Chapter 8: Tools of the Trade Previous      Index      Next

Pizentios kept me and the rest of my crew locked in his cellar for days, at the bottom of a deep, dark pit that was sealed by a single trap door. One morning. Apprentice Sarzec opened the. trap door and used a rope to lower some noxious stew - perhaps intending to drug us again and feed another sailor to his master's familiar. We had no intention of sampling his fare once again. By then, of course, we had established a plan of escape.
Although stripped of all our possessions and holy symbols, Tala, a priestess with our crew, prayed for a command spell. When the apprentice opened the trap door above us, the cleric suggested that Sarzec jump. Just like that, without hesitation, the dumb sot leaped into the pit with us, breaking both legs when he hit the floor and knocking him out cold. Tala bound Sarzec's wounds, but I refused to let her set his mangled legs. At least the villain wouldn't bleed to death. Six of my sailors made a human pyramid, lifting up the first mate until he reached the open trap door. He then secured the rope Sarzec used to lower our food, and we all climbed out, leaving the unconscious apprentice in the pit.
After we escaped from Pizentios's prison, we began to raid his home. Fortunately the necromancer and his familiar were still occupied elsewhere on the island, so we sacked the metal tower, hurling his most useful tomes, talismans, potions, and scrolls into a number of sacks. We also discovered artifacts of the necromancer's hideous practices, embalmed in jars of amber oil. We destroyed these and many other abominations that decorated the shelves of his study.
The greatest treasure we discovered beneath his bed in his private chamber, locked in an ebony box. It was a scimitar in a black leather sheath, superbly balanced and traced with the most deadly wordings of black necromancy, or so Tala warned me. I strapped it on anyway. In a corner of the room, on an iron stand, we found Pizentios's grimoire. Fearing it was trapped, I used the sheathed scimitar to flip it into a sack. There was no time to inspect any of these treasures in detail, since we were terrified that the necromancer might return at any moment and slay us all. But Fate smiled upon us, and we made it back to our ship with all of Pizentios's most valuable treasures.
In the night, Pizentios returned to his devastated tower. By then, our ship stood off from shore, far beyond the range of his lethal spells. Bereft of his grimoire, the necromancer sent his familiar after us instead. The winged fiend descended on us like a nightmare and began ravaging the crew. Then I unsheathed the scimitar I had stolen from Pizentios' tower, and the fiend, beholding its naked blade writhing with fell runes, fled abruptly into the night. Our escape from the Isle of Sahu was complete.

—From Captain Omar's "Tale of Sahu"

Necromancers and death priests are renowned for their exotic magical creations. Over the centuries, these spellcasters have developed an expansive foundation of necromantic lore which is only now being rediscovered. Much of this ancient knowledge is not being employed in the most ethical manner. For example, based on the principles found in magical texts such as the Book of Shadows, the Scabrous Society has recreated a few long-forgotten poisons and necromantic devices to help expand their evil organization.
This chapter details a few of the magical venoms and necromantic items that have only recently come into more frequent use by several powerful groups of necromancers and various cults of death priests. Sometimes, adventurers such as Captain Omar have managed to discover new sources of necromantic lore in their travels. As more archaic tomes begin to appear in the campaign, the magical devices outlined in this chapter will become more than just rare curiosities. This chapter enables the DM to augment the arsenals of necromancers and priests in the campaign.

Poisons and Potions


Practitioners of the Art employ a variety of magical venoms and potions to achieve their ends. From the DMG, dust of sneezing and choking, elixirs of health and madness, potions of extra-healing, healing, longevity, poison, undead control, and vitality are most likely to be included in the recipe book of the necromancer or death priest, either for personal use or for use on others (in the case of harmful items). From the TOM, these spellcasters will sometimes also employ air spores, curdled death and powder of the black veil as poisons in combat. The list of venoms found on page 73 of the DMG provides a general background of non- magical poisons for the campaign. Certain necromancers, such as the Archetype or Witch, may also be experts at harvesting natural poisons from animals and monsters such as snakes, spiders, scorpions, wyverns, and the like.
Many of the necromantic secret societies employ magical venoms and unique potions that are created and distributed only to members of their organizations. The Scabrous Society and the Cult of Pain, in particular, relish the use of enchanted poisons like deathdust. Even the righteous Death Lords have developed an enchanted venom, called soultravel. Of all the death priests, only Stranglers disavow all use of poison in their holy slayings.
