1. Necromancy is a blight
Necromantic power is antithetical to normal mana, and the more necromancy that is done the more the magical environment is damaged. I'm not talking about 50 years of climate alarmism, I'm talking about Dark Suns and necromancers causing magic nodes to fester and boil out of the earth like lesions, and magic flows turning into poison and the magical equivalent of bile and blood.
2. Necromancy draws on the power of the Neverborn, and hastens their rise
The Neverborn are powerful astral entities that predate and are greater than any terrestrial god or goddess. Their power is unimaginable and they embody things like entropy, decay, and death. They are not alive, cannot die, and in the Lovecraftian heritage, they lie in deathless slumber. Necromancy draws on their power, and the more that power is used, the more the Neverborn come to waking. When something that predates existence grumbles in its sleep, worlds die.
3. Necromancy is tied to Apocalypse Energy
There is an Apocalypse Threshold, and flagrant use of high level magic, unleashing godlike monsters, and the like moves the world closer to the threshold. The most dangerous power for moving the world towards this dread boundary is necromancy. Every corpse animated, every skeleton turned into an archer, every ghost conjured as a death bolt spells moves the world closer and closer to Ultimate Midnight. When this boundary is crossed, all the rules of magic change, monster spawns skyrocket, and uneathly and horrific powers multiply. Civilizations die in horror and fire ala Earthdawn.
4. Necromancy is inherently and inescapably evil
There is literally no way to spin necromancy as neutral, let alone good.
5. The Undead are Conversion Tools
The simple presence of the undead changes the environment. They radiate a necrogenic aura and the more of them there are, and the longer they stay in one place the more that place is turned. Deadlands, corpse bogs, Ghosthills, each place finds the barrier between itself and the land of the dead weakens. After a few years of undead occupation, ghosts walk freely, corpses rise on their own, and suddenly Ravenloft seems friendly, and the Walking Dead is pretty nice and chill. Reversing the damage is as difficult as cleaning up a nuclear accident.
6.
7.
Not Registered Yet? No problem.
Do you want Strolenati super powers? Registering. That's how you get super powers! These are just a couple powers you receive with more to come as you participate.
- Upvote and give XP to encourage useful comments.
- Work on submissions in private or flag them for assistance.
- Earn XP and gain levels that give you more site abilities (super powers).
- You should register. All your friends are doing it!
? Responses (1)

6-Necromancy directly harms everyone else who is nearby.
Necromancy takes its strength from the life forces of any nearby people except the necromancer. If it is a relatively weak spell, it takes years off their lives. If it is a strong spell, like those that can raise large numbers of undead, it kills them, and then places their bodies under the command of the necromancer.
7) Dungeon Cores Hate Necromancy
Dungeon Cores, be they the immensely powerful ones in places like the Terraquestone and Livingstone dungeons, or the small ones that have not had time to fully grow, hate and fear necromancy like we hate and fear dangerous diseases. To the point where they send out monsters to kill the necromancer, and sometimes these monsters deal death and destruction to innocent people nearby. To avoid the dungeon’s wrath, the countries that these dungeons are based in strictly ban necromancy.