Chapter 1: Necromancers Previous      Index      Next

Master P., My Lord,
M. spotted our unwelcome visitors, and 1 am writing to report our first confrontation. By the time this message reaches you, I will have raised up more bodies for another attempt. With M. to guide me, I expect no difficulty in locating them again.
The first battle started auspiciously, exactly as you predicted. K. and I first eliminated their battle mage with lightning and mage bolts, while the zombies lurched towards the massed fighters. (There must be some way of enhancing their speed - they make unwieldy tools in battle!) K. and I hurled more mage bolts and dead-hands at their formation, dropping three warriors.
But Captain 0. had a handglyph - he must have stolen it from B.'s library - and with it he crushed half the bodies in a cone of lightning. That was the turning point. His priestess T. - the same one who caused my current affliction - managed to place a hold on K., so he could no longer reinforce my assaults. While I was still attempting a riposte, she disrupted all of the wordings I had woven with K. to protect us.
The moment of decision had passed. 0. and his remaining warriors dispatched the rest of the bodies, then turned on me. In desperation, I called down the mist of death with your scroll, and though I gladly report it claimed T.'s life, it could not stop them all. My spells exhausted, stripped of my defenses, I drank the potion and withdrew. Although I managed to recover my grimoire and funds, I could not save K., the incompetent. I doubt 0. will spare him.
The battle was not a complete loss, however: M. has confirmed that we eliminated all their spellcasters and four of their warriors. (He brought me T.'s eye as a token!) Only 0. and a handful of his party remain. I would like your permission to seek them out once again. With what you left me. I can still raise up more bodies to assist me. I eagerly await your decision.
Your Most Humble and Obedient Servant,
S., the Broken


As Sarzec's letter demonstrates, necromancer NPCs can make ideal nemeses for a party of adventurers. In addition to their role as villains - a capacity in which they perform most admirably - they also have the potential to serve as unique and memorable employers, mentors, or allies during the campaign. This chapter explores both the common attributes and diverse professions of these specialist wizards.
One of the main purposes of this book is to facilitate NPC generation for the DM. To this end, we begin by summarizing the general requirements and abilities of wizards specializing in the "Art" of necromancy. (Detractors of this school more commonly refer to necromancy as the "Dark," "Black," or "Forbidden Arts.") After establishing the necromancers' common attributes, we turn to the varied roles of the specialists in the campaign. These diverse professions are encapsulated into separate kits which serve as role-playing aids for the DM and player alike. Finally, we conclude with a few new nonweapon proficiencies appropriate for necromancers.

The Standard Necromancer

The necromancer shares many attributes in common with unspecialized mages as described in the PHB. As with all characters, the DM must first establish the specialist's ability scores, race, experience, spell abilities, and proficiencies. These game statistics provide the most basic "skeletal" outline of the wizard, which will be expanded throughout this book.

Ability Scores

Not all wizards can become necromancers. Masters of the Dark Art must possess utmost self-control and mental stability in order to successfully control the powerful energies at their disposal. Frequent trafficking with the spirits of the dead and more powerful creatures from the Lower Planes can exact a terrible price on the sanity of these mages; weak-willed individuals have little chance of emerging from such encounters with their mental faculties unimpaired. As we shall see in Chapter Three, insanity and madness are of paramount concern, even for the most wise and experienced practitioners of the Dark Art.
Consequently, only wizards with a minimum Wisdom of 16 may specialize in necromancy. As with most mages, they must also have a minimum Intelligence of 9 (their prime requisite). The character's ability scores may be determined by one of the six methods outlined in the PHB (page 13), though not all procedures are equally likely to generate a character with the requisite high wisdom and intelligence. Methods I and III are least likely to generate a necromancer character (roughly a 2-4% chance, based on random generations of 1000 or more sets of ability scores). The chances improve somewhat for Methods II, IV, and V (roughly 8%, 11%, and 15% chance, respectively). Only Method VI offers about 90-100% certainty.
There are a few different strategies that the DM can use when generating ability scores for an NPC. The quickest method is for the DM to simply make up the ability scores. The DM can also roll up the scores using the same method chosen for the adventurers in the campaign. These approaches are best-suited for low-level henchmen, hirelings, or other individuals of minor importance in the long-term campaign.
However, if a necromancer is going to have a pivotal role during an extended series of adventures, the DM may want to tailor the ability scores to properly complement or challenge the party of player characters. In a heroic campaign, where the adventurers themselves have unusually high ability scores, should not their archnemesis be similarly endowed? One might argue that the party's archnemesis should have superior ability scores in most respects to those of the typical PC. Where is the challenge in fighting a weak enemy? The party will derive a much greater sense of accomplishment in triumphing over a superior foe than an inferior one.
Given the "superior nemesis makes for better gaming" theory, the DM may use the following alternative dice-rolling methods to generate ability scores for necromancer wizards (in addition to Methods I- VI of the PHB):
Method VII: This method is a quick way to generate standard statistics for an NPC. Each ability score starts with 10, modified by the roll of ld8 (each score thus varies from 11 to 18, with an average ability score around 14-15). The DM can speedily generate six ability scores and rearrange them to best compliment the particular character. This method insures about a 75% chance for randomly generating a necromancer NPC.
Method VIII: As Method VII, except give the necromancer a +1 bonus on Intelligence and +1 bonus on Wisdom (18 maximum in each score). With these bonuses, the probability increases to roughly the same as Method VI (90-100%).
To avoid overbalancing the campaign with countless "super villains," the DM should use these last two methods sparingly and only for NPCs (player characters should be restricted to Methods I-VI). For most "average" NPC wizards, the DM should simply make up the score? or use Methods I-V1 from the PHB. Examples of ability scores generated using each of these methods are presented in Table 1 (on page 10). The DM is encouraged to use these pregenerated sets to expedite character creation, either by choosing or random die roll (d6). This table may also be used for random player character generation, though only with the DM's permission (the DM should choose the appropriate Method (I-VI) for the campaign).

Table 1: Pregenerated Ability Scores for Necromancer Wizards by Methods (I-VI) from the Player's Handbook (page 13).