Many necromancers, working independently, have also developed several insidious poisons of varying efficacy and magical potency. Undead Masters use a variety of deadly potions (like ju-ju wine) that transform the unfortunate drinker into an undead. Other ointments, such as ghast salve, provide protection or even power over special types of undead.
Along with these specialized necromantic elixirs, evil wizards also tend to use exotic but otherwise normal poisons to an alarming extent. Even a mundane zombie can become a major threat to a party of adventurers when it wields a dreambliss-envenomed sword given to it by its master. As recounted in the Captain Omar's introductory tale in Chapter Seven, a powerful necromancer like Pizentios can (and will) effectively use poison to sedate a large group of opponents.
Natural poisons - such as dreambliss and mind-shadow - that induce slumber or disorientation in opponents are especially valuable to necromancers, who cannot bring about such effects with their spells. These poisons are sometimes used for medicinal purposes by the Anatomist, but there are many times when a villain wants to render victims helpless or unconscious. Without access to spells from the schools of Illusion or Enchantment/Charm, necromancers must resort to poisons to achieve similar ends.
Keep in mind, while perusing the following list of new potions and venoms, that the final decision about whether necromancers and their secret societies actually do employ certain poisons (or any at all) with any sort of regularity is left to the DM. Prices for normal venoms, which might also be made available to PCs (at the DM's discretion), are listed when appropriate.
Ju-ju Wine: This fragrant liquid appears to be a dark red wine. In fact, it is an insidious potion of poison. If even a sip is tasted by a human, demihuman, or humanoid, the wine brings instant death unless the victim makes a saving throw vs. death magic. If failed, the victim is permanently transformed into a ju-ju zombic who automatically obeys the commands of the first person who speaks to him or her. The zombie can be turned or affected by magical items that influence undead, but the victim cannot be restored except with a wish, raise dead, or similar necromancy.
A second, less toxic vintage of ju-ju wine is also known to exist. This milder, white-wine variety turns the victim into a "living" ju-ju zombie for 2-5 days, who (as with the more potent variety) mindlessly obeys the first person who speaks to him or her. However, since the victim is not truly dead, he or she cannot be turned or commanded by a priest. Until the effects of the lesser potion expire, the victim temporarily loses all racial, class-related, and professional abilities. (150 XP.)
Dreambliss: This powerful (non-magical) narcotic is derived from the sticky white sap of a thick-leafed jungle or desert plant. Dreambliss quickly sedates even the largest opponents. Victims struck by a coated weapon must save vs. poison to resist its potent effect.
If the victim fails the save, he or she falls into a deep, euphoric "Sleep of Bliss" lasting 2-8 hours. The onset time depends on the victim's size: S (1 round), M (1-2 rounds), L-G (2-5 rounds). Upon waking from the poison-induced slumber, most victims remember happy, dreamlike visions that they long to experience someday again.
Dreambliss is sometimes used as a recreational drug in rich circles, but the addictive poison quickly drains its victims of all Wisdom (permanent loss of 1 point per month of repeated use) and wealth before long. The poison's effectiveness against even large-sized monsters makes it popular among both adventurers and criminals. A single dose costs from 200-1,200 gp.
Deathdust: This deadly magical powder can be used as either contact or insinuative poison. An arrowhead need only be sprinkled with a pinch of the powder and touch the skin to be effective. Clearly, the powder must be handled extremely carefully by trained individuals.
Deathdust acts almost instantly, with an onset time of 1-3 rounds, during which time it causes an irritating burning sensation and may be reversed with a dispel magic (successful against 12th-level magic). Otherwise, the necromantic powder causes the victim to literally fester, decay, and desiccate into a pile of dry dust within a single round if a saving throw vs. death magic is not made. Deathdust is sometimes applied to an enemy's doorknob or sprinkled into a pouch of gold given as a gift. It is said to smell like myrrh.
Ghast Salve: Only a few powerful necromancers know the secret of creating this sickly green ointment. The cream's powers activate one round after being spread upon the recipient's body. The recipient gains immunity to paralysis and to the stench of ghasts. The user of ghast salve also exudes the same stench of ghasts and can paralyze others if the victims fail a saving throw vs. paralysis. Finally, regular ghouls and ghasts will regard the recipient in an extremely favorable light (as if he or she had an 18 Charisma). The subject gains a +7 reaction adjustment with these forms of undead.
Ghast salve reacts strongly with holy water. If struck by such liquid, the recipient suffers damage as though he or she were truly undead (ld6+l points of damage for a direct hit, 2 hp for a splash). Typically, ld3 jars, each containing up to three applications, will be found. A single application lasts for an hour. (500XP/jar.)
