hit 
  equal to equal to your Charisma modifier 
  (to a maximum of your class level), and 
  +1d6 damage (+2d6 if the target is an 
  undead). You must declare if an attack is to 
  be empowered prior to making your attack 
  roll. Empowered attacks count as magic for 
  
  6
  purposes of bypassing DR. You may use this 
  power a number of times per day equal to 3 
  + your Charisma modifier.
  At 7th level the extra damage from your 
  empowered attack increases to +2d6 (+4d6 
  if the target is an undead), and it bypasses 
  any DR of an undead target. At 14th level 
  it increases to +3d6 (+6d6 if the target is 
  an undead), and strikes even ethereal and 
  incorporeal undead for full damage.
  Protection From Undead (Su): At 8th level 
  as a move action you can create a field 
  antithetical to the powers of necromancy 
  and the undead. The field is centered on you, 
  moves with you, and has a 20-foot radius. 
  While within this field, all creatures gain 
  a deflection bonus to AC and a resistance 
  bonus to saving throws against all attacks 
  and spells from undead creatures and any 
  necromancy spell. These bonuses are equal 
  to your Charisma modifier. This field lasts 
  a number of minutes equal to your death 
  mage level, and you may use it a number 
  of times per day equal to 3 + your Charisma 
  modifier.
  Shadow Mage
  Shape Shadow (Su): You can manipulate 
  and command shadow as if it was a physical, 
  malleable material. You gain the benefit of 
  persistent prestidigitation, unseen servant, and 
  spectral hand spells as a result of your ability 
  to shape and command shadows.
  Shadow Adept (Su): Whenever you cast 
  a shadow conjuration or shadow evocation 
  spell from the death mage spell list (including 
  lower- and higher-level versions of those 
  spells), you may use it to emulate any cleric, 
  bard or sorcerer/wizard spell conjuration or 
  evocation (as appropriate). A typical death 
  mage who casts those spells may only use 
  them to emulate sorcerer/wizard spells, 
  as outlined in the spell descriptions in the 
  Pathfinder Roleplaying Game Core Rulebook.
  Summon Shadow (Su): At 8th level, you 
  gain the ability to summon three shadows 
  to serve you. This acts as a summon 
  monster V spell, except it always summons 
  three shadows, the shadows are of your 
  alignment, and the effect has a duration of 
  one minute per death mage level. You may 
  use this ability once per day at 8th level, twice 
  at 12th  level, three times at 16th level and four 
  times per day at 20th level. Beginning at 16th 
  level, you may choose to have the shadows 
  be greater shadows, if you wish.
  Voice of the Dead (Su): At 2nd level, the 
  death mage’s ability to hear and understand 
  spirits of the dead is developed enough to 
  allow her to speak in this tongue as well. As 
  the spirits themselves are mindless, talking 
  to them serves no purpose (though many 
  death mages do so anyway). Death mages 
  may use the language to understand and be 
  understood by undead creature (all of which 
  know the voice of the dead as a language, 
  even if it is not listed), and to communicate 
  with each other. Additionally, language is 
  no longer a barrier when the death mage 
  uses a speak with dead spell.
  Death Bond: At 3rd level a death mage 
  develops a strong connection to the mystic 
  powers of death and learns to walk a 
  path between the living and the dead. A 
  death mage’s training details the many 
  
  7
  connections that exist between the living 
  and the dead. While other spellcasters take 
  minor advantage of these ties, death mages 
  learn to forge new connections which create 
  a death bond that may take one of three 
  forms.
  The first option is for the death mage 
  to gain an unbreathing companion. This 
  functions as the druid’s animal companion, 
  except the companion is treated as a magical 
  beast and has the unbreathing subtype (see 
  below). The companion is calculated as if 
  the death mage were a druid 2 levels lower 
  than her true class level.
  The second option is for the death 
  mage to gain access to either the death or 
  repose cleric domains. When determining 
  the powers and bonus spells granted by 
  this domain, the death mage’s effective 
  cleric level is equal to her death mage level. 
