The Complete Book of Necromancers

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AuthorSteve Kurtz
PublisherTSR
Publication date
1995
The Complete Book of Necromancers
AuthorSteve Kurtz
GenreRole-playing game
PublisherTSR
Publication date
1995

The Complete Book of Necromancers is a sourcebook for the second edition of the Advanced Dungeons & Dragons fantasy adventure role-playing game. As part of the DMGR series, the information in this book is intended for use by the Dungeon Master to develop villains and NPCs, and is not recommended for use by players.

The Complete Book of Necromancers follows the format of the previous "Complete" books, covering character creation, kits, proficiencies, and devices.[1] Unlike most "Complete" books, which are written for players as much as Dungeon Masters, the Complete Necromancer is intended for DMs. Character kits introduced include the Anatomist, Philosopher, and Deathslayer. The book presents history (the differences between Roman and Celtic witches, how Eastern societies viewed death) and sociology (the cultural stigma of necromancy, how wizards deal with discrimination). Humans can specialize in necromancy, as can drow, dragons, githyanki, even undead. The Allies chapter provides rules for apprentices, henchmen, and familiars. The death gods are described, and rounding out the book are a set of ready-to-play NPCs (one per character kit) and a fully developed campaign base called Sahu, Isle of the Necromancer Kings. The book also provides an analysis of the relationship between spells and alignments. It sorts spells into three color categories, each linked to a particular ethos: Black necromancy, encompassing spells that bring physical injury or spiritual annihilation, is associated with evil practitioners; gray necromancy, to which the majority of necromantic spells belong, are appropriate for neutral wizards; and good wizards are drawn to white necromancy, with spells that restore life and fortify living bodies. Finally, there are 15 pages of new spells.[1]

The book focuses on developing and playing characters of the Necromancer type of specialist wizard, with some attention given to death priests. Kurtz discusses the moral implications of characters who study the necromantic arts, as well as the way in which societies regard such characters. The book provides new spells for both wizards and clerics (as well as new priest spheres), new kits, and equipment geared toward practitioners of necromancy, as well as new nonweapon proficiencies. Additionally, the book covers organizations and schools for necromancers, as well as discussing ways in which studying necromancy may lead to physical disfigurement of the character. Similarly to the PHBR series of player aid books, The Complete Book of Necromancers includes advice on running a campaign involving necromancers, and provides details on the types of hirelings and retainers such a spellcaster might employ.

Kurtz also provides examples of different types of necromancers, including Kazerabet, a villain character he initially created in the Al-Qadim supplement Cities of Bone, and details the island of Sahu, which was featured in his supplement Ruined Kingdoms.

Publication history

The Complete Book of Necromancers was written by Steve Kurtz for TSR.[1] Published in 1995, the editing was by Matt Forbeck, black and white art by Karl Waller, and color art by Brom, Jeff Easley, and John and Laura Lakey, and Robh Ruppel.

Shannon Appelcline, the author of Designers & Dragons, highlighted that it was the "seventh book in the Dungeon Master Guide Rules (DMGR) supplement series for AD&D 2e". He commented that the book includes rules for NPC necromancers instead of rules for player character necromancers. Appelcline wrote: "this restriction is due to the fact that necromancers are generally evil, which would offer grave 'moral' problems to players. [...] We can probably qualify these claims with the fact that TSR of the 90s was deathly afraid of the religious right and 'angry mothers' criticizing D&D for being satanic. It's actually quite remarkable that Lorraine Williams' TSR was willing to produce a book about necromancers at all; it's certainly no surprise that the TSR of this era also claimed that necromancers shouldn't be played by PCs".[2]

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