Method I Str Int Wis Dex Con Cha Method IV Str Int Wis Dex Con Cha
1. 13 10 17 11 10 5 1. 12 16 17 14 14 12
2. 10 9 16 10 11 13 2. 14 17 16 14 15 14
3. 5 9 16 14 16 10 3. 10 17 16 14 14 12
4. 7 12 16 13 16 12 4. 11 16 16 12 12 12
5. 15 9 16 6 9 7 5. 13 18 16 13 15 13
6. 7 11 16 13 15 13 6. 11 16 17 15 13 11
Method II Str Int Wis Dex Con Cha Method V Str Int Wis Dex Con Cha
1. 17 12 17 12 11 12 1. 9 17 16 11 14 11
2. 13 10 16 14 12 12 2. 10 17 16 15 16 13
3. 12 16 16 7 13 12 3. 10 18 16 11 13 10
4. 11 14 16 11 12 13 4. 12 16 16 14 15 14
5. 8 10 18 12 8 9 5. 12 17 16 14 14 13
6. 7 17 16 13 10 11 6. 11 17 17 13 15 12
Method III Str Int Wis Dex Con Cha Method VI Str Int Wis Dex Con Cha
1. 6 17 16 9 10 6 1. 8 17 16 10 16 8
2. 10 17 16 13 14 10 2. 8 18 16 17 8 8
3. 9 17 16 13 15 11 3. 9 13 16 11 12 10
4. 6 17 16 11 14 9 4. 8 14 16 16 11 8
5. 5 16 16 9 13 6 5. 9 14 16 15 10 11
6. 8 18 16 10 11 13 6. 10 15 17 8 15 9

Race

As noted in the PHB, of those races open to player characters, only humans may normally specialize in the Dark Art. Compared with other demihuman races, humans have by far the shortest life span and are hence more likely to be concerned (or in the case of necromancers, obsessed) with death. Indeed, many human societies have revolved around a preoccupation with death and the afterlife, and one might argue that the study of necromancy was instigated by certain humans to help prolong their own lives. Other demihuman races, such as the elves and dwarves, have such long lives that death (of natural causes, at least) is usually a much less pressing concern. However, as we shall see in Chapter Two, this rule can be relaxed for some of the monster races when creating powerful NPCs to challenge a high-level party.

Experience Level Advancement

Necromancers advance in levels like most specialists, as outlined in the PHB. While most player characters could spend their entire careers reaching 20th level, NPC wizards created by the DM can be far more powerful. Unlike many other character classes, the spell abilities of mages continue to progress beyond 20th level, and wizards continue to gain 1 hp per level advanced after 20th.
An expanded level advancement table is provided in Table 2. As with most wizards, necromancers with an intelligence of 16 or greater gain a 10% bonus on experience points, though this is normally not of much concern for the NPC, whose experience is designated by the DM.

Table 2: Extended Necromancer (Wizard) Advancement, Spells, and Level Improvements.

Level  Experience  Hit Dice (d4) THACO Spell Levels Proficiencies Saving Throws
1    2    3    4    5    6    7    8    9    NW W   PPDM RSW PP   BW  S   
1 0 1 20 2 - - - - - - - - 4 1 14 11 13 15 12
2 2,500 2 20 3 - - - - - - - - 4 1 14 11 13 15 12
3 5,000 3 20 3 2 - - - - - - - 5 1 14 11 13 15 12
4 10,000 4 19 4 3 - - - - - - - 5 1 14 11 13 15 12
5 20,000 5 19 5 3 2 - - - - - - 5 1 14 11 13 15 12
6 40,000 6 19 5 3 3 - - - - - - 6 2 13 9 11 13 10
7 60,000 7 18 5 4 3 2 - - - - - 6 2 13 9 11 13 10
8 90,000 8 18 5 4 4 3 - - - - - 6 2 13 9 11 13 10
9 135,000 9 18 5 4 4 3 2 - - - - 7 2 13 9 11 13 10
10 250,000 10 17 5 5 4 3 3 - - - - 7 2 13 9 11 13 10
11 375,000 10+1 17 5 5 5 4 4 - - - - 7 2 11 7 9 11 8
12 750,000 10+2 17 5 5 5 5 5 2 - - - 8 3 11 7 9 11 8
13 1,125,000 10+3 16 6 6 6 5 5 3 - - - 8 3 11 7 9 11 8
14 1,500,000 10+4 16 6 6 6 5 5 3 2 - - 8 3 11 7 9 11 8
15 1,875,000 10+5 16 6 6 6 6 6 3 2 - - 9 3 11 7 9 11 8
16 2,250,000 10+6 15 6 6 6 6 6 4 3 2 - 9 3 10 5 7 9 6
17 2,625,000 10+7 15 6 6 6 6 6 4 4 3 - 9 3 10 5 7 9 6
18 3,000,000 10+8 15 6 6 6 6 6 4 4 3 2 10 4 10 5 7 9 6
19 3,375,000 10+9 14 6 6 6 6 6 4 4 4 2 10 4 10 5 7 9 6
20 3,750,000 10+10   14 6 6 6 6 6 5 4 4 3 10 4 10 5 7 9 6
21 4,125,000 10+11 14 6 6 6 6 6 5 5 5 3 11 4 8 3 5 7 4
22 4,500,000 10+12 14 6 6 6 6 6 6 5 5 4 11 4 8 3 5 7 4
23 4,875,000 10+13 14 6 6 6 6 6 6 6 6 4 11 4 8 3 5 7 4
24 5,250,000 10+14 14 6 6 6 6 6 6 6 6 5 12 5 8 3 5 7 4
25 5,625,000 10+15 14 6 6 6 6 6 6 6 6 6 12 5 8 3 5 7 4
26 6,000,000 10+16 14 7 7 7 7 6 6 6 6 6 12 5 7 3 5 7 4
27 6,375,000 10+17 14 7 7 7 7 7 7 7 6 6 13 5 7 3 5 7 4
28 6,750,000 10+18 14 7 7 7 7 7 7 7 7 7 13 5 7 3 5 7 4
29 7,125,000 10+19 14 8 8 8 8 7 7 7 7 7 13 5 7 3 5 7 4
30 7,500,000 10+20 14 8 8 8 8 8 8 8 7 7 14 6 7 3 5 7 4

NW: Nonweapon Proficiency slots; W: Weapon Proficiency slots; PPDM: Paralyzation, Poison, or Death Magic; RSW: Rod, Staff, or Wand; PP: Petrification or Polymorph; BW: Breath Weapon; S: Spells.

Spells

As will be closely explored in Chapter Four, the greatest powers of the necromancer arise from spellcasting. Like all specialists, they gain an additional spell for each available spell level, when compared with generalist mages.
This bonus spell is reflected in Table 2 (which appears on page 11) and must be devoted to memorizing a spell from the school of Necromancy (listed in Appendix 2 at the end of the book), or else it is forfeit. Thus, at 1st level, a necromancer could memorize two 1st-level spells (whereas general mages can memorize only one), provided that the bonus spell was from the school of Necromancy.
Due to their advanced understanding of the Art, necromancers gain a +1 bonus to saving throws against necromantic spells. Likewise, other characters suffer a -1 penalty on their saves against necromantic spells when cast by these specialists. The adjustments are cumulative, so two necromancers employing the Art against each other effectively negate these factors.
Another range of benefits applies to learning spells, though these are not normally a concern for the DM. For instance, they gain a +15% bonus to learning spells in the school of Necromancy, one bonus spell added to their spell books upon advancing to a new spell level, and the ability to create new spells as if they were one spell level less (see page 32 in the PHB for details). In general, these arc of little practical use for the NPC, whose spells are usually chosen directly by the DM.

