I've been brainstorming a few ideas for a lore-friendly and balanced necromancy skill tree. this is what I've come up with. It seems the only way to do this and allow all classes to become necromancers including vampires and werewolves is as a guild tree.
-Becoming a necromancer-
After completing the fighter's guild or Mage's guild questline a messenger from the guild you completed first will approach you claiming there is a powerful necromancer attempting to raise an undead army to rival the alliances and it is your duty to stop them. After a challening quest you are given the option to either slay the necromancer or join him and learn the art of necromancy.
*If you choose to become a necromancer you will be permanently marked as such by the fighter's and mage's guilds and will never again be able to rejoin them. If you decide to kill the necromancer, you will gain a significant amount of mage's and fighter's guild XP but will have destroyed your only chance at learning the art of necromancy
-drawbacks-
After becoming a necromancer, you will be removed from the fighter's and mage's guilds and your skillpoints spent in those trees will be refunded. Necromancy is also frowned upon by the major alliances and your undead minions will be killed on sight by guards upon entering major cities (they may attack you as well if you have minions out if a crime system is implemented) excluding player-owned holds. Fighter's guild attacks won't have greater effect on you but they will on your minions.
-skills-
-active-
Reanimate Corpse - reanimates a nearby dead body to fight for you that performs basic light and heavy attacks. lasts until killed but cannot be healed by normal means. each minion reserves 5% of your max health while reanimated. Minions turn to dust when they die
Revenant (morph of reanimate corpse) - reanimates a nearby dead body to fight for you that performs basic light and heavy attacks. Attacks made by this minion heal itself and its master for 25% of the damage done. lasts until killed but cannot be healed by normal means. this minion deals 15% increased damage. each minion reserves 10% of your max health while reanimated. Minions turn to dust when they die
Necrotic Bomb (morph of reanimate corpse) - reanimates a nearby dead body to fight for you that performs basic light and heavy attacks. lasts until killed but cannot be healed by normal means. this minion deals 15% increased damage. each minion reserves 5% of your max health while reanimated. When this minion is killed it deals disease damage to nearby enemies. Minions turn to dust when they die
Corruption - deals disease damage over time and decreases healing received by 10%.
Plague (morph of Corruption) - deals disease damage over time and decreases healing received by 10%. If target is killed while plague is active, it spreads to nearby enemies.
Grim Corruption (morph of Corruption) - deals disease damage over time. target is immune to healing for the duration.
-Ultimate-
Ritual of the lich - Your basic light and heavy attacks will deal additional disease damage (based on max magicka) but consume ultimate. lasts until toggled or you run out of ult.
Commander of the Dead (morph of Ritual of the Lich) - Your basic light and heavy attacks will deal additional disease damage (based on max magicka) but consume ultimate. lasts until toggled or you run out of ult. minions have additional armor and spell resistance and deal additional disease damage while toggled.
Dark Priest - (morph of Ritual of the Lich) - Your basic light and heavy attacks will deal additional disease damage (based on max magicka) but consume ultimate. lasts until toggled or you run out of ult. Heavy attacks heal nearby minions for 20/40/60/80% of the additional disease damage done.
-passive-
Corrupted blood - increases disease damage done by 3/5%
Army of the Damned - increases max minion count to 2/3/4/5 but decreases individual minion's base damage by 15/20/25/30%
Please let me know what you think