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DUNGEON MASTER® Guide 2 nd Edition Rules Supplement The Complete Book of Necromancers By Steve Kurtz Sample file

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DUNGEON MASTER® Guide 2 n d Edition Rules Supplement

The Complete Bookof Necromancers

By Steve Kurtz

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Table of Contents

Introduction 5How to Use This Book 5Necromancy and the PC 6What You Will Need 7Chapter 1: Necromancers 8The Standard Necromancer 8

Ability Scores 8Race 9Experience Level Advancement 9Spells 9Spell Restrictions 10Magic Item Restrictions 10Proficiencies 11

New Necromancer Wizard Kits 12Archetypal Necromancer 12Anatomist 13Deathslayer 15Philosopher 18Undead Master 19

Other Necromancer Kits 21Witch 21GhulLord 22

New Nonweapon Proficiencies 22Anatomy 22Necrology 23Netherworld Knowledge 23Spirit Lore 23Venom Handling 23

Chapter 2: Dark Gifts 25Dual-Classed Characters 25

Fighter/Necromancer 26Thief/Necromancer 26Cleric/Necromancer 26Psionicist/Necromancer 27

Wild Talents 27Vile Pacts and Dark Gifts 28Inhuman Necromancers 33

Humanoid Necromancers 34Drow Necromancers 34Draconic Necromancers 35Githyanki Necromancers 36

Sorcerers Immortal 36Undead Necromancers and Death Priests 38

Chapter 3: The Price 39The Social Stigma 39Punishments and Handicaps 39

Physical Deformity 40Bodily Afflictions 41Insanity and Madness 42Unholy Compulsions 43

Paid In Full 43

Chapter 4: The Dark Art 45Spell Selection for the Wizard 45

Criminal or Black Necromancy 46Gray or Neutral Necromancy 47Benign or White Necromancy, 47

New Wizard Spells 47lst-Level Spells 482nd-Level Spells 503rd-Level Spells 524th-Level Spells 535th-Level Spells 556th-Level Spells 587th-Level Spells 608th-Level Spells 609th-Level Spells 62

Chapter 5: Death Priests 65Necromantic Priesthoods 66

The God of the Dead 67The Goddess of Murder 69The God of Pestilence 70The God of Suffering 72The Lord of Undead 74

Other Priestly Resources 75Chapter 6: The Priest Sphere 77New Priest Spells 77

lst-Level Spells 772nd-Level Spells 783rd-Level Spells 794th-Level Spells 815th-Level Spells 836th-Level Spells 847th-Level Spells 85

Chapter 7: Allies 87Apprentices 87Henchmen 88Familiars 89Undying Minions 90Secret Societies 94

The Cult of Worms 95The Scabrous Society 95The Cult of Pain 96The Anatomical Academy 96

Chapter 8: Tools of the Trade 97Poisons and Potions 97Magic Items 99Necromantic Lore 104

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Chapter 9: The Campaign 107Isle of the Necromancer Kings 107

The Twin Villages of Misbahd and Jinutt 108The Iron Spires of Ereshkigal 109The Colossus of Uruk 109The Tower of Pizentios 110Capitol of the Necromancer Kings 110Uruk's Summer Palace IllThe Garden of Eternity Ill

Adventure Hooks 113The Pirate Necromancers 113Bhakau's Return 113The Scourge of Thasmudyan 114Lich Hunting 114

Necrophiles ; 116Dr. Ellandra Tolbert 117Kazerabet (Zaribel) 118Master Pizentios 119Sarzec the Broken 120Talib the Magnificent 121Vermissa the Undying 122Mistress Yola 123