Spell Restrictions

Necromancers do pay a price for their devotion to the Art. Because of the concentration in necromancy, they forgo all training in the schools of Illusion and Enchantment/Charm. As a result, they cannot cast spells from these neglected schools, unless the spell also falls under the jurisdiction of the six permissible schools. Consider the 6th-level spell enchant an item, for example. Although it belongs to Enchantment/Charm school, the spell may be learned by a necromancer since it is also taught in the school of Invocation.
Of course, necromancers do have a more difficult time with studying spells outside the Art for the first time (-15% chance to learn spells from permissible schools except necromancy). However, despite all these restrictions, the necromancer has a huge potential repertoire of spells at hand, limited only by the character's intelligence and diligence at spell research. Appendix 1 lists many spells available to necromancers, arranged by level and application.

Magic Item Restrictions

In addition to spell restrictions, the necromancer is slightly limited in the choice of magical items. Since this specialist lacks a formal background in the schools of Enchantment/Charm and Illusion, the Necromancer cannot employ the few specialized magical items based exclusively on these spells. As a general rule, if the magical item can only be employed by a wizard and it involves either spells or spell-like effects from the Enchantment/Charm or Illusion school, then this device could not normally be employed by a necromancer. Thus only a few items from the DMG and TOM are forbidden: all wizard scrolls with spells exclusively from Enchantment/Charm or Illusion schools, rod of beguiling, staff of command, wands of fear and illusion, robe of scintillating colors, and eyes of charming.
Magical items available to all classes, which operate without specialized knowledge in the restricted schools, are generally allowed to specialists (including the necromancer). For instance, a potion of invisibility will work whether it is imbibed by a necromancer, an invoker, or even a troll. Similarly, the necromancer can easily employ rings of human influence and invisibility, rods of splendor and terror, cloaks of displacement, and all other items without class restrictions.

Proficiencies

To round out the necromancer's skills, the DM should choose weapon and nonweapon proficiencies for the character. These should depend on the necromancer's kit, as detailed later. The DM should also refer to the new nonweapon proficiencies discussed in this chapter. In this section, we describe only how to determine the total number of proficiency slots available to the wizard.
The base number of weapon and nonweapon proficiencies depends on the character's experience level. These are summarized on Table 2. It is suggested that the DM employ the optional rule that transfers the number of languages to proficiency slots (page 16, PHB). Note that these bonus slots may be applied to either weapon or nonweapon proficiencies, as desired.
A highly intelligent, powerful wizard will tend to have many nonweapon proficiencies. Normally, the DM should only bother to assign these skills if there is some chance that they might augment a role-playing situation. For instance, there is almost no point in assigning nonweapon proficiencies to the evil archivallain of a campaign, whose only purpose is to torment and attack the PCs. As a short cut, the DM should only chose weapon proficiencies for such a character and simply assume that the NPC knows any skills necessary to carry out his or her fiendish plans. However, for those NPCs who might interact with the party outside of direct, antagonistic combat (perhaps serving as a mentor, teacher, henchman, or temporary hireling) the DM should take the time to carefully choose their selection of nonweapon and weapon proficiencies, based upon their kits. These skills might help to further develop the character and make role-playing situations more vivid for everyone involved.

New Necromancer Wizard Kits

Kits are role-playing aids that help the DM (or player) further define a character. The following kits represent distinct sub-classes of the necromancer wizard, each with its own goals, qualifications, and roles for the campaign. With the DM's permission, a select few (such as the Anatomist, Deathslayer, or Philosopher) may be made available to PC wizards, subject to the concerns raised in the Introduction.

Archetypal Necromancer

Archetypal necromancers employ the Art only for their own twisted and evil ends. They revel in animating the dead and forcing the corrupted remains to serve their perverse appetites. Because of the Archetype's vile excesses, necromancers as a profession arc universally reviled in most civilized societies.
The Archetypal necromancer was perhaps best captured in the short stories of dark Ashton Smith. The decadent Mmatmuor and Sodosma from "The Empire of the Necromancers", powerful Vacharn, and his treacherous sons Vokal and Uldulla from "Necromancy in Naat", the vengeful Nathaire from "the Colossus of Ylourgne", and finally the perverted Abnon-Tha with his timid assistants, Narghai and Vemba-Tsith, from "The Chamel God." All these vile and repugnant personalities serve to clearly illustrate the Archetype at its lowest form.
In more recent fantasy literature, Sauron (Tolkien's Lord of the Rings), Roxanne (the Thieves' World anthologies), and the Forsaken (Robert Jordan's Wheel of Time series) are good examples of this kit.
Requirements: The Archetype is the classic malevolent wizard (any evil alignment will do). Black clothes are a must (or at the very least, some somber attire).
Role: Stereotypical necromancers are consummate villains, foul-hearted wizards of the basest sort. As a result of their violently unrelenting and unrepentant evil, these wizards are either promptly stamped out of existence by the righteous arm of society, or they are eventually driven out of civilization into the wilderness. Most tend to be short-sighted, petty scoundrels with few ambitions save to capture unwary travelers, kill them in gruesome tortures, and later animate them as a form of sick amusement. Others plot in seclusion to gain the coveted boon of lichdom so they can prolong their depravity beyond the grave. The most dangerous ones harbor secret, long-range plans to subvert or destroy the society that exiled them.
The Archetype is an unsympathetic villain, and Master Pizentios (the cryptic Master P. in Sarzec's letter at the beginning of this chapter) provides the DM with an example of such a dastardly character. This wizard is featured in the introductions of Chapters Seven and Eight, and his NPC sheet appears in Chapter Nine. As we shall see in the sample campaign of the Isle of the Necromancer Kings (Chapter Nine), Pizentios makes a dangerous nemesis for even an experienced party of adventurers.
Preferred Spells: An Archetype like Pizentios embraces the Black Arts, though much of the wizard's notoriety arises from the perverted abuse of gray necromancy (which includes animating the dead—see Chapter Four). Otherwise, an Archetype is a jack-of-all-trades when it comes to necromancy, adopting any (offensive) spells which further his or her plans.
Weapon Proficiencies: The Archetype is generally limited much like a standard wizard and can normally choose from among the dagger, dart, staff, knife, or sling. However, at the discretion of the DM, these villainous wizards may learn a single special weapon outside their restricted selection, at the expense of two slots. The necromancers of dark Ashton Smith, for instance, rarely traveled far without strapping on their scimitars. The Archetype can learn only one special weapon, chosen from among the following: battle axe, bow (any), crossbow (any), javelin, spear, sword (any), and warhammer. While these are not normally allowed to wizard characters, they tend to be common among Archetypes (especially at low levels).
Nonweapon Proficiencies: Required: none. Recommended: (General) any; (Warrior, these take 3 slots): endurance, survival; (Rogue) any; (Wizard) anatomy, languages (ancient), ancient history, necrology, netherworld lore, reading/writing, venom handling. Forbidden: all Priest.
Equipment: Archetypes may own any equipment, including a dagger, knife, dart, staff, sling, or their chosen special weapon. Like all wizards, they cannot wear armor when casting spells.
Special Benefits: Due to his or her devotion to black necromancy, the Archetype typically gains 1-3 special abilities as outlined in Chapter Two (DM's discretion). These supernatural powers invariably result from the wizard's heinous practices, which usually include foul and unspeakable pacts with evil gods.
Special Hindrances: Most Archetypal necromancers pay a terrible personal price for their evil powers. By embracing the Black Arts, they subject themselves to countless dangerous side effects, the least of which include curses, disease, physical deformity, and madness (the DM should refer to Chapter Three for details).