Mindshadow: This non-magical poison is brewed from a variety of arboreal fungus and is available in most temperate climes for between 300-1,800 gp per dose. When introduced into a human's bloodstream, mindshadow causes extreme disorientation and both visual and auditory hallucinations in the victim, who must make a saving throw vs. poison to resist the effect (onset time is only 1-3 rounds).
Victims failing their save become confused (as per the wizard spell) for 5-20 turns. During that time, the victim is highly susceptible to suggestion (-6 penalty to the saving throw to refuse a specific request) by anyone conversing with or questioning the victim. Mindshadow can be used in combat to disorient opponents, but it is much more often employed by necromancers during the interrogation of prisoners. Since it leaves the victim almost totally at the mercy of frightening hallucinations and suggestions, mindshadow is rarely used as a recreational drug.
Mindshadow only works effectively with humans. Other races and monsters gain a +1 to +4 bonus to their save (onset time 2-12 rounds, depending on their physical size and the amount of poison employed). If they fail, they arc only slowed (as the wizard spell) for 2-12 turns (with no susceptibility to suggestion, as in humans). Dwarves are immune to the poison's effects.
Soultravel: This magical poison, which can be absorbed directly via the skin, is used by the priests of the Dead and certain Philosophers to loosen the bond between a person's body and spirit. Victims are entitled to a saving throw vs. spells to resist the effect if unwilling.
If the save is failed, soultravel forces the victim's spirit to surrender his or her physical body and enter the Ethereal Plane, much like an undead ghost. However, unless she or he has had extensive experience with soultravel, the ethereal victim will be completely helpless and disoriented on the Ethereal Plane. Meanwhile, his or her physical body remains in a deathlike coma. The victim cannot physically attack those in the physical world, although he or she can still cast spells and use psionic abilities.
Soultravel is not for the casual user. Strong doses of the venom will sever the bond between the body and spirit irrevocably, effectively killing the victim. The victim can also be slain by casting spirit release, dispel magic, or dispel evil/good while his or her ethereal form is further than 30' from the physical body. However, if the ethereal form is close enough to the body when any of these spells are cast, the spirit and body are reunited.
Unless prematurely ended by magical spells, as outlined above, the effects of soultravel usually last for 4-16 turns. Upon awakening, the subject loses 2-8 points of Constitution, which are regained at a rate of 1 point per day of rest. (400 XP.)

Magical Items

Necromancers and death priests have an awesome arsenal of magical items at their disposal. In the DMG, all varieties of enchanted daggers (particularly the dagger of venom), darts of homing, swords of wounding, life stealing, and the planes would be ideal weapons for such characters; the axe of hurling is a favorite among high priests of the Murder Goddess. Necromancers would also collect or manufacture scrolls of protection from poison, possession, and undead, rings of wizardry, staves of the magi or power, wands of illumination, conjuration or paralyzation, amulets of life protection or versus undead, and mirrors of life trapping. Death priests seek similar items (providing they are usable by clerics), including rods of resurrection, staves of curing, the serpent, swarming insects, and withering, and the phylactery of long years.
The Tome of Magic also contains a number of magical items that are particularly appropriate to necromancers or death priests: powder of coagulation, the ring of necromantic resistance, bag of bones, claw of magic stealing, jar of preserving, school caps of necromancy, and the tapestry of disease warding.
Undead Masters, Philosophers, and other necromancers who favor conjuration and summonings may own or create rings of djinni summoning, efreeti bottles, and other elemental-summoning devices (bowls, censers, stones, and so on). Many of these items can be modified to work on the evil denizens of the Lower Planes as well, containing one or more imprisoned fiends who are bound to serve the owner of the device. Other items that merely summon a fiend from the nether regions may require some form of sacrifice in order to appease the creature and secure its willing service for some period of time. Note that elemental or fiendish prisons will usually be enchanted with protections for the user; summoning devices, on the other hand, may not be fitted with such amenities and (at the very least) will require the wise user to be warded in a circle of protection from evil.
Many necromantic items are strongly tied to the practice of the Black Arts and, as such, are only appropriate for evil characters. These items may still function if wielded by good PCs, but they usually bring some form of curse on the user (see Chapter Three). A dagger of venom, for instance, may slip in battle and strike an ally (or even the user). All of the dangers associated with criminal necromancy apply to magical items as well as spells. Items created for use by members of a specific religious cult may simply fail to operate when used by a member of a different faith.