  A death mage that selects this option also 
  receives additional domain spell slots, just 
  as a cleric does. She must prepare a spell 
  from her domain in this slot.
  The third option is for the death mage 
  to create a fetish. Fetishes are personal 
  magic items, small objects weighting 2 lbs. 
  decorated with trophies taken from the 
  corpses of fallen opponents. A fetish is a 
  small object weighing about 2 lbs. A death 
  mage must be holding her fetish to access its 
  powers. Unless specified otherwise, a fetish 
  power functions constantly as long as the 
  death mage has it in her hand. A fetish has 
  a caster level equal to its creator’s current 
  death mage level.
  Each fetish is contains a collection of 
  powers of the death mage’s choosing (see 
  Fetish Powers below). When a death mage 
  first takes this bond, she fills her fetish with 
  two powers, then one additional power 
  every two full levels (5th, 7th, 9th, and so 
  on to a total of 10 fetish powers at 19th 
  level). Unless a power specifies otherwise, 
  you cannot select the same fetish power 
  more than once. The powers granted by a 
  fetish function only for the death mage that 
  created it (though the imbue fetish power 
  allows her to share those powers in a limited 
  fashion). 
  A fetish’s powers can only be used to 
  target creatures of a type to which the fetish 
  is attuned. Attuning a fetish requires that the 
  death mage attach a small trophy taken from 
  the corpse of a recently killed creature—
  the fetish will then be attuned to any other 
  creatures of that type. There is no limit to the 
  number of creature types to which a fetish 
  can be attuned other than the death mage 
  be able to secure suitable trophies. In order 
  to get a usable trophy, the death mage must 
  have been within 400 feet of the creature at 
  the time of its death and its CR at the time 
  must have been no lower than 3 below the 
  death mage’s character level. A fetish may be 
  attuned to the following types of creatures: 
  aberration, animal, construct, dragon, fey, 
  humanoid (each subtype is treated as a 
  separate type for fetish attunement), magical 
  beast, monstrous humanoid, ooze, outsider 
  (air, chaotic, earth, evil, fire, good, lawful, 
  native, and water outsiders are each treated 
  as separate types for a fetish’s attunement), 
  plant, undead and vermin. Adding a trophy to 
  a fetish takes ten minutes of concentration. If 
  a fetish is lost, the death mage must construct 
  a new one, and re-attune it by taking new 
  trophies.
  Fetish Powers
  Death Focus (Su): All creatures your fetish is 
  attuned to suffer a –1 penalty to saving throws 
  against your death mage spells and abilities.
  Death Mask (Su): You can create a temporary 
  fetish by painting symbols on your face and 
  body. This takes one minute, and requires 
  pigments and stains the death mage can gather 
  at no cost. The temporary fetish lasts for one 
  hour per class level. During this time, you do 
  not have to hold your fetish to access its powers.
  Deadly Blow (Su): You deal an additional 
  1d6 points of damage with melee attacks made 
  against a target your fetish is attuned to.
  Healing Spirits (Su): As a move action you 
  may heal a target your fetish is attuned to, if 
  the target is within close range (25 feet + 5 ft./2 
  death mage levels). You heal the target for 2d6 
  points of damage. This healing increases to 3d6 
  for death mages of 8th level or higher, and to 
  4d6 for death mages of 16th level or higher. You 
  may use this power a number of times per day 
  equal to 3 + your Wisdom modifier.
  Instrument of Death (Su): You can turn a melee 
  weapon into a fetish (so you are automatically 
  holding your fetish whenever you are holding 
  your weapon).
  Imbue Fetish (Su): You can imbue a power 
  from your fetish on an ally. This is a full-round 
  action during which you must touch your ally 
  (leaving a simple death-themed mark, similar 
  to an arcane mark, that that remains in place 
  
  8
  for as long as the target is imbued). Select one 
  power from the following list: death focus, 
  deadly blow, rictus, shielding spirits, silence 
  of the grave, smell of fear, and warding spirits. 
  Your ally gains the benefit of that fetish power 
  for a duration of ten minutes per level of death 
  mage you possess. During this time you do not 
  have access to that power. You may only imbue 
  one ally with a fetish power at a time.