Anatomist

Anatomists devote their careers to the scientific study of the body, often using magical means to aid or inform their research. These wizards are profoundly fascinated by the seemingly infinite mysteries of the human form. Anatomists gain their knowledge after years of extensive research, typically performed on cadavers. Their exhaustive experience makes them vastly superior doctors when compared with the typical village healers who rely chiefly on herbal medicine to cure the sick.
While some Anatomists use their knowledge to heal, a most adopt this profession to further their own dark motives. Some, falling into the "insane scientist" category, using their expertise to create blasphemous experiments, the least repellent of which include the creation of cadaveric automatons, like flesh golems. Others, who delight only in inflicting pain, practice their skill on living subjects rather than cadavers. These vivisectionists make the most exquisite torturers and are sometimes found in the employ of despotic rulers.
The Anatomist is chiefly inspired by the physicians of the 15th-19th centuries who increasingly turned to the dissection of cadavers to improve their medical expertise. Because of laws which prohibited exhumation and mutilation of the dead, physicians resorted to unsavory grave robbers to supply them with fresh corpses for study. As a result of public beliefs in divine or supernatural retribution for mutilating the dead, these dissections took place in the most secret confines of the universities, reinforcing the notion that physicians took part in arcane, cabalistic practices. Mary Shelly's Frankenstein - written in 1817 (before England's Anatomy Act of 1832, which for the first time legally provided British physicians with cadavers for study) - drew further parallels between the genius physician and the experimenting necromancer.
The Anatomist works best in campaigns with a Renaissance background or a 16th-century historical setting such as the one proposed in A Mighty Fortress. An evil Anatomist would perfectly suit a RAVENLOFT® campaign replete with "mad scientists" and their abhorrent creations. For ideas on the more twisted aspects of the kit, the DM may refer to the classic Frankenstein, numerous B, horror movies, and Van Richten's Guide to the Created. A short story from the fantasy Thieves' World anthology, "The Vivisectionist," more closely explores the theme of the torturer-scientist.
Requirements: The Anatomist may be of any alignment.
Role: Some Anatomists use their specialized knowledge for the good of humanity, serving as skilled physicians and healers. However, because of the taboo and stigma associated with the dissection of corpses, almost all Anatomists must keep their experiments secret from their clientele. Thus, the Anatomist usually fosters the appearance of being an "ordinary" doctor or wizard who gains his or her knowledge from ancient texts and university lectures.
Despite the public opprobrium. Anatomists have no desire to flee society. Indeed, their entire profession is based on the close proximity of civilization. It would prove impossible, for instance, to practice their calling in the desolate wilderness (at least not without considerable assistance from henchmen or allies). Anatomists need a constant supply of fresh cadavers on which to experiment, and these can only be safely secured in a large town or city.
Dr. Ellandra Tolbert, whose detailed NPC sheet appears in Chapter Nine, is an example of how an Anatomist can easily fill the roles of mentor, employer, or nemesis (Ellandra makes further appearances in Chapters Two and Four). Because of her position in the Anatomical Academy (a secret society of Anatomists, detailed in Chapter Seven), Ellandra is in a perfect position to hire a party of adventurers to help her secure a new supply of corpses for study, clear out a secret, new meeting house for the Academy, or thwart an official investigation by the local authorities. If the party does not have access to a cleric, Ellandra could effectively treat their wounds, mend broken bones, reattach severed limbs, or even bring a dead character back to some semblance of life. Finally, she can serve as a powerful ally (or nemesis) in combat. The DM can thus easily introduce an Anatomist into just about any campaign.
Preferred Spells: The Anatomist prefers necromantic spells that directly affect the physical body, either before or after death (like corpse link, embalm, delay death, empathic wound transfer, bone growth, and graft flesh). They have little interest in the netherworld or undead (except perhaps as a convenient means of transporting corpses to their laboratory for study). An Anatomist such as Ellandra is hardly defenseless in combat. While she may hesitate to employ the Black Arts to incapacitate her foes, since this magic tends to make a corpse unsuitable for later study, she always keeps one death spell memorized in case of dire emergency.
Weapon Proficiencies: The Anatomist is a mistress of small edged or cutting weapons, though this wizard rarely practices such skills on the living. The Anatomist's first weapon is a knife, with which she or he automatically gains specialization at 6th level as a special benefit (this fills the second weapon slot). This skill entitles the wizard to multiple attacks and the customary +1 to hit and +2 on damage bonuses. After specializing in the knife, the wizard may learn either the dagger, dart, cutlass, or short sword.
Nonweapon Proficiencies: Required: healing (this takes up two slots only) and anatomy. Recommended: (General) animal handling, animal training, artistic ability, brewing; (Warrior) animal lore, hunting, set snares; (Rogue) disguise, forgery; (Priest) local history; (Wizard) herbalism, reading/writing, spellcraft, venom handling. Forbidden: None.
Equipment: In addition to wearing the robes and mantle of a physician or scholar, the Anatomist usually carries all of his or her necessary surgical tools (knives, saws, scalpels, retractors, and such) in a characteristic black leather bag or small box.
Special Benefits: Through their studies, Anatomists gain knowledge to help the living.
Improved Healing: Anatomists make excellent doctors, gaining a +2 on their ability checks for the healing nonweapon proficiency. Patients resting under their care restore damage at an accelerated rate of 3 hp per day (4 hp per day with the herbalism nonweapon proficiency). The healing rate is slowed by 1 hp per day if the patient engages in strenuous physical activity or adventuring. A single Anatomist can care for up to 12 people in this fashion. When treating poisons or diseases (even those of magical origin), their patients are entitled to a second saving throw with a +4 bonus to resist the affliction.
Autopsy: Another useful skill of the Anatomist is the ability to divine the cause and time of death by thoroughly examining a corpse. This involves a careful dissection taking 1-6 turns minus 1 round per level. The wizard has a base 60% chance, plus 2% per level, of learning the specific reason and approximate time of death (90% maximum, one roll required for each check). This autopsy can reveal whether death resulted from normal processes (like old age or natural disease) or foul play (such as a wound, poison, spell, or magical disease). The accuracy of the estimated moment of death decreases with elapsed time since the actual event. For instance, if the subject died an hour before the autopsy, the time of death can be fixed to within 1-4 rounds (after one day, the estimate is only accurate to within 1-4 hours, and so on).
Special Hindrances: The Anatomist must regularly practice his or her skills or lose all the unique benefits of the kit (namely the autopsy and improved healing abilities). At the very least, the wizard must perform one dissection on a human subject per month in order to prevent these specialized skills from atrophying. If the Anatomist lapses in the dissection schedule for more than a month, he or she temporarily reverts to a standard specialist. The former status may be easily regained, however, simply by performing twice the minimum number of dissections that were missed. Each formal study requires one complete day which cannot be spent in adventuring, spell research, or other pursuits.
For instance, when Dr. Tolbert takes a month-long sea voyage from Neverwinter to Calimshan, she has no opportunity to dissect human subjects. When she finally arrives, she has lost her kit abilities and become a standard specialist necromancer. Once fresh subjects are available, Ellandra must undertake at least two thorough dissections, requiring two days to complete, to regain her kit-related skills.