The DM is the final arbiter in terms of what items are appropriate for PCs in a particular campaign. He or she must ultimately decide what baneful side-effects and curses (if any) will befall adventurers who rely upon necromantic devices far beyond their understanding and formal magical training. For the remainder of this section, we present a number of new magical items that are appropriate for necromancers, death priests, and other practitioners of ancient and forbidden magic (although they may occasionally be used by any unscrupulous sort of character).
Amulet of Health: These talismans have been enchanted and used since ancient times. Originally, they were carved in the shape of some strong animal, like a lion or elephant, and worn about the neck. More recent amulets, created by the Brotherhood of Sorrow, have been fashioned in the shape of two bound hands, tied at the wrist, and may be worn or carried anywhere on the body in order to benefit from its protection.
These amulets confer complete immunity to disease and madness (see Chapter Three). They protect against curses, magical items, monsters, and spells that inflict plague and insanity. They even ward against lycanthropy, mummy rot, and other magical diseases. Note that these amulets do not automatically cure any previous afflictions; they only prevent the owner from contracting such disease or madness in the future. A few of these amulets (5%) also provide protection against poison. (1,000 XP.)
Amulet of Terror: These devices were first forged in the distant past by the Necromancer Kings of Nog and Kadar, and their secrets have only recently been brought to light by Kazerabet's Art of Necromancy. When activated, this talisman cloaks the wielder in a purple aura of malevolence, terrible to behold. Kazerabet has compared the amulet's necromantic radiance to the chilling aura of a lich, though it has a decidedly different effect. Everyone within 30' of the wielder must make a saving throw vs. spells with a -2 penalty or stand rooted to the spot, frozen in terror, for 2-5 rounds. These devices have 20-50 charges when discovered. (3,000 XP.)
Arrow of Harm: Similar in appearance to the dreaded arrow of slaying, this black-shafted war arrow is inscribed with fell runes by the powerful priests of Murder and Pestilence. It confers a +3 bonus to hit when shot by any variety of long bow. Any living creature stuck by this necromantic bolt suffers the effect of a harm spell and is automatically reduced to ld4+l hit points.
For so long as the bolt remains in the victim's flesh, the unfortunate is immune to the effects of magical or natural healing. Removing the embedded arrow from a victim's flesh inflicts an additional ld8+3 points of damage, which usually results in unconsciousness (or in some campaigns, the victim's death once he or she reaches 0 hp). Attempts to magically heal a victim with an embedded arrow of harm will only succeed if dispel magic is cast on the bolt during the same round as a cure light wounds (or similar magic) is employed on the victim.
Its rumored that the Cult of Pain has devised an even nastier version, similar to the regular arrow, except that the victim is additionally forced to make a saving throw vs. death magic or be paralyzed with pain for so long as the bolt remains embedded in the flesh (with the same penalties for extraction as the normal bolt).
From 1-4 of these baneful sheaf arrows will be found at once, and they lose their magical abilities after they have been used successfully against a victim (arrows which have missed their target have a 2 in 6 chance of breaking; if not, they can be collected for use again). (600 XP each.)
Bone Ring: This plain finger ring is always carved from human bone. Nebt Bhakau's Book of Shadows hints at a secret method for enchanting these rings, but only the clerical tome On Coming Forth by Day contains the full details of their construction. A bone ring wards the wearer from all energy- or Strength-draining attacks from all sources (such as undead and hostile spells). Each ring has 1-100 charges. Each attempted drain that the ring absorbs will drain one charge until it finally disintegrates into fine, dry powder. Unless magical divination (such as identify) is employed, the wearer will not be aware of how many charges are remaining.
A few, special bone rings (5%) are rumored to protect the wearer by absorbing wizard spells of black necromancy (see Chapter Four), in addition to warding against spells and undead attacks that drain Strength or life energy. Both versions cannot be recharged. (3,500 XP for lesser; 5,000 XP for greater ring.)
Gloom Candle: These ebon tapers are a boon to evil death priests and necromancers alike and can be enchanted by one of either profession once they reach 12th level, according to the recipe set forth in the Book of Shadows (wizard version) or On Coming Forth by Day (priest version). A gloom candle burns for an hour, although it can be normally extinguished prior to that duration.
