Journeyman Tokens

Second Year
Although you aren't given Journeyman tokens in your second year, you may spend your future journeyman token in second year. The application for this will require more character justification than spending the token in third year. Special Magics Early Access Somniumpartum Early Access

Third Year
Journeyman Item Journeyman Story Apscidomancy Elemental Magic Pet XXX Special NPC

Fourth Year
Blade Magic Physical Empowerment Spellcrafting

Fifth Year
Apparition (Early) Elemental Magic+ (Second Element) Nonverbal (Early) Learned Occlumency Learned Sight

Sixth Year
Animagus (Legal) Item Creation - Moderate Exotic Language - Parseltongue

Seventh Year
Wand Affinity (Grad)

Dark Reanimation
Bringing the dead truly back to life may be impossible, but that hasn't stopped a number of particularly unscrupulous dark wix from attempting some level of imitation. The result of their efforts is the branch of magic known formally as Dark Reanimation, but referred to by many as 'necromancy.' Dark Reanimation magic is complex, obscure, and entirely despised by both the broader magical community, and even many willing to dabble in 'lesser' Dark Arts. The term covers a variety of spells, from merely alterering the properties of dead flesh to the creation of Inferi, and it is for the latter that this magic has become most infamous.

Purchasing Dark Reanimation unlocks a suite of four spells - Servo Carnem, Fortifico Carnem, Excavo Carcosium, and Excavo Inferium - which unlock over several years, and represent the complicated process required to create an Inferi. While simply dabbling in the field can be enough to grant some limited influence over Inferi, mastery grants a necromancer the ability to increase the resilience, longevity, and intelligence of their creations - and even bring back magical creatures, for further token costs.