Deathslayer

The Deathslayer devotes his or her life to the destruction of undead, striving always to rid the living world of their abominable existence. By mastering the Art, a wizard gains a greater understanding of these creatures which are neither fully living nor entirely dead. The Deathslayer's militant opposition to all forms of undead frequently places him or her in direct conflict with other necromancers, such as the Archetype and the Undead Master, who delight in creating zombies, skeletons, ghouls, and other undying monstrosities.
As Deathslayers gain power and experience, however, they eventually seek out increasingly dangerous undead, namely ghosts, vampires and liches. Not surprisingly, few survive for long in their chosen profession.
In addition to various Van Richten's Guides, the original Dr. Van Helsing (on whom Van Richten's character is based) from Bram Stoker's Dracula, and Parl Dro, the Ghost-Killer from Tanith Lee's Kill the Dead. are sources of inspiration for this kit. The popular comic-book hero Batman provides an interesting example of the Deathslayer's personality. As a child, Bruce Wayne's parents were murdered by street thugs, inspiring him to devote his life to combating criminals. As a hero. Batman never killed the "bad guys" (he may have smacked them around a bit, but he never killed them). The interesting thing about Batman's character, of course, is that he wants to kill all the evil villains he defeats. He craves revenge, but must continually fight an inner struggle to master his darker desires.
The theme of evil (or a twisted form of good) fighting evil has become increasingly popular in modem fantasy. Michael Moorcock's Elric of Melnibone, perhaps the first fantasy anti-hero, makes pacts with evil gods and employs black necromancy to save his beloved, only to inadvertently slay her with an malevolent artifact. In the recent film The Crow, the revenant is little different from his murderers, whom the vengeful spirit hunts down and brutally kills. Ultimately, nothing prevents the Deathslayer from adopting the same loathsome practices as his or her enemies.
Requirements: While it might seem that only good characters would be attracted to this kit, in reality, it is open to wizards of all alignments who seek combat or revenge against undead. In addition to the usual 9 Int and 16 Wis, a wizard must have a 13 Str to become a Deathslayer.
Spell Preferences: Since these necromancers tend to be involved in countless battles, they prefer offensive and defensive spells (see Appendix Three), especially those that detect or disable undead, such as corpselight, chill touch, detect undead, hold undead, bind undead, and so on.
Role: At some time in their lives, almost all Deathslayers have experienced a terrifying attack by some form of undead, either directed against them personally or a loved one or family member. The celebrated Van Richten, for instance, lost both his parents to a vampire, inspiring him to become the famous "Vampire-Killer" of Ravenloft. Indeed, the vast majority of Deathslayers are driven by strikingly similar motives: an overpowering desire for revenge, mixed with righteous indignation and a good dose of moral superiority.
Of course, the Deathslayer need not be such a tormented and macabre individual. A lawful good ghost hunter, for instance, may view this terrible, yet strangely honorable profession as laying disturbed spirits to rest, releasing them from their bondage to the physical .world. The character's actions are motivated by compassion and selfless sacrifice, not hatred or revenge.
On the other hand, the Deathslayer need not have a such developed sense of morality. Neither is the wizard required to be entirely sane. After all, the Deathslayer's most common enemy is undead. Who needs to be merciful, kind, or sane when habitually dealing with such abominations?
A real moral dilemma arises when undead are attended by a living master (usually another necromancer) or other living monster. Will the Deathslayer use black necromancy to destroy these living beings along with the undead? Unless the Deathslayer has a pure and noble heart, the path of righteous vengeance can quickly lead to great evil, madness, and despair.
Talib the Lich-Killer, whose detailed NPC sheet appears in Chapter Nine, is a heroic necromancer, possibly serving as a memorable role model for necromancer heroes in the campaign. Talib is a wily old Deathslayer - an interesting potential ally for an unbalanced party. Talib is also mentioned in the Introduction, Chapters Two and Three. In Chapter Nine, an adventure hook including Talib further illustrates the potential role of a Deathslayer in the campaign.
Weapon Proficiencies: The Deathslayer may learn any of the standard wizard's weapons (the dagger, dart, knife, sling, and staff).
Nonweapon Proficiencies: Required: necrology. Recommended: (General) any; (Warrior) hunting, set snares, tracking; (Priest) any; (Wizard) ancient history, astrology, herbalism, languages (ancient), netherworld knowledge, reading/writing, religion, spellcraft, spirit lore. Forbidden: all Rogue.
Equipment: Though they may not wear armor, Deathslayers may otherwise choose any other type of equipment which will help them in their battles against the enemy.
Special Benefits: At the start of his or her career, a Deathslayer chooses a single type of undead against which to focus his or her efforts. Typical choices include the mummy, spectre, banshee, ghost, vampire, or lich (lesser, more easily defeated undead make for unchallenging nemeses at higher levels). This choice of an enemy is permanent and cannot be changed during the wizard's life.
The Deathslayer gains powerful benefits when fighting his or her chosen undead enemy:
Mental fortitude: Because of the wizard's extensive study and preparation, the Deathslayer gains a +2 bonus on saving throws against mental attacks (if any) caused by the Enemy, including charms and fear.
Battle Prowess: The Deathslayer also gains a +2 bonus on attacks against the enemy. This applies not only to melee weapons, but also touch-delivered spells and undead-specific special attacks (such as a driving the stake through a vampire's heart or, in the case of Talib, destroying a lich's phylactery).
Spell Prowess: The Deathslayer targets spells effectively against the Enemy, subjecting this type of undead to a -2 penalty on saving throws. This applies to all spells cast by the Deathslayer on the chosen undead and is cumulative with the usual -1 penalty applied to necromancy (thus, the selected enemy makes saves at -3 vs. the 'slayer's necromantic spells, and at -2 vs. spells from other schools).
Special Hindrances: The Deathslayer never relents in the pursuit of the enemy. This fanatical wizard is driven, as if by compulsion or geas, on an endless quest to seek out and destroy undead. In combat, a Deathslayer like Talib will always seek out and destroy undead in preference over living targets. If the wizard encounters a mixed group of undead and living creatures (like an Undead Master with a contingent of skeletons), he or she will deal with the undead opponents first, even if they pose less of a threat. A Deathslayer who willingly ignores this kit responsibility automatically forgoes any experience points he or she normally would have gained for the encounter (or adventure).
The obsession to eradicate undead borders on mania, and a few members of this kit are not the sanest of individuals. The horrors of continually battling powerful undead can erode the mental health of even the most strong-willed heroes. Even if they retain a fragile hold on their sanity, Deathslayers are usually harsh and grim in their dealings with others.