While it burns, a gloom candle fills a 100' radius with a deep shadow, negating any light or darkness in the area of effect. A necromancer (or a type of death priest normally unable to command undead, such as a cleric of Suffering) using the candle gains the ability to control undead as a 6th-level priest. This only affects any undead within the candle's radius and for the duration of the candle's power. Evil priests gain a +2 ability to control undead. Non-evil priests and paladins suffer a -4 penalty on then attempts to control or turn undead. Finally, undead within the area of effect regenerate 1 hp per round while the candle burns, although they do not regenerate if reduced to 0 hit points. From 1-4 gloom candles will be discovered. (100 XP each.)
Hades Hand: Also called Bane's fist (or often by its more generic title, the dagger of slaying), this wickedly curved dagger +1 is enchanted as a receptacle for 2-5 powerful necromantic spells that normally require physical contact to transmit. Instead, these spells are stored in the dagger blade and are triggered and delivered to the victim by subsequent, successful attacks with the weapon.
The release of these stored spells cannot be controlled by the wielder. They are automatically bestowed on all subsequent victims of the blade (until all of the stored spells have been exhausted). The Scabrous Society usually imbues such daggers with cause (fatal) disease, cause blindness, or slay living. It is said that the wizard version of the dagger, employed most often by necromancers, can store an even greater number of deadly spells (2-8), such as vampiric touch, lich touch, and so on.
Those slain by a Hades hand are forever dead. Regardless of whether or not the death resulted from a stored spell or physical dagger damage, the victim of such assault can never be brought back to life by raise dead, reincarnation, or resurrection. Only a full wish can restore a character who has been slain by a Hades hand. Members of any character class (evil alignment only) may employ one of these weapons. Like a ring of spell storing, a Hades hand can be "recharged" with any harmful spell of black necromancy by a death priest or necromancer. (3,500 XP.)
Handglyphs of Power: These ancient weapons, fashioned by the Necromancer Kings, typically took the form of small circular medallions, perhaps three to four inches in diameter. Each medallion would be inscribed with battle glyphs on the front side, the wheel-shaped symbol of the Nog and Kadar adorning the back surface. A small chain was sometimes attached to handglyphs, so they could be worn as a necklace, or wrapped around the wrist in combat. The battle runes on the front side were displayed to any enemy in combat as a command word or phrase was spoken to trigger its power.
Handglyphs were the primary weapons of the Necromancer Kings, enchanted with one type of offensive magic cast at 12th level of ability, usually fireball, lightning bolt, enervation, cone of cold, disintegrate, or death spell. When discovered in ruins, they will usually contain 1-4 remaining charges. Typically short-range weapons, they have a range of at most 30 yards.
Kazerabet reveals the secret to recharging these deadly devices in her Art of Necromancy. She also hints at more powerful handglyphs, known as stun-, blind-, or deathglyphs. These presumably contained power words of stunning, blinding, and killing, respectively, but their existence is mere conjecture, and certainly Kazerabet offers no suggestions to recharging the more powerful variety, even if they do exist. (1,800 XP)
Horn of the Exalted Dead: This horn is a necromantic version of the horn of Valhalla, except that it raises up the spirits of dead warriors (rather than summoning berserkers from Valhalla) to fight for the owner. According to Kazerabet's Art of Necromancy, the horn may be enchanted by a necromancer or death priest to bind the spirits of dead warriors into service. The instrument is typically inscribed with the names of 2-7 individuals whom the owner must call before blowing the horn.
Each of these spirits can be summoned from the netherworld once per week to serve the owner. Regardless of their level of experience in life, the spirit warriors now serve in combat as 5th-level fighters, having AC 4 and 30 hp each (THACO 16). Each is armed with a sword and spear. As spirits, they are immune to all weapons of less than +1 enchantment and unaffected by cold, poison, paralyzation, sleep, hold, and charm spells. They can be turned as wraiths.
After they have been summoned, the spirit warriors remain for up to an hour or until they have been forced to return to the netherworld by being reduced to 0 hp or being subjected to spirit release or dispel evil. In any event, these spirits are not destroyed and can still be called by the hom after another week has passed.
The horn of the exalted dead can be used by either necromancers, death priests, or common warriors, though only members of the former two professions may use the necromantic item with impunity. If the owner is a warrior, upon sounding the horn for the first time, his or her name will be magically appended to the list on the instrument. After the warrior dies, his spirit will be bound to the hom, and subsequent owners will be able to summon that warrior from the netherworld, too. Nothing short of a wish (or the destruction of the hom) can erase the fighter's name from the ranks of the undying on the hom. (4,000 XP).
