Taken from a forum post by GM Zeyurn.
The uninitiated have always tried to understand the deep secrets of the
Necromancers, but have rarely ever brushed past the surface. Even the
nature of the spellbooks the Necromancers use have been shrouded in
mystery, with information frequently found lacking or entirely wrong.
However, some facts have breached the veils of secrecy, and a general
knowledge of each book has been acquired.
Though its name is innocuous enough, Animation is the art of granting
artificial (or false, depending on who you ask) life to that which is
dead, and imbuing it with power. The spells Necromancers cast to raise
the dead as their minions as well as grant them power belong in the
Animation field. Regardless of how it is used, the gods view the
creation of life as their territory, and Forsake those who tread
here too heavily.
Note: Spells in this spellbook should cause Divine Outrage.
The first of the Necromancies to be discovered were Blood Magic, and
they are often the simplest. The magic of blood is physical in nature,
and beyond dealing with its namesake, it also involves spells that affect
the body of the recipient. No known Blood Magic has ever been found to be
beneficial in nature, despite efforts by many Philosophers as well as the
Redeemed. Blood Magic can only be used to kill or injure, or create things
that assist in killing or injuring. Almost all spells from the Blood Magic
book have red coloration, and while most believe them to be disgusting
or profane, the gods themselves generally do not. Blood magic is flashy
or 'loud' in fashion, never using a subtle effect when an obvious one
could fit.
Note: Spells in this spellbook should not cause Divine Outrage.
In contrast to Blood Magic, Corruption magic is about subtle changes.
Though Corruption spells may indeed have obvious visible effects at times,
the havok they wreak is of a nuanced sort. Through intense study,
Necromancers have found that Corruption need not always be detrimental,
that they can invoke corruptive effects on themselves that aid them in
their work. Often the misconception is that Corruption magic must work
against the mind, whereas Blood Magic must instead attack the body, but
those fools later find out to their great dismay that this need not be the
case. Corruption magic has proven adept at the creation of diseases or
pathogens. While the cities and governments still abhor the use of
Corruption magic, some of it is difficult to detect and none of it is
frowned upon in any active way by the divinities themselves.
Note: Spells in this spellbook should not cause Divine Outrage.
All forms of mana share the ability to conjure energy and matter,
something that the Necromancers are not above exploiting. Synthetic
Creation focuses on the creation of inanimate and unnatural forces and
material. Stories tell of Necromancers flaying the skin off their victims
with a glance, or conjuring flesh-eating acid to wash a prized skeleton
clean of its mortal detritus.
Synthetic Creation sees special attention at the hands of the
Philosophers. While their scientific studies progressed, false starts or
simple expediency led them to create magic that was either useless for
the Great Work, but still useful to them personally, or magic that aided
their experiments.
While still frowned on by society, these necromancies do not directly
incur divine wrath.
Note: Spells in this spellbook should not cause Divine Outrage.
Usually shortened to spells of Transcendence by those who are familiar
with the Art, Transcendence contains both the goals of the Great Work
of the Philosophers as well as the lure to power for the Perverse.
Spells that fall into this category are those that make the Necromancer
something more (or less, depending on who you ask) than human (or Elven,
S'Kra, or whatever race the Necromancer happens to be). The spells in
this field involve personal mutations that are of aid to the Necromancer
and strike terror into those that behold him or her, or preternatural
abilities that surpass mere mortality, but also draw forth the potential
of the mighty wrath of the Divine.
Note: Spells in this spellbook should cause Divine Outrage.