Philosopher

The Philosopher studies necromancy out of an overpowering desire to master the forbidden and secret arts shunned by the rest of world. Indeed, if necromancy were not publicly reviled or a topic of social taboo, the Philosopher would not give this school of magic more than a cursory thought. The Philosopher is curious about the forbidden, fascinated by the obscure. The Black Arts are especially tempting to this wizard, who craves to unravel all the dark, hidden mysteries of the universe.
The Philosopher is a theoretician, not an experimenter like the Anatomist. Instead, this wizard gains almost all knowledge from the ancient (often banned) books, scrolls, and magical spells at his or her disposal. When trying to resolve a particularly knotty problem, the wizard may correspond with other Philosophers or summon an agent from the lower planes for interrogation. Knowledge and understanding are always the foremost goals of this kit.
Numerous examples of this kit can be found in the short stories of H. P. Lovecraft and his literary successors, for whom this character became something of a stereotype. Lovecraft was noted for creating the fictional Necronomicon, a book of black necromancy and baneful summonings supposedly written by the Mad Arab, Abdul Alhazred, an insane wizard who delved too deeply into his forbidden researches. Many horror writers have expanded on Lovecraft's notion of the demented scholar or sage (see "Return of the Sorcerer" and "Ubbo-Sathla" by dark Ashton Smith, "The Dweller in Darkness" and "Beyond the Threshold" by August Derlith, "Shambler from the Stars" and "The Shadow from the Steeple" by Robert Bloch, "The Terror from the Depths" by Fritz Leiber, and "Rising with Surtsey" by Brian Lumley). The DM should have little difficulty locating source material for this type of necromancer.
Requirements: Because of their fascination with the darker side of necromancy. Philosophers may only be of any neutral, non-good alignment (only N, CN, LN, or NE). A Philosopher must have a minimum 14 Int, besides the usual minimum 16 Wis.
Spell Preferences: This wizard favors spells from the spheres of necromancy (all categories), conjuration/summoning, and divination. During their research, they have little use for alteration or invocation spells.
Role: The Philosopher is a demented and outcast scholar, forced to pursue his or her dangerous studies on the fringes of civilization. This wizard lives like a recluse, always residing in the outskirts of town or in the wilderness. The Philosopher's sinister habits and fiendish summonings would repulse the uninitiated, inflame neighbors, and quickly bring an eviction by the local authorities. It is far easier to live alone, attended by a few trusted henchmen or familiars who respect and occasionally assist in the work.
This wizard is not prone to adventuring and rarely leaves the library, except when lured by the prospect of gaming ancient books, necromantic scrolls, or magical items for study. Except for seeking out these new arcane materials, the Philosopher remains almost always at home. The most fanatical scholars set up a bed in a corner of their library so they may work on their research during all waking hours.
The most probable role of this character in the campaign will be that of an NPC sage or scholar who must be contacted by the party during the course of a quest or adventure. Kazerabet, for instance, is a reclusive Philosopher with a passion for ancient history. Her NPC sheet appears in Chapter Nine. The famous author of the Art of Necromancy, her work has been quoted in the Introduction and the final chapter of this book. In the campaign of the Isle of the Necromancer Kings (see Chapter Nine), she serves as a neutral source of antique lore for the adventurers, providing them with background information for the adventure. Locating the Philosopher, intruding on her realm, and obtaining the desired knowledge should prove to be an opportunity for lively role- playing, given the eccentricities of the Kit.
Weapon Proficiencies: A Philosopher like Kazerabet has little experience or need for weapons, relying almost exclusively on her wits or spells during an encounter. The wizard may only choose small weapons that can easily be learned indoors (the dagger, dart, or knife).
Nonweapon Proficiencies: Required: netherworld knowledge, reading/writing. Recommended: (General) artistic ability, etiquette, heraldry, languages (modern); (Priest) local history; (Wizard) ancient history, astrology, herbalism, languages (ancient), necrology, religion, spellcraft, spirit lore. Forbidden: all Rogue and Warrior.
Equipment: This wizard has little or no concern for physical appearance or personal possessions (unless magical, of course). As a result, the Philosopher will typically be poorly equipped, wearing unkempt and unfashionable clothing, and carrying little besides spell components and a small weapon. Of course, Kazerabet is an exception to this generality because of her past history as a former queen.
Special Benefits: The Philosopher has the knowledge of a sage regarding spells in the school of Necromancy, necromantic magical items, and the netherworld (particularly the Lower Planes). When questioned on this topic, the wizard has a base 5% chance per level of immediately knowing the answer, as if he or she had cast legend lore. As with the 6th- level spell, the DM must decide on the specific nature of any details learned by this ability. Since most of the Philosopher's knowledge will be based on the partly coherent ramblings of partially demented necromancers (like him- or herself), there Is little to assure that the answer to any specific question will be meaningful or even comprehensible. If the wizard does not directly know the answer to a typical question, the Philosopher is constrained by the typical rules for the sage, outlined on pages 106-108 in the DMG.
If the DM allows psionics in the campaign, the Philosopher may possess one or more wild talents (see Chapter Two for more on this). These unusual psychic abilities result from the wizard's peripheral researches on the hidden powers of the human mind, an interesting subtopic of necromancy (see the 4th-level spell brainkill in Chapter Four). The Philosopher's unique mental powers will certainly complement his or her demented or slightly insane nature (see below).
Along with the usual benefits of the specialist, the Philosopher gains a +30% chance (total) when learning spells from the school of Necromancy. Unlike most other necromantic kits, this wizard devotes considerable time to magical research and thus is likely to have a very large repertoire of (mostly necromantic) spells at his or her disposal.
Special Hindrances: Perhaps the greatest hindrance of this character is a tenuous grasp on reality. Normally, scholars attempt to retain an objective or unbiased view of their research. With black necromancy, however, such an emotionless and impartial perspective is extremely difficult to maintain. Because of the internal contradictions involved, spurred by tamperings with extraplanar forces beyond mortal reckoning, a Philosopher like Kazerabet loses a sane perspective on the normal world around her. Her attitude about life is somewhat distorted by the terrible secrets she has learned, and the cumulative burden of these inexplicable mysteries can be unbearable.
Not surprisingly. Philosophers may become insane (see Chapter Three), though rarely in a manner that impedes their scholarly research. Even the mighty Kazerabet is not without her paranoia and her irrational need for privacy (although these are possibly not bad traits for a necromancer).
Finally, because of the wizard's extensive research in necromancy, spells from other schools are much more difficult to learn for the Philosopher, resulting in a -30% penalty. Otherwise, the Philosopher has the usual restrictions regarding forbidden schools and magical items.