Nether Scarab: This ancient talisman, whose secret of manufacture has been thankfully lost to modem priests and necromancers, is a dark and twisted version of the more beneficial scarab of protection. It has the same ability to absorb life draining attacks of certain undead (and spells), but it does not confer a saving throw bonus, nor does it allow a saving throw against spells that do not normally permit one.
Instead, a nether scarab's most feared power is the ability to store the level-draining attacks it absorbs. The scarab's owner may then redirect these charges later as an attack. The scarab's owner need only touch a victim, and if the victim fails a saving throw vs. death magic, the scarab drains a level (or hit die) and bestows any drained hit points on the owner (these may increase the owner's hit points beyond the normal maximum, but these disappear after an hour as per vampiric touch). Only one level may be drained per round. According to Kazerabet's scholarship in the Art of Necromancy, these ancient devices usually have 10 charges, but a rare few (5%) have 20 charges. A nether scarab can never be recharged. (5,000 XP.)
Plague Bolts: These light crossbow bolts (or flight arrows) are enchanted by the Plague Priests to spread plague and misery in their wake. The +2 missiles inflict either ld4+3 points of damage if a bolt, or ld6+2 if an arrow, but whoever is struck must also make a saving throw vs. petrification. A failed save indicates that the victim has contracted a fatal disease and will die in ld20 days unless treated by a cure disease spell cast by a priest of 7th or higher level. Any person exposed to the infected victim must also make a saving throw vs. petrification each day or also become infected.
Plague bolts do not lose their potency after being fired, and may be collected for reuse (unless they have been broken in flight, 2 in 6 chance). These dangerous arrows may not be handled with impunity unless the character has learned the venom handling nonweapon proficiency (see Chapter One for more on this). All others must make a save vs. petrification each time they use a plague bolt, or become infected themselves. From 1-6 flight arrows (50%) or bolts (50%) will typically be discovered at once. (150 XP each.)
Robes of the Shadow: A favorite magical item among the followers of the Murder Goddess, these brocaded robes are equivalent to a cloak of protection, varying from +1 to +3 in enchantment. The robe's primary power, however, enables its wearer to assume shadow form for up to one turn per level of experience, once per day. This power is usually activated by a short prayer to our Lady of Despair (this command phrase is usually sewn somewhere into the garment). These robes are considered to be semi- divine artifacts in the cult of the Death Mother, and her Stranglers will seek to regain a lost set of robes regardless of the cost. (1,000 XP per plus.)
Scepter of the Netherworld: This plain ivory baton, enchanted by priests of the Dead, operates exactly like the most powerful amulet versus undead. Its primary function, which may be used by any character class, enables the owner to turn undead like a 9th-level priest (this power, available once per round, draws one charge whether successful or not).
If the owner is a priest with at least minor access to the necromantic sphere, or a necromancer, the scepter also enables him or her to call upon the spirits with speak with dead (once per week, two charges) and summon spirits (once per month, two charges). Refer to the listed spells for details about these powers (the owner is treated as a 9th-level wizard or priest).
When discovered, the scepter usually contains from 20-50 charges. It may be recharged by any priest of 9th level or higher with major access to the necromantic sphere. (3,000 XP.)
Scroll of Protection from Fiends: These are popular among Philosophers and Undead Masters, who must regularly traffic with extraplanar creatures. Like all of the other protection scrolls, they can be used by any character class.
The scroll requires 1 full round to read if it is to protect against all evil denizens of the Lower Planes, 7 segments if it will ward against greater fiends, and only 3 segments if defending against lesser fiends. The circle of protection created by the scroll extends in a 10' radius from the reader. No fiend can penetrate the circle physically or magically in any way, but the person(s) located within the protection may launch attacks from inside. 1 he protection moves with the reader of the scroll. Its effect lasts for 5-20 (5d4) rounds.
As with other protection scrolls, the warding circle cannot be used to force a fiend into a place from where further retreat is impossible (such as a comer). There is no way in which the scroll can be used as an offensive weapon. (2,500 XP.)
Shadowblade:This weapon is a prison or receptacle for an undead shadow, and it derives certain powers from its unholy occupant. It functions as a blade +1 (either a dagger or a type of sword), and in addition to inflicting normal weapon damage, it also drains ld4 points of Strength from a victim with each successful hit.
Anyone drained of all Strength by the weapon becomes a shadow under the command of the wielder. A shadowblade cannot be "turned" or controlled by a priest, though any shadows created by the weapon have no such immunity.
