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.

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