  Nightmare Spirits (Su): Once per day, you 
  may afflict a target attuned to your fetish with 
  nightmares. This functions as the nightmare 
  spell, but you are always considered to have 
  secondhand knowledge of the target, and a 
  connection at least as strong as a likeness or 
  picture.
  Rictus (Su): You gain a +4 bonus to all 
  Intimidate checks made against targets your 
  fetish is attuned to.
  Seeking Spirits (Sp): You may use your fetish 
  to locate targets it is attuned to. This functions 
  as the locate creature spell cast at your caster 
  level, but can only be used to locate creatures 
  your fetish is attuned to. You may use this 
  ability once per day for every five full death 
  mage levels you possess. A death mage must be 
  at least 9th level to select this power.
  Seeking Spirits, Greater (Sp): Once per day, 
  you may use your fetish as a powerful tool of 
  divination. This functions as the spell discern 
  location, but may only be used to locate creatures 
  your fetish is attuned to. A death mage must be 
  at least 15th level and the fetish must already 
  contain seeking spirits to select this power.
  Smell of Fear (Su): You gain the scent ability, 
  but can only use it to detect targets your fetish 
  is attuned to.
  Shielding 
  Spirits 
  (Sp): Against 
  any 
  divination or scrying efforts made  by 
  creatures your fetish is attuned to, you 
  are treated as if you had a permanent 
  nondetection spell. A death mage must be at 
  least 9th level to select this power.
  Silence of the Grave (Su): When the 
  situation allows you to attempt a Stealth 
  check, all opponents to which your fetish 
  is attuned suffer a –4 penalty to Perception 
  checks to notice you.
  Sympathetic Pain (Su): As a standard 
  action you may make a ranged touch attack 
  against a target your fetish is attuned to, if 
  the target is within close range (25 feet + 5 
  ft./2 death mage levels). To use this power 
  you must have your fetish in one hand, and 
  a melee weapon in the other, and hit the 
  fetish with the weapon (though the fetish 
  suffers no damage). On a successful ranged 
  touch attack, your target is shaken for one 
  round per 2 death mage levels. The target 
  may make a Fortitude save (DC 10 + ½ 
  your death mage level + your Intelligence 
  modifier) to halve the duration of this effect.
  Sympathetic Strike (Su): As a standard 
  action you may make a ranged touch attack 
  against a target your fetish is attuned to, if 
  the target is within close range (25 feet + 5 
  ft./2 death mage levels). To use this power 
  you must have your fetish in one hand, and 
  a melee weapon in the other, and hit the 
  fetish with the weapon (though the fetish 
  suffers no damage). On a successful ranged 
  touch attack, your attack deals 2d6 points of 
  damage, as though it came from a spell with 
  the force descriptor. This damage increases 
  to 3d6 for death mages of 8th level or higher, 
  and to 4d6 for death mages of 16th level or 
  higher. You may use this power a number 
  of times per day equal to 3 + your Wisdom 
  modifier.
  Warding Spirits (Su): You gain a luck 
  bonus to AC against attacks made by targets 
  your fetish is attuned to. This bonus is equal 
  to your Charisma modifier (to a maximum 
  of your death mage level). 
  Secrets of the Dead (Su): At 5th level, the 
  number of spirits talking to a death mage, 
  and the secrets they constantly whisper 
  to her, takes a major upswing. As a result, 
  the death mage may add her class level to 
  any Knowledge check regarding a dead or 
  undead person or creature, necromancy, 
  places 
  where 
  people 
  are 
  buried, 
  or 
  ceremonies regarding the dead.
  Wisdom of the Grave (Sp): At 10th level, 
  as a standard action, the death mage may 
  ask a single question of any creature that 
  has been dead for no more than one round. 
  This functions like a speak with dead spell, 
  though the death mage is allowed only a 
  single question.
  Deathly Abeyance (Su): At 15th level, 
  you can hold the spirits of death at bay, 
  preventing yourself or an ally from dying. 
