Having mastered the basic techniques in this field of magic, you are able to cast more advanced spells. If you create any Elder Sorcery spells of your own, they get added to this list. However, just because you "know" how to cast these spells, doesn't mean you are always prepared to. Although all mage classes grant their own Elder Sorcery and rotator spells, you may only have a maximum of MR - 1 of these spells rotated into your spell list at any given time across all classes. MR refers to the number of ranks you have in mage classes. During a long rest, you can "rotate" which spells you have prepared. The rotator spells automatically available to you are Crown of Fear, Death Caster, Ethereal Shift, Spirit Bury, and Undead Reanimation.
A small circle of glowing purple mist circles above your head. You gain Fear Touch and Fear Aura.
End condition: At the end of each of the target's turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On critical hit: The target automatically fails the first 2d4 roll. On hit: Target is frightened. Heightened: For each additional MP spent, deal an additional 1d4 magic terror damage as well.
End condition: At the end of each of the target's turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On fail: Target is frightened. Heightened: For each additional MP spent, deal an additional 1d4 magic terror damage as well.
You gain Death Rattle and Augment Undead.
You execute one single action ability you have.
Target gains 1 common undead ability of your choice.
| 1 | Martial Arts |
| 2 | Ethereal Shift |
| 3 | Gliding |
| 4 | Zombify |
| 5 | Animate Dead |
| 6 | Fear Touch |
| 7 | Vicious Bite |
| 8 | Gifted Flying |
| 9 | Reflexes |
| 10 | Death Rattle |
| 11 | Vitals Protection |
| 12 | Gifted Missile Weapon Resistance |
| 13 | Improved Strength |
| 14 | Endure |
| 15 | Shock Touch |
| 16 | Gifted Spirit Bury |
| 17 | Devour |
| 18 | Maul |
| 19 | Fear Aura |
| 20 | Temporary Charm |
End condition: Target is no longer undead.
You go Ethereal or manifest back into the Material Realm.
On hit: Target cannot become wisping. Heightened: For each additional MP spent, the duration of this effect increases by 1 hour. The overall duration is rounded to the nearest hour. If proficient: This effect lasts 10 minutes instead of 1.
You gain Zombify and Animate Dead.
On hit: Target is reanimated as a zombie. It is not under your command, but is hostile to everyone other than you that is not another zombie. The zombie keeps the SIZE it had before, but loses all other traits and abilities. If the target was already some kind of zombie, then it is reanimated as that type. Heightened: For each additional MP spent, the duration of this effect increases by 1 hour. The overall duration is rounded to the nearest hour. If proficient: Zombify is warded. If fluent: The base duration of this effect is 1 hour and the zombie is a minion under your command.
Target is alive (but still undead) at 1 HP, although its maximum HP is halved (minimum of 1) until it completes a short rest. This does not count as a revival effect.
If proficient: Target has all HP restored, but its maximum HP is still halved. This does not count as a healing effect. If fluent: Target's HP is no longer halved.
If proficient: You may instead prepare 2 × (MR - 1) of these spells. If fluent: You may instead prepare 2 × (MR - 1) + P of these spells.