A shadowblade distinctly radiates evil and necromancy, both of which can be detected with elementary divinations. Only evil characters may employ this weapon. Good or neutral characters wielding the blade may be drained of 1-4 Strength points by its shadowy inhabitant unless they make a saving throw vs. death magic for each round they use the weapon. (XP 2,000.)
Staff of Skulls: This staff, usable by all classes, animates skeletal or cadaveric remains with the command word "Arise!" (1 charge). Animated skeletons or zombies are under the command of the staff wielder (see animate dead). If the staff should change hands, control of the undead goes with it. Skeletons or corpses need not be complete, but those lacking parts will, of course, have their actions and mobility impaired. Such animation is permanent, lasting until the undead have been destroyed.
Twenty-five percent of these staves have secondary functions which can be triggered by all generalist mages and most specialists, except Enchanters, Illusionists, or Transmuters. These greater staves can mend broken bones (see bone growth) or reattach severed limbs (see graft flesh) to a wounded and living subject. They can also be used offensively to attack the bones of the victim (see bone blight or throbbing bones (WH)). Each of these four secondary functions draws one charge and requires a successful attack roll in combat if the subject is unwilling.
These staves are sometimes topped by a small ivory skull or hewn from the thighbone of a giant creature. Both versions of these staves can be readily enchanted (or recharged) by a necromancer of 12th level or higher. (900 XP for lesser; 3,500 XP for greater staff.)
Talisman of Divining: These are some of the only non-deadly and useful handglyphs created by the ancient Necromancer Kings. They are similar in appearance and operation to the handglyphs of power, detailed previously. The talismans were created for a variety of divination purposes (choose a power or roll a d6): 1) detect good/evil, 2) detect life; 3) locate remains; 4) detect undead; 5) detect poison/disease; 6) detect magic.
These divinations have a range of a 30' radius around the talisman and are unaffected by the presence of earth, stone, metal, or wood, though they are completely blocked by any quantity of salt water, alcohol, iodine, or quicksilver. These rechargeable devices usually contain 1-100 charges when discovered. (5,000 XP.)

Necromantic Lore

Tomes of power, forbidden books, and ancient, long-dead sages can help bring an atmosphere of necromantic tradition to the campaign, a historical perspective that adds another dimension of realism for your players. Among the early writers of the Cthulhu cycle, it was almost mandatory to create a book of necromantic secrets.
H. P. Lovecraft had such success with his fictional Necronomicon, from which he "quoted" so accurately, that many of his readers believed that the book existed, convinced by Lovecraft's stories that it had been penned by the Arab Alhazred before he was driven mad with his own revelations, dark Ashton Smith retorted by creating the Book of Eibon, and Robert Bloch invented Mysteries of the Worm, giving it a Latin title (De Vermis Mysteriis) to further bolster its authenticity. All of these authors heightened the realism of their tales by discussing their tomes in a historical context of known treatises on necromancy, such as the Book of Secrets by Albertus Magnus, or the Egyptian Book of the Dead.
These same techniques work surprisingly well in an AD&D® campaign. How often does a party of adventurers stumble across the private study of an evil necromancer and scan the shelves for an interesting title? In my experience, this has happened many times, and the most successful DMs have had a few clever descriptions prepared to intrigue their players. Obviously, we are not suggesting that the DM invent a whole library of necromantic titles and their contents. It is sufficient to make up a few books and refer to these frequently so that the players quickly come to recognize them as symbols of necromantic lore.
Here, then, is a small sample of what a group of adventurers might find on the bookshelves of a powerful necromancer. These books can be used as an item of treasure for a successful raiding party, or the object of a quest by the adventurers, who may seek to recover some of the ancient lore contained therein.
Note that many of these books contain knowledge about evil, extraplanar creatures or black necromancy. Although many of the evil-aligned magical tomes in the DMG carry powerful wardings to prevent their use by good characters, there is no such magical protection for the books mentioned here, unless a trap has been set by the book's current owner as a deterrent to theft. Instead, feel free to use the system of punishments outlined in Chapter Three whenever a good character willingly uses an evil tome mentioned in this section. Of course, all of these books (whether good or evil) will be widely sought after by necromancers, and if one of the tomes happens to be in the party's possession at the time, they could be in store for a nasty encounter or perhaps even a new adventure.