  Once per day, as an immediate reaction, 
  you can grant a creature within 30 feet that 
  has just died a second chance at life. If the 
  target has died as a result of hit point loss, 
  you grant the target a number of temporary 
  hit points equal to your class level plus 
  your Charisma score. If the temporary hit 
  points are enough to prevent the target 
  
  9
  from being at a negative value greater than 
  its Constitution, the target does not die. The 
  temporary hit points last for 1 minute per 
  death mage level, so to remain among the 
  living your target must seek healing before 
  this time runs up.
  If the target died as a result of a failed 
  saving throw, you grant the target an 
  immediate second saving throw. If the die 
  roll of the second saving throw is a 1-10, the 
  target adds +10 to the die roll (resulting in a 
  die roll that musty fall between 11-20). If the 
  second save succeeds, the target does not 
  die, though it suffers any other consequence 
  of the effect. If the second save fails, the 
  target still dies.
  If the target died as a result of neither 
  hit point loss or a failed saving throw, the 
  target remains alive for one round per your 
  class level, then dies.
  Final Guide (Sp): At 20th level, a death 
  mage can actually guide the spirit of a 
  slain creature back to its body once a day, 
  restoring the creature to life. This is only 
  possible if the spirit is nearby, and thus 
  this power must be used within a number 
  of rounds equal to your class level since 
  the creature’s death. This functions like the 
  resurrection spell except there is no material 
  component, and the casting time is 1 full 
  round. Once a creature has been restored 
  to life by a death mage’s guide ability, that 
  creature cannot benefit from that ability 
  again (from any death mage) until is gains 
  an additional class level or hit die.
  Obscuring Mist: Fog surrounds you.
  Ray of Enfeeblement: Ray causes 1d6 Str 
  penalty + 1 per 2 levels.
  Remove Fear: Suppresses fear or gives +4 on 
  saves against fear for one subject + one per four 
  levels.
  Spectral Eye*: Create a magic sensor that 
  allows you to alter your point of view.
  2nd-LeveL death Mage SpeLLS
  Command Undead: Undead creature obeys 
  your commands.
  Dance Macabre II*: Summons breathless 
  creature to fight for you.
  Death Knell: Kills dying creature; you gain 
  1d8 temporary hit points, +2 to Strength, and +1 
  caster level.
  False Life: Gain 1d10 temporary hp + 1/level 
  (max +10).
  Fog Cloud: Fog obscures vision.
  Gentle Repose: Preserves one corpse.
  Ghoul Touch: Paralyzes one subject, which 
  exudes stench that makes those nearby sickened.
  Inflict Moderate Wounds: Touch attack 
  deals 2d8 damage +1/level (max +10).
  Remove Paralysis: Frees creatures from 
  paralysis or slow effects.
  Scare: Frightens creatures of less than 6 HD.
  Spectral 
  Hand: 
  Creates 
  disembodied 
  glowing hand to deliver touch attacks.
  3rd-LeveL death Mage SpeLLS
  Animate Dead: Creates undead skeletons 
  and zombies out of corpses.
  Anti-Undead 
  Shell*: 
  Keeps 
  undead 
  creatures at bay.
  Dance Macabre III*: Summons breathless 
  creature to fight for you.
  sPell list
  Spells marked with an asterisk (*) are detailed in 
  the New Spells section below.
  0-LeveL death Mage SpeLLS
  Bleed: Cause a stabilized creature to 
  resume dying.
  Detect Magic: Detects spells and and 
  magic items with 60 ft.
  Detect Poison: Detects poison in one 
  creature or object.
  Disrupt Undead: Deals 1d6 damage to 
  one undead.
  Guidance: +1 on one attack roll, saving 
  throw or skill check.
  Read Magic: Read scrolls and spellbooks.
  Touch of Fatigue: Touch attack fatigues 
  target.
  Stabilize: Cause a dying creature to 
  stabilize.
  Virtue: Subject gains 1 temporary hp.
  1St-LeveL death Mage SpeLLS
  Cause Fear: One creature of 5 HD or less 
  flees for 1d4 rounds.
  Chill Touch: One touch/level deals 1d6 
  damage and possibly 1 Str damage.