Appendix 1: Common Spellsfor Necromancers 124

Appendix 2: Wizard Spells in theSchool of Necromancy 126

Appendix 3: Priest Spells In theNecromantic Sphere 126

Appendix 4: Master Index ofNecromantic Priest and Wizard Spells 127

List of Tables1: Pregenerated Ability Scores

for Necromancers 102: Extended Necromancer Advancement

Spells, and Level Improvements 113: Wild Psionic Devotions for Necromancers 284: Wild Psionic Sciences for Necromancers 285: Special Powers for Necromancers 296: Psionic Progression

for Githyanki Necromancers 367: Assorted Physical Deformities 418: Disease Check Modifiers 419: Unholy Compulsions and Curses 4310: Forbidden Spells of Black Necromancy 4611: Spirit Summoning Modifiers 5512: Extended Death Priest Advancement,

Spells, and Level Improvements 66

CreditsDesign: Steve KurtzEditing: Matt ForbeckBlack and White Illustrations: Karl WallerColor Illustrations: Brom, Jeff Easly, John & Laura

Lakey, and Robh RuppelCartography: DieselTypography: Nancy Kerkstra

Playtesting and Review: The First Plunderers ofSahu (Karen "Herbal Bolus" Kurtz, Peter "CaptainOmar" Schimdt, Tamiko "Al-Ho" Toland, Marketa"the Lycanthrope" Lillard, Jesse "Tracker" Sands),the Wyvern's Claw Company (Josh "George!" Gerner,Christian "the Phantom" Tapia, Daniel "Reloader"Quaroni, Svetotzar "Bowstring" Fung, and Abram"Godseyes" Connelly), and Wolfgang "NecromancerKing" Baur.

Special Thanks: Many thanks to Karen Kurtz for herkind help with layout and to Tamiko Toland forthrashing through the first draft of the manuscript onsuch short notice. Kazerabet and I would also like tothank the following authors and designers, who havecontributed much to the existing body of necromanticlore, in the form of spells, magical items, and proficiencyideas: Wolfgang Baur, Jon Winter, Jon Pickens, GaryGygax, Ed Friedlander, Vince Garcia, Ed Greenwood,Nigel Findley, Jeff Grubb, Bruce Kvam, Jeffrey PettengiU,Rich Stump, Gary Watkins.

This book is protected under the copyright laws of the United States ofAmerica. Any reproduction or unauthorized use of the material containedherein is prohibited without the express written permission of TSR, Inc.Random House and its affiliate companies have worldwide distributionrights in the book trade for English language products of TSR, Inc.Distributed to the book and hobby trade in the United Kingdom by TSRLtd. Distributed to the toy and hobby trade by regional distributors.ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEONMASTER, RAVENLOFT, AL-QADIM, DRAGON Magazine,DUNGEON, FORGOTTEN REALMS, and GREYHAWK are registeredtrademarks owned by TSR, Inc. MONSTROUS MANUAL, DM, and theTSR logo are trademarks owned by TSR, Inc.All TSR characters, character names, and the distinctive likenessesthereof are trademarks owned by TSR, Inc.© 1995 TSR, Inc. All rights reserved. Printed in the U.S.A.ISBN 0-7869-0090-3 2151

TSR, Inc.POB 756Lake GenevaWI, 53147USA

TSR Ltd.120 Church EndCherry Hinton

Cambridge CB1 3LBUnited Kingdom

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The ruins of Ysawis were cloaked by the jungle when 1rediscovered the broken city walls with my first husband,Sumulael. That was in the early years of our marriage,when my devotion to the Forbidden Arts ran strong withthe careless impetuousness of youth. We had been led tothe city by disgruntled spirits, in search of a legendary tal-isman. Even with our ghostly guides, the ruins of thevine-choked city were extensive, and the exact location ofour prize eluded us.

At first, when my husband and I beheld the bones of thecity's former citizens, we amused ourselves by raising themoldering remains to attend us as ghastly servants, skeletalporters, and shadowy messengers. When the quest for thetalisman yielded nothing immediately, we animated more ofthe city's dead to expand the search. Before long, our newslaves uncovered royal cemeteries where the kings andqueens of Ysawis had been buried for centuries before thecity's disastrous end. I remember quite vividly my delight atthis discovery. With a wave of my hand, I cracked open thetombs' monolithic stone doors, while Sumulael, cacklingwith ivicked glee, called forth the city's ancient royalty,commanding even the oldest of padishahs to stumble forth,wrapped in their worm-eaten shrouds or burial robes, fromthe corrupted depths of the crypts and into our eternal slav-ery. And while the dead gave up their age-corrupted trea-sures, none carried my coveted talisman.