The Art of Necromancy. This heavy tome was penned by Kazerabet, the former queen of an entire undead principality and a renowned scholar of the ancient Necromancer Kings of the Ruined Kingdoms. This book contains many useful necromantic spells (gray and white necromancy mostly) and also descriptions on how to create and recharge various necromantic magical items (as alluded to previously in this chapter). The book includes an encyclopedic description of undead, along with a discussion of their special powers and weaknesses. Finally, the book ends with a translation dictionary for Kadari, the ancient language of the Necromancer Kings. Wizards who read the Art of Necromancy can learn necrology and ancient languages (Kadari) as bonus nonweapon proficiencies (see Chapter One) at a rate of one proficiency for every 1-4 months of the character's studying.
The Book of Shadows. It is said that Nebt Bhakau dictated this account of black necromancy to his summoned shadow familiars while he lay in an oubliette before his execution. After his death, copies of this book started to appear in nearby cities, and although all available copies were promptly burned and the book was banned by the local authorities, it is a widely known fact that some copies escaped the interdiction. The book is a thorough treatise on the Black Arts, and includes all of the baneful spells listed on Table 7 on page 46.
Of more interest, perhaps, to the Undead Master especially, the book also contains many of the secret rites necessary to raise up crawling claws, enslave evil genies, summon fiendish familiars from the Outer Planes, and subjugate skeleton warriors. Wizards who read this book carefully gain a +1 bonus on their netherworld knowledge nonweapon proficiency check.
On Coming Forth By Day. This clerical tome has been compiled over countless generations by the priests of the Dead, and contains a description (but not the actual secrets) of all clerical spells from the necromantic sphere. It also contains the procedure for fashioning scarabs of protection by a priest of at least 9th level.
Any priest who reads this magical tome and ponders its contents for over a month gains minor access to the necromantic sphere (if she or he had none before) or major access to the necromantic sphere (if he or she had only minor access before). A priest who already has major access to the sphere achieves an improved understanding of necromantic spells, gaining a permanent +1 bonus on his or her saving throws against these spells (whether cast by a wizard or priest).
The Necrophidicon. This thin, magical volume is a specialized manual of golems that can be used to create a necrophidius (a type of golem described in full in the MONSTROUS MANUAL). Normally, the process requires a wizard of at least 14th level (or a priest of at least 9th level), approximately 10 days of labor, and at least 8,000 gp in materials.
If the wizard or priest is not sufficiently powerful, he or she may invoke the necessary incantations from the book, although this destroys the Necrophidicon in the process (the manufacture of the golem still takes the same amount of time and cost in materials). Many of these tomes were also used as notebooks by skilled necromancers and death priests and may contain the secrets of creating other kinds of necromantic golems.
The Nycoptic Manuscripts. These twin papyrus scrolls arc inscribed with ancient tales and cryptic prophesies by an anonymous author who was probably (at least partially) insane. Despite their dubious accuracy, the manuscripts contain many useful descriptions of necromantic spells (both priest and wizard) and magical items, particularly those incantations and devices that affect a person's life force. The details of such spells and items are not present, but the manuscripts can be used to cut the time and expense for researching these topics in half. The Manuscripts are thus an invaluable tool of necromantic research and, as such, are highly prized by both necromancers and death priests. Some spellcasters - once their sanity has faded from reading the Manuscripts too many times - are said to at last understand the author's doomsday prophesies. Finally, the Manuscripts supposedly contain the full rite of creating an undead plague (a quest spell outlined in TOM). This powerful incantation can only be comprehended and invoked by a priest (or necromancer) who has already failed at least one madness check (see Chapter Three). The spell disappears from the Manuscripts after it has been read, only to reappear when the work passes on to a new owner.
The Fabric of the Human Body. This oversized book is a comprehensive monograph about the structure and function of the human body. It is recognized as one of the most thorough and accurate texts on human anatomy and contains dozens of drawings depicting dissected cadavers. This work will be found on the shelf of almost any respected Anatomist. Provided a wizard or priest already has a basic proficiency in healing, he or she would be able to leam the Anatomy nonweapon proficiency after three months of study (and at least one dissection of a human cadaver).
The Eleven Baneful Gates. This ancient scroll is thought to contain the secret of immortality, symbolized by eleven tests or riddles. The work was bestowed by a prophet of the gods on a wizard-king (perhaps one of the Necromancer Kings). According to legend, this king sundered his realm after becoming immortal, leaving nothing in his wake but sand and dust.
Copies of the original are known to exist, and these rare books cover in full detail the various rites involved in becoming a lich. The process requires a powerful necromantic potion and a wizard of at least 18th level (in order to survive the transformation at least). This work is one of the books most coveted by necromancers and would-be liches alike.

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