  Dance Macabre I*: Summons breathless 
  creature to fight for you.
  Deathly Pall*: Gain cold resistance 5, +2 
  Strength, 1d6 temporary hit points.
  Deathwatch: reveals how near death 
  subjects within 30 feet are.
  Grave Shield*: Gain bonuses to saves 
  against effects undead are immune to.
  Inflict Light Wounds: Touch attack 
  deals 1d8 damage +1/level (max +5).
  
  10
  Deeper Darkness: Object sheds supernatural 
  shadow in 60-ft. radius.
  Halt Undead: Immobilizes undead for 1 
  round/level.
  Inflict Serious Wounds: Touch attack deals 
  3d8 damage +1/level (max +15).
  Ray of Exhaustion: Ray makes subject 
  exhausted.
  Shadow Conjuration, Lesser*: Mimics 
  conjurations below 3rd level, but only 10% real.
  Speak with Dead: Corpse answers one 
  question/two levels.
  Vampiric Touch: Touch deals 1d6 damage 
  per two levels; caster gains damage as temporary 
  hp
  4th-LeveL death Mage SpeLLS
  Bestow Curse: –6 to an ability score; –4 on 
  attack rolls, saves, and checks; or 50% chance of 
  losing each action.
  Contagion: Infects subject with chosen 
  disease.
  Dance Macabre IV*: Summons breathless 
  creature to fight for you.
  Death Ward: Grants bonuses against death 
  spells and negative energy.
  Enervation: Subject gains 1d4 negative 
  levels.
  False Vigor*: Grant a target 2d10 temporary 
  hit points +1/level (max +15).
  Inflict Critical Wounds: Touch attack deals 
  4d8 damage +1/level (max +20).
  Inflict Light Wounds, Mass: Deals 1d8 
  damage +1/level, affects 1 creature/level.
  Fear: Subjects within cone flee for 1 round/
  level.
  Shadow Conjuration: Mimics conjurations 
  below 4th level, but only 20% real.
  5th-LeveL death Mage SpeLLS
  Blight: Withers one plant or deals 1d6/
  level damage to plant creature.
  Dance Macabre V*: Summons breathless 
  creature to fight for you.
  False 
  Life, 
  Greater*: 
  Gain 
  3d10 
  temporary hit points +1/level (max +20).
  Inflict Moderate Wounds, Mass: Deals 
  2d8 damage +1/level, affects 1 creature/level.
  Insect Plague: Wasp swarms attack 
  creatures.
  Magic Jar: Enables possession of another 
  creature.
  Shadow Evocation: Mimics evocations 
  below 5th level, but only 20% real.
  Slay Living: Touch attack deals 12d6 
  damage +1 per level.
  Symbol of Pain: Triggered rune wracks 
  creatures with pain.
  Waves of Fatigue: Several targets 
  become fatigued.
  6th-LeveL death Mage SpeLLS
  Circle of Death: Kills 1d4/level HD of 
  creatures.
  Create Undead: Raises ghouls, ghasts, 
  mummies, or mohrgs from physical remains.
  Dance 
  Macabre 
  VI*: 
  Summons 
  breathless creature to fight for you.
  Eyebite: 
  Target 
  becomes 
  panicked, 
  sickened, and comatose.
  Harm: Deals 10 points/level damage to 
  target.
  Inflict Serious Wounds, Mass: Deals 3d8 
  damage +1/level, affects 1 creature/level.
  Shadow 
  Conjuration, 
  Improved*: 
  Mimics conjurations below 6th level, but 
  only 50% real.
  Shadow Walk: Step into shadow to 
  travel swiftly.
  Symbol of Fear: Triggered rune panics 
  nearby creatures.
  Undeath to Death: Destroys 1d4/level 
  HD of undead (max. 20d4).
  7th-LeveL death Mage SpeLLS 
  Control Undead: Undead don’t attack 
  you while under your command.
  Dance 
  Macabre 
  VII*: 
  Summons 
  breathless creature to fight for you.
  Destruction: Kills subject and destroys 
  remains.
  Finger of Death: Deals 10 damage/level 
  to one subject.
