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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 are 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[]

See also Ghul Lord (Character Kit).

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.

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