The soul of any mortal creature is brimming with magical energy, and none use that energy more horrifyingly than those who follow the path of the Soulmancer. The energy that comes from the soul of a deceased creature can also be used for manacasting.

Not to be confused with Necromancers, Soulmancers collect the souls of the dead and recycle their energy and repurpose it.

Step 1: Attributes
Roll attributes as normal but raise INT to 15, or if already over 15 add +1. Hit points = CON +4, +4 per level.
Step 2: Skills
Choose skills in the normal manner but also gain the following free ones;
Knowledge Artifacts
Knowledge Astral
Knowledge Geomancy
Knowledge Magic
Knowledge Undead
Science Biology
Step 3: Abilities
Soulmancers gain all the following free;

Spellcast - The first sphere the mancer learns from is free, each subsequent sphere costs 5 points. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 4 spells +4 per level. The spells can come from any sphere of magic and in any combination (except Divine). This is one of the few mages who can learn nearly any spell. Mancers can tap into the world’s natural mana at a rate of INT + WIS x4. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 1, 4, 7, 10, 13, 16 and 19. +1 Sanity save at levels 1, 3, 6, 9, 12, 15 and 18. +1 Willpower save at levels 2, 5, 8, 11, 14, 17 and 20. +1 Spell Bonus at levels 7, 11, 15 and 19. Pick 1 extra spell at levels 3, 7, 10, 13, 17 and 19.

Additionally Soulmancers start with 30 Points to spend on any of the following abilities. As they earn more experience they may buy or rebuy more abilities.

Ability Cost Notes
Astralwalk 5 The ability to shift one's soul into the astral plane. The character's spirit is intangible and invisible while in this plane but he can see and hear others. He can instantly appear at a known location or fly to an unknown one at 2.997925 x108 metres per second. He can remain in the astral plane for 1 minute per WIS, +1 minute per level. While in this form he can still use all his abilities and cast any of his spells.
Bind Soul 5 The mancer can bind the soul of a newly-dead creature, entrapping it in an object. He can only place one soul in each item. If he wants to entrap a new soul in the same object, he must first release the soul, if any, that is already imprisoned within as a standard action, and then imprison the new one. If the item is destroyed, any soul within is freed. He can do this once per week per WIS. The victim must have been dead for no more than one minute per WIS.
Disturb Soul 5 The mancer can split a victim's soul into immeasurable pieces, filling their mind with a multitude of fragmented voices and sounds that reduce them to near-insanity. The victim will develop up to one multiple personality per 5 WIS of the mancer unless they spell save.
Enhance Mana 5 Whenever the character kills someone he can drain all their mana and add it to his own until such time as he uses it. He must be touching the victim as they die to do this.
HP Bonus 10 CON +6 HP instead of 4, +6 per level.
Purify or Taint Soul 5 If the character chooses the purify ability he can immediately remove any evil stains on a soul and change their alignment to lawful, neutral or chaotic good. It also removes any curses placed on the character. If he instead chooses the taint ability then bring out a person's darker side making their alignment lawful, neutral or chaotic evil.
Sanity Bonus 5 +1 Sanity save at levels 2, 5, 9, 11, 13 and 17.
Save Bonus 5 This is the cost for each additional +1 added to the character's spell save.
Soul Sense 5 Soulmancers can see the souls of all living things. They can tell the power level, state of health, current emotional state, amount of mana, etc of whatever they look at. They can also see all spirits and communicate with them.
True Sight 5 Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic.
Step 4: Careers
Possible related careers include; Librarian, Antique seller, Archaeologist, Museum representative, Historian, Stage Magician and Academic Researcher (specialising for instance in Demonology, etc).

 

 

Modern Classes