  Inflict Critical Wounds, Mass: Deals 4d8 
  damage +1/level, affects 1 creature/level.
  Power Word, Blind: Blinds creature 
  with 200 hp or fewer.
  Shadow Conjuration, Greater:  As 
  shadow conjuration, but up to 6th level and 
  60% real.
  Symbol of Weakness: Triggered rune 
  weakens creatures.
  Waves of Exhaustion: Several targets 
  become exhausted.
  8th-LeveL death Mage SpeLLS 
  Clone: Duplicate awakens when original 
  dies.
  Dance 
  Macabre 
  VIII*: 
  Summons 
  breathless creature to fight for you.
  Create 
  Greater 
  Undead: 
  Creates 
  shadows, wraiths, spectres, or devourers.
  False Vigor, Mass*: Grant targets 3d10 
  temporary hit points, +1/level (max +25)
  Horrid Wilting: Deals 1d6/level damage 
  within 30 ft.
  
  11
  Inflict Grievous Wounds, Mass*: Deals 
  5d8 damage +1/level, affects 1 creature/level.
  Shadow Evocation, Greater: As shadow 
  evocation, but up to 7th level and 70% real.
  Symbol of Death: Triggered rune kills 
  nearby creatures.
  9th-LeveL death Mage SpeLLS 
  Astral Projection: Projects you and 
  companions onto Astral Plane.
  Dance 
  Macabre 
  IX*: 
  Summons 
  breathless creature to fight for you.
  Energy Drain: Subject gains 2d4 negative 
  levels.
  Harm, Mass*: As harm, but affects 1 
  subject/level.
  Shades: As shadow conjuration, but up to 
  8th level and 80% real.
  Soul Bind: Traps newly dead soul to 
  prevent resurrection.
  Wail of the Banshee: Deals 10 damage/
  level to 1 creature/level.
  adding new SpeLLS to the 
  death Mage’S LiSt
  When playing in a group that uses an 
  expanded source of spells, new spellcasting 
  classes are often at a disadvantage. While 
  any supplement that includes additional 
  spells will assign them to classes listed in the 
  Pathfinder Roleplayign Game Core Rulebook, 
  classes from other sources rarely receive 
  that level of support.
  As a result, we provide a few simple 
  guideliens, to assist GMs in adding spells 
  from new sources to the death mage’s spell 
  list.
  Any spell from the Necromancy school 
  is a good bet for a death mage, even if it’s 
  not a sorcerer/wizard spell. Similarly, 
  spells from domains of gods of burial, 
  death, undead, repose, or similar themes 
  are excellent choices, even though they 
  are divine. Similarly, spells dealing with 
  shadow, the undead, and fear are likely 
  candidates for the death mage. Spells with 
  weaker connections to the dead, graveyards, 
  and similar themes may be allowed (such 
  as spells focusing on fog, burial, dirges, 
  mourners, and superstition), but should be 
  treated as one spell level higher. The power 
  of a death mage to restore or bring back the 
  dead, abilities normally beyond the purview 
  of any arcane spell short of some form of 
  wish, is so limited that we advise against 
  adding any such spells from new source’s 
  to the class’ spell list.
  Beware jumps in power from giving a 
  death mage a spell from a class that gets 
  spells at later levels. If you grant a death 
  mage a bard spell of 3rd level or higher, 
  you’ll likely want to increase the spell level 
  by +1. If giving a death mage a paladin or 
  ranger spell, increase the level of a 1st or 2nd 
  level spell by +1, and a 3rd or 4th level spell 
  +2. These general guidelines can also be 
  used when adding spells from class that 
  have a spellcasting progression similar to 
  bards, paladins, or rangers.
  
  12
  New sPells
  anti-Undead SheLL
  School: abjuration; Level: death mage 3
  Casting Time: 1 round
  Components: V, S
  Range: Medium (100 ft. + 10 ft./level)
  Area: 10-ft.-radius emanation centered on you
  Duration: 1 min./level
  Saving Throw: Will negates (see text); Spell 
  Resistance: Yes
  You bring into being a mobile, hemispherical 
  energy field that prevents the entrance of most 
  types of undead. Mindless undead (those with 
  no Intelligence score) are automatically affected 
  by this spell. Other undead receive a Will save 
  when they first come into contact with an anti-
  undead shell. On a failed save they are unable 
  to enter the shell for its duration, on a successful 
  save they ignore the spell.