Thus Sumulael and I raised up the inhabitants ofYsawis from their crypts and tombs to serve us. We livedthere like exiled royalty for many years, until my hus-band's insanity and revolting habits grew intolerable. Iended up killing the monster, eventually, with the help ofadventurers who had discovered my secluded city in thewilderness. That is how I met my second husband, Talib.He was one of the explorers who assisted me in destroyingSumulael and helped me find my long-sought talisman.

I soon came to love Talib, after a fashion. I taught him allof my hidden secrets. We were happy together in Ysawis,rebuilding the city to its former glory. But in the end, thatmarriage also failed, for I found that you cannot practice theArt when you are happy, nor advance in its study if you arecontent. So I left behind my beloved, to write this book insolitude and focus my mind on the difficult road ahead.Come join me on this path of knowledge and self-discovery.Let us explore the Art of Necromancy together.

—Foreword to Kazerabet's Art of Necromancy

Death is the final arbiter. It claims everyone,regardless of class or station, fame or notoriety, gen-tleness or depravity. In some cultures, death isregarded as the threshold to an elevated spiritualexistence or as the doorway leading to another

mortal life in a never-ending cycle of reincarnations.In other societies, death is believed to be the ultimateending of awareness, marking complete annihilationand utter oblivion.

Since ancient times, scholars and priests havedevoted their entire lives to studying, explaining,and revering the final chapter in human life. Forsome individuals, however, death has become anobsession, a source of magical power, or even anobject of religious adoration. These beings are necro-mancers, and they are universally feared and loathedas the purveyors of unremitting evil.

According to popular myth, the necromancerpractices vile and forbidden arts. He is the macabresorcerer who roots about in graveyards, searchingout moldering components for his obscene spells.She is the evil priestess who calls upon restless, tor-mented spirits of the long-deceased, seeking theirimmortal arcana. In their dark and secluded lairs, themute undead, the monstrous familiar, and the raven-ing fiend serve the necromancers in their ghoulishendeavors. In the literature of fantasy and horror, thenecromancer is usually portrayed as the consum-mate villain.

Yet there is another side to the necromancer andthe death priest. Consider the compassionate ghost-hunter who lays tormented undead to rest, or thedutiful priest of the Dead who helps guide spirits ontheir eternal voyage to the netherworld. Necro-mancers can also have a constructive and positiverole in the campaign.

This book is devoted to exploring both aspects ofnecromancers and death priests. We explore theirvaried roles as not only villains, but also as healers,mentors, and patrons. These spellcasters are amongthe most complex, versatile, and powerful charactersavailable in the ADVANCED DUNGEONS & DRAGONS®game. This tome reveals all of their secrets and pow-ers so that you—as the Dungeon Master (DM)—canbring these master wizards and priests to life for theplayers under your care.

How to Use this BookThe Complete Book of Necromancers has been designed

for DMs who wish to create complex and memorablespellcasting foes for their unique campaigns. Thebook is divided into three main sections, each ofwhich the DM may read separately, in any order. Thechapters within each individual section should betaken in sequence. They contain introductory material

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(such as Kazerabet's foreword) which may be read toplayers, serve as inspiration for adventure hooks, orused in any other way which helps add a furtherdimension of realism to the campaign.