Undead Master

The Undead Master specializes in the creation of undying minions and the summoning of extraplanar allies. Above all, this necromancer craves power over others, reveling in the thrill of commanding obedient servants. The mindless undead, as unthinking and ever-faithful automatons, make perfect and unquestioning slaves that will shoulder even the most loathsome burdens without hesitation. The Undead Master enjoys dominating the feeble will of the living, subverting the dead, and controlling the fiendishly powerful.
Examples of this kit can be found in a few of dark Ashton Smith's stories. The necromancer Malygris from "The Last Incantation" and "The Death of Malygris" and the vengeful Namirrha from "The Dark Eidolon" make ideal models for this kit. Also, the DM might check out Glen Cook's Black Company series, which involves a necromancer known as the Dark Lady, who subjugates her living apprentices, creating the infamous Ten Who Were Taken.
Requirements: Members of this kit may be of any non-good alignment.
Spell Preferences: First and foremost, these wizards are avid practitioners of necromancy that creates, augments, or controls undead. At higher levels, these wizards eventually turn to powerful spells from the Conjuration/Summoning school that call upon extraplanar creatures.
Unlike most necromancers, the Undead Master has access to the school of Enchantment/Charm, enabling this specialist to dominate the minds of the living as well as the dead.
Role: The Undead Master is a variant of the Archetypal Necromancer and, as such, makes a dangerous villain for the campaign. However, unlike the Archetype, who tends to be a solitary menace, the Master is always surrounded by a host of undead servants, summoned fiends, bound genies, and charmed monsters. These wizards arc never encountered without a large entourage of minions, making members of this kit especially terrible foes in combat.
The Undead Master may be encountered both in the wilderness and in the midst of society. In the abandoned hinterlands, many Masters establish petty domains where they can rule over legions of undead with impunity. Eventually, the most powerful Masters gravitate back to human society, where they attempt to impose their will over the living. Sometimes, they magically establish a tower in the center of a city, replete with their most powerful guardians. The presence of an Undead Master in a city directly challenges the authority of the local aristocracy, who will seek to remove the wizard, regardless of the cost (providing a good opportunity for adventurers). Of course, the Master is always well prepared for such "welcoming parties."
Sarzec the Broken (the author of the letter at the beginning of this chapter) is an example of a low- level Undead Master for the campaign. Along with his associate Pizentios, he illustrates how a group of allied necromancers can band together with deadly results. This necromancer is featured again in the introductory anecdotes for Chapters Seven and Eight, and his detailed character sheet has been included in Chapter Nine. Despite his low level, his alliance with his former mentor Pizentios makes him an extremely dangerous adversary.
Weapon Proficiencies: The Master may choose only one of the regular weapons available to the wizard (namely the dagger, dart, staff, sling, or knife). At higher levels, additional weapon slots must be invested in nonweapon proficiencies. A wizard like Sarzec almost never enters into melee personally, as he relies on his minions for protection in battle.
Nonweapon Proficiencies: Required: necrology, netherworld knowledge. Recommended: (General) etiquette, heraldry; (Wizard) ancient history, astrology, languages (ancient), reading/writing, religion, spellcraft, spirit lore. Forbidden: all Priest, Rogue, and Warrior.
Equipment: Although the Undead Master is typically outfitted like any wizard, this kind of character tends to be vain, so he or she usually only obtains possessions of the highest quality. Indeed, powerful Undead Masters may consider themselves to be on par with royalty (no matter how humble their birth). A low-level wizard like Sarzec relishes a position of authority such as commanding a ship of undead as a captain. These attitudes are clearly reflected in their choice of dress and accouterments.
Once they reach a sufficiently high level, Undead Masters devote considerable attention to properly outfitting their numerous followers, from the lowliest skeleton to the most powerful fiend. Only the uncouth Archetype will send skeletons into battle with their bony claws as weapons. Masters care not only about the combat potential (weapons) of their servants, but about their physical appearance as well. Sometimes, the equipment of an archmage's servants will approach the extravagance and quality of a royal guard.
Special Benefits: All Masters are able to command undead creatures, exactly as if they were priests of the same level. Their ability to command undead also extends to fiends and extraplanar creatures, which are treated as undead with the same hit dice (without considering any hit point modifiers). This special benefit results from the wizard's complete mastery of the baneful rites and conjurations that control or bind not only the cold undead, but also the sinister inhabitants of the netherworld. For example, Sarzec, a 6th-level Master, can command undead and up to 6-HD extraplanar creatures, exactly like a 6th- level priest.
Special Hindrances: In return for knowledge of Necromancy, Conjuration/Summoning, and Enchantment/Charm, the Undead Master neglects study in other schools of magic. The Master is restricted from casting spells which are exclusively taught in the schools of Alteration, Illusion, and Major Divination. This significantly reduces the wizard's repertoire of spells when compared with other necromancers (gaining the Enchantment/Charm school is more than offset by the loss of Alteration and Major Divination).
The Master may also not use specialized, wizardly items that draw exclusively from these restricted schools of magic, including wizard scrolls of any restricted spells, wands of illusion or polymorphic, robes of eyes, scintillating colors, or repetition (TOM), crystal balls, amulets of far-reaching, extension, or meta- spell influence (TOM), medallions of spell exchange (TOM), talismans of memorization (TOM), Nefradina's identifier (TOM), or Tenser's portmanteau of frugality (TOM). However, magical items which are available to all classes (such as a potion of polymorphing), that operate without specialized knowledge of the restricted schools, can be employed.
Finally, the greatest hindrance of this kit is the wizard's own self-centered personality, which often borders on madness. Undead Masters tend to be megalomaniacs of the highest degree. They always consider themselves, their experiences, their feelings, and their quests for power above those of others. They demand to be the center of attention, ruthlessly subverting (or even eliminating) those who contest their supremacy. The Undead Masters' overwhelming need to be in complete control of every situation and to dominate everyone around them results in their most obvious weakness. Anyone who can successfully stand up to them will shatter their composure and possibly provoke an irrational or poorly-conceived response, even when it runs contrary to the wizard's established, long-term interests. Finally, the DM should feel free to impose any additional penalties from Chapter Three, to more distinctively round out the Undead Master's twisted character.

Other Necromancer Kits

In addition to the new wizard kits described herein, a few kits outlined in the Complete Wizard's Handbook (WH) and the Complete Sha'ir's Handbook (SH) may be appropriate for a necromancer: specifically, the Academician, Militant Wizard, Peasant Wizard, Savage Wizard, and the Witch (from the WH), and the Astrologer, Ghul Lord, and the Mystic of Nog (from the SH). Of all the wizard kits outlined in these two resources, the Witch and Ghul Lord stand out as particularly interesting and distinctive roles for the necromancer in the campaign. The full details of these kits can be found in the WH and SH, respectively. Only a few remarks about each profession are offered as inspiration for the DM.

Witch


The Witch specializes in communicating with the dead. Because of the wizard's contact with invisible spirits, he or she learns many hidden secrets of about the physical world. In a campaign, the Witch (also known as a Medium or Spirit Channeler) can serve as both a beneficial ally or as a frightening nemesis.
This is an interesting and distinctive kit for a necromancer. Spells arc taught to the Witch by spirits rather than by a living mentor or by reading a book of spells. The Witch is basically an envoy or intermediary between the living and the dead, serving the needs of both groups. Unlike the Deathslayer, who may seek to lay undead spirits to rest, the Witch has no such obsession (unless, of course, a spirit either threatens her personally or asks for assistance).
In many ancient societies, consultation of the dead (through a witch or medium) was a common practice. The Greek and Celtic equivalents, usually male, would wrap themselves in the freshly skinned pelt of a magical animal (that of a lamb in Greek society or that of a bull among the Celts) and seek the counsel of spirits in the lonely places of the wilderness, usually on mountain tops or by waterfalls.
In Roman times, the witch served as a diviner for the community (like the witch of Endor from the Old Testament). During the Middle Ages, the witch gained a negative and evil stereotype, living on the fringes of society like an outcast for consorting with dark spirits (consider the three witches from Macbeth). Since their profession conflicted directly with one of the chief purposes of the official or mainstream priesthood, witches were outlawed in almost every period since the height of the Roman Empire.
With these widely variant historical interpretations of the witch, the DM should have plenty of ideas for incorporating such a character into the campaign.