  This spell may only be used defensively, 
  not aggressively. Forcing an abjuration barrier 
  against creatures that spell keeps at bay 
  collapses the barrier.
  dance Macabre i – iX
  School: conjuration (summoning); Level: death 
  mage 1–9
  These spells function as summon nature’s 
  ally spells of the same level except they can 
  only summon animals, magical beasts, and 
  humanoids. All creatures summoned are of the 
  unbreathing subtype. An animal summoned 
  with this spell is treated as a magical beast, 
  though no changes to its statistics are made other 
  than those specific by the unbreathing subtype. 
  (For more information on the unbreathing 
  subtype, see below.)
  deathLy paLL
  School: abjuration; Level: death mage 1
  Casting Time: 1 standard action
  Components: V, S
  Range: personal
  Target: you
  Duration: 1 min./level
  You call upon the immunities of the 
  already dead to grant yourself some of their 
  resilience. You gain cold resistance 5, a +2 
  enhancement bonus to your Strength, and 
  1d6 temporary hit points, +1 per 2 caster 
  levels (maximum +5). Your skin becomes 
  pale and your eyes turn dark, giving you a 
  +5 bonus to disguise checks to appear to be 
  dead or undead.
  FaLSe LiFe, greater
  School: necromancy; Level: death mage 5
  This spell functions like false life, except 
  the temporary hit points gains are equal to 
  3d10 +1/level (maximum +20).
  FaLSe vigor
  School: necromancy; Level: death mage 4
  Casting Time: 1 standard action
  Components: V, S, M (a drop of blood)
  Range: touch
  Target: creature touched
  Duration: 1 hour/level or until discharged, 
  see text
  Saving Throw: Will negates (harmless); 
  Spell Resistance: Yes (harmless)
  You harness the powers of unlife to grant 
  the target a limited ability to avoid death. 
  While the spell is in effect, the target gains 
  temporary hit points equal to 2d10 +1 per 
  caster level (maximum +15).
  FaLSe vigor, MaSS
  School: necromancy; Level: death mage 8
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One or more creatures, no two of 
  which can be more than 30 ft. apart.
  This spell functions like false vigor, 
  except as noted above. It grants temporary 
  hit points equal to 3d10 +1 per caster level 
  (maximum +25).
  grave ShieLd
  School: abjuration; Level: death mage 1
  Casting Time: 1 standard action
  Components: V,S
  Range: personal
  Target: you
  Duration: 1 hour/level
  You call your personal spirits to form a 
  barrier to protect you in the mortal world. 
  This creates a flickering disk of swirling grey 
  forms, which moves to intercept any threat 
  to you. While this has no effect on hit point 
  damage, the grave shield does weaken many 
  effects the dead and undead are immune 
  to. You gain a +1 luck bonus to all saving 
  throws against mind-affecting effects, death 
  effects, disease, paralysis, poison, sleep 
  effects, stunning effects, energy drains, and 
  exhaustion and fatigue effects. This bonus 
  increases every 5 caster levels, to +2 at 5th 
  level, +3 at at 10th level, to a maximum of +5 
  at 20th level.
  
  13
  harM, MaSS
  School: necromancy; Level: death mage 9
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One or more creatures, no two of 
  which can be more than 30 ft. apart.
  This spell functions like harm, except 
  as noted above. The maximum number of 
  points of damage dealt to each creature is 
  250.
  inFLict grievoUS woUndS, MaSS
  School: necromancy; Level: death mage 8
  This spell functions like mass inflict light 
  wounds, except that it deals 5d8 points of 
  damage +1 per caster level (maximum +40).