The first four chapters are devoted to the necro-mancer nonplayer character (NPC). Chapter Onediscusses the rules for creating a basic wizard necro-mancer as a separate and independent sub-class,starting from the basics outlined in the Player's Hand-book. It explores five new kits—the Archetype,Anatomist, Deathslayer, Philosopher, and UndeadMaster—each with a different role for the campaign.Chapter Two extends the powers of a necromancerby adding dual classes, psionic Wild Talents, andspecial powers from the patronage of dark gods. Wealso discuss some undead or monstrous variants ofthe necromancer to challenge the most powerful (orfoolhardy) groups of adventurers. Chapter Threediscusses some of the harsh sacrifices that necro-mancers must make if they wish to pursue the For-bidden Arts. In Chapter Four, we greatly expand theschool of Necromancy, discussing both the beneficialand harmful aspects of the Art.

The next section is devoted to the death priest: theclerical equivalent of the necromancer, who has beengiven far too little attention in the past. Unlike thewizard, who studies death, the death priest ferventlyworships it. These clerics belong to distinct priest-hoods, each with unique roles, granted powers,spells, and goals for the campaign. Chapter Fiveexplores five of these necromantic priesthoods whoserve the Gods of the Dead, Murder, Pestilence, Suf-fering, and Undead. Chapter Six expands the necro-mantic priest sphere, providing many more spells forthe distinctive necromantic priesthoods.

The final section of the book builds the necro-mancer and death priest into leaders and active par-ticipants in the campaign. Chapter Seven fleshes outa necromancer's entourage with students, hench-men, familiars, and undead minions. Chapter Eightdiscusses their primary tools, including deadly poi-sons, necromantic magical items, and books of for-bidden lore. Chapter Nine details the Isle of theNecromancer Kings, providing the DM with adven-ture hooks and introductory scenarios for a cam-paign. This chapter also includes the descriptions ofseven detailed NPCs who can be used as examplesand easily dropped into an existing campaign.Finally, the Appendices contain tables, indexes, anda reference list to help the DM gather necromanticmaterial together from other sources.

Necromancy and the PCIn general, the material presented in this tome is

for the Dungeon Master's eyes only. The necro-mancer put forward herein is a maverick—he or sheoperates by a set of nasty rules that are completelybeyond the realm of most "normal" player charac-ters. These rules must be kept strictly hidden fromthe players, even if they are adamant about portray-ing a necromancer.

The most obvious hindrance for a PC necromanceris alignment. While some practitioners of the Arthave a scrupulous code of ethics, the number ofbenevolent necromancers is deplorably rare. At thevery least, the majority of necromancers should beconsidered rigidly neutral. The large remainder ofnecromantic practitioners are profoundly evil.

Necromancer PCs will face moral challenges fromthe onset of their career, starting probably with theirmentor. Consider Talib, an example of a good andheroic necromancer (highlighted in a number of thechapter introductions and presented in detail in Chap-ter Nine). Before poor Talib the Apprentice was per-mitted to advance to 1st level, his Master forced himthrough a brutal initiation by drugging his food, tyinghim down to a cold stone altar, and sacrificing him tothe Goddess of Murder. Using a ring of spell storingfrom an allied death priest, the Master then raised Talibback from the dead (no hard feelings!) to see if hispotential pupil had the requisite strength of body andmind to practice necromancy. Since he survived theordeal, Talib only lost a point of Constitution, the firstsmall price for the privilege of practicing the Art.

Obviously, the young Talib fled his Master at theearliest opportunity. However, whenever he neededto train after gaining levels or to learn new spells, thenecromancers he sought out were sometimes moreblack-hearted than his original Master, and theyalways demanded a terrible price (moral, physical,or financial) for his continuing education. Since Talibretained his initially lofty ideals, he was usuallyforced to train himself, requiring much greaterexpense and time than his other adventuring compa-triots. As the DM, you should make certain that anecromancer PC will confront as many difficultobstacles as possible during his or her own career.

A necromancer PC that reaches 9th level becomesa potential threat to game balance once he or shegains the ability to cast animate dead. Scary enough inthe hands of NPCs, this spell can be a monumentalinconvenience to the DM in the hands of a crafty

Introduction

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