Ghul Lord

Ghul Lords are necromancers who channel the dangerous energies of the Negative Material Plane. These necromancers do not cast spells like normal wizards. Instead, they employ raw manipulations of negative energy that can be used to attack, defend, provide transport, and yield information. These manipulations are not like normal spells, and are powered by the wizard's own life force. However, since their powers come from the Negative Material Plane, Ghul Lords can only duplicate the effects of spells from the school of Necromancy. Once they reach 10th level, they also gain a limited ability to turn or command undead.
These considerable powers do have a drawback. The Ghul Lord pays a terrible price for them. The negative energy slowly twists and corrupts the user's body, eventually turning it into a hideous monstrosity as the wizard progresses in experience. In addition, since the Ghul Lord's powers involve the channeling of negative energies, the wizard cannot try manipulations that duplicate spells outside the school of Necromancy.
Since the Ghul Lord does not memorize and cast spells in the standard fashion, he or she is a unique type of necromancer, akin to the sha'ir wizard native to the Land of Fate (of course, the DM can easily transplant the Ghul Lord to any arid or desert climate). While he or she might serve as a spooky "speaker of the dead" for a secluded village or town, the wizard will usually be a reclusive loner because of his or her progressively horrendous, undead appearance. As the kit's name implies, the mysterious wizard will probably be encountered in the wild, commanding a pack of ghouls.
Like the Arabian sha'ir, the Ghul Lord is at a disadvantage in melee when compared with standard wizards who need only a few moments to unleash a memorized spell. The Ghul Lord, in contrast, needs at least one round of uninterrupted concentration to prepare a manipulation. When designing a combat encounter, make sure to include numerous allies (undead or otherwise) to protect the Ghul Lord while the wizard prepares his or her manipulations.

New Nonweapon Proficiencies

The following new nonweapon proficiencies are suitable for use by NPC necromancers (and death priests) in the campaign. At the DM's discretion, these skills also may be made available to player characters, providing they find an appropriate tutor (a necromancer or death priest) willing to teach them. Open possessors of these skills are viewed with considerable alarm by mainstream society, which normally regards such knowledge as unspeakable or taboo.

Anatomy (1 slot, Int)

This proficiency involves the knowledge of the secret mysteries and intricacies of the human body, including the structure, function, and location of bones, muscles, organs, and other soft tissues. This skill provides the scholarly foundation for the Anatomist's special abilities. This proficiency also comes in handy with certain necromantic spells (such as corpse link, spectral voice, and graft flesh), which require fresh body parts that have been carefully harvested from cadavers.
This proficiency also has some less gruesome bene fits. A detailed knowledge of anatomy can help with both the treatment of disease and the accurate artistic representation of the human body. Characters with the anatomy nonweapon proficiency automatically increase their skill with healing and artistic ability proficiencies (+2 bonus to both ability checks).

Necrology (1 slot, Wis)

A character with this skill is well versed in the lore of undead creatures. This proficiency may be used to help determine the probable lairs, dining habits, and history of such creatures (no ability check needed). Whenever a character with this skill confronts an undead, he or she may be able to specifically identify the creature (discerning between a ghast and a common ghoul, for instance). In addition, providing the character makes another successful ability check, he or she recalls the creature's specific weaknesses and natural defenses or immunities. At the DM's discretion, a failed ability check (in either of these cases) will reveal misleading or even completely erroneous information which may actually strengthen or otherwise benefit the undead.

Netherworld Knowledge (1 slot, Wls-3)

With this proficiency, a character learns about the cosmology and organization of the AD&D® game multiverse, focusing primarily on the ultimate destination of spirits after death: the Outer Planes. In addition, the character learns about behavior of the dangerous creatures that inhabit the nether regions, including such fiends as the tanar'ri and the baatezu. As with necrology (which applies exclusively to undead), netherworld knowledge can reveal the specific weaknesses and natural immunities of beings from the Outer Planes. The proficiency can also be used to classify the exact type of extraplanar creature encountered. Both of these abilities require an ability check, however.

Spirit Lore (2 slots, Cha-4)

A character with the spirit lore proficiency knows methods to contact spirits, deities, and extraplanar powers. He or she can more easily communicate with these beings, gaining a +5% chance of success (no ability check necessary) when attempting divinatory spells such as augury, contact other plane, commune, divination, speak with dead, summon spirits, and so on.
This ability may also be used to contact the dead without resorting to magic (handy for low-level characters and individuals who do not know magic, such as psionicists). Using pyromancy (divination by candles), tarot cards, and other mystical rites, the character can ask questions of these powers as if using a summon spirit or speak with dead spell (no body required, and there is no applicable time limit).
Before beginning the contact, the character must prepare for half an hour, making sure that the area has no spirits around to confuse readings. Contact with the dead is established if a successful check is made. A failed roll reveals nothing. If the roll is 10 more under the number needed, a specific spirit can be contacted. A roll of four or more above the needed number (or a 20) reveals incorrect information, perhaps from an evil spirit. Individuals with the psionic ability of spirit sense gain +2 to ability checks.
The summoner can ask questions of these spirits, but the spirits are not obliged to answer. If annoyed, the spirits can sever the link at will. The questioner can ask 1-3 questions, plus one for every slot above two spent on this proficiency. Contact may not be made more than once per day and is inadvisable more than once per week. The dead do not appreciate being disturbed and may take revenge. The DM can refer to the new 4th-level spell summon spirits for more details about interacting with the dead.

Venom Handling (1 slot, Wis-2)

With this proficiency, a character learns how to safely use both magical and mundane poisons. There is no danger of such a character accidentally stabbing someone with a poisoned weapon. Also, the character can identify a poison and a possible antidote by visual inspection of the venom or its symptoms in a victim (with an ability check). In addition, a character can identify naturally occurring animals, plants, or monsters that are poisonous (with an ability check). Any roll which fails by 4 or more results in a misidentification of both the poison and its antidote.
At the DM's discretion, characters with also the animal handling, herbalism, and brewing nonweapon proficiencies may be able to manufacture some of the more deadly poisons listed on page 73 of the DMG. The cost and time required for such an activity should be adjudicated by the DM, but providing all of the components are personally harvested by the character, it should take no less than 1-6 days to make one dose of poison. Magical poisons cannot be manufactured using this ability. Long before Talib began to formally study the Art, Jal' and

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