  Shadow conjUration, iMproved
  School: illusion (shadow); Level: death mage 
  6
  This 
  spell 
  functions 
  like 
  shadow 
  conjuration, except that it duplicates any 
  sorcerer of wizard conjuration (summoning) 
  or conjuration (creation) spell of 5th level or 
  lower. The illusory conjuration created deals 
  half (50%) damage to nonbelievers, and 
  nondamaging effects are 50% likely to work 
  against nonbelievers.
  Shadow conjUration, LeSSer
  School: illusion (shadow); Level: death mage 
  3
  This 
  spell 
  functions 
  like 
  shadow 
  conjuration, except that it duplicates any 
  sorcerer of wizard conjuration (summoning) 
  or conjuration (creation) spell of 3rd level or 
  lower. The illusory conjuration created deals 
  one-tenths (10%) damage to nonbelievers, 
  and nondamaging effects are 10% likely to 
  work against nonbelievers.
  uNbreathiNg
  Unbreathing is a subtype that can be 
  applied to magic beasts and humanoids. 
  Unbreathing creatures are alive, but share 
  the appearance of and some traits with 
  undead creatures. Unbreathing creatures 
  have strong connections to the powers of 
  death, just as creatures with the cold or 
  fire subtype are connected to those forces. 
  Unbreathing are not undead, however, 
  and must eat, sleep and even (occasionally) 
  breathe. Most unbreathing creatures look 
  like zombie or ghoul versions of their 
  normal cousins, though a rare few have 
  transparent hide and flesh, making them 
  look like animate skeletons.
  • Unbreathing creatures can choose to 
  not breathe for a duration of one minute 
  per point of Constitution score. After this 
  duration, they use normal drowning/
  suffication rules.
  • Spells and effects that affect or damage 
  undead also affect or damage unbreathing 
  creatures. Spells or effects that specify 
  they do not affect undead do not affect 
  unbreathing creatures.
  • Unbreathing creatures cannot have the 
  fire subtype. They gain resistence to cold 
  equal to one point per level or hit die.
  • Unbreathing creatures are resistant to 
  healing magic. They receive only half the hp 
  of healing granted by any magic source of 
  healing.
  usiNg Death 
  Mages iN Your 
  CaMPaigN
  Death mages are designed to fill the role of 
  dabblers in dark arts, without creating a class 
  that is exclusively useful for evil characters. 
  The term “death mage” can be considered 
  generic, and specific cultures may refer to them 
  as bokor, houngan, obeah, skull men, spirit-
  talkers, or necrothurges. Death mages may be 
  more common among a particular nation or 
  race, and makes an excellent cultural option 
  for groups with less of a Western European feel 
  than paladins and rangers. 
  While the core assumption is that death 
  mages are rare and self-taught, this is not the 
  only way to run them. Death mages could be 
  taught with a strong master-to-apprentice 
  tradition, with older death mages recognizing 
  the talent to speak to spirits in young members 
  of the community, and removing them to 
  become apprentice death mages. This makes 
  them less hated by most communities, but 
  likely no less feared.
  Not all death mages may be treated equally. 
  Those working to become reaper mages may 
  be seen as a necessary, if unpleasant, part of 
  society, while shadow mages and tomb mages 
  are treated with suspicion at best. In this set-
  up corpse mages and ghoul mages are seen as 
  practitioners of forbidden secrets and always 
  hunted as villains. Indeed, one of the main 
  duties of reaper mages may be to hunt down 
  and destroy their dark brethren, for the good 
  of both their own traditions and life as a whole.
  
  14
  briNg a geNius to the  
  table!
  CreDits
  Designer:
  Owen K.C. Stephens
  Editor:
  Stan!
  Cover Art:
  Joseph J. Calkins and Cerebus Illustrations
  Interior Art:
  Stan!, Joseph J. Calkins 
  and Cerebus Illustrations 
  Graphic Design and Typesetting:
  R. Hyrum Savage
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2010 Owen K.C. Stephens
  Used with permission.
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  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards 
  of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the 
  Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
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  The Genius Guide To: The Death Mage. Copyright 2010, Super Genius Games. Author: Owen 
  K.C. Stephens
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Classes/The Genius Guide to The Death Mage.pdf