The science of the dead, or necromancy, has always been active in Glantrian history. Although a frightening power, it is still recognized as a legitimate form of magic and is therefore acceptable. Necromancers are notoriously chaotic; rare individuals may be neutrals less interested in powers of darkness than in their scientific value. These disciples use their magic to control, create or protect themselves from undead creatures. When their experience of the world beyond improves, they gain the ability of recalling spirits to their dead bodies. The most impressive power is that of the High Master who knows the secret of lichdom, a ghastly form of Immortality.

Protection from Undead (First Circle): A magic-user of this order can protect himself from undead creatures upon completion of his studies at the 1st Circle. This ability keeps at bay a number of Hit Dice of undead creatures equal to or less than his total levels of experience. When encountering groups of undead, the lower levels are affected first. If an undead liege is affected, all of its pawns (undead creatures under its control) cease to count towards the maximum HD limits.

The power lasts until the necromancer or one of his party members attacks the affected creatures. A roll of 01 causes the necromancer to fall prey to his own power (he is incapable of harming or affecting undead in any way, unless one of the creatures initiates melee against him or one of his party members).

Control Undead (Second Circle): The necromancer gains the ability to control a number of HD of undead creatures equal to or less than his total levels of experience. When encountering groups of undead, the lower levels are affected first. If a powerful undead liege is affected, all its pawns (undead creatures under its control) cease to count towards the maximum HD limits (liches are never affected).

The power lasts until the next full moon, at which time all controlled undead are released. These undead cannot be controlled again until the following dawn. Control is also broken if the necromancer or one of his party members attacks the affected creatures. It otherwise does not require concentration; the undead follow orders to the best of their knowledge and capacity. The control works up to a 24-miles distance (beyond which it is negated). If need be, a necromancer can always specify which creature(s) he controls and which he does not. He may destroy any undead under his control, at any time, by dismissing its soul. However, the creature must be in the necromancer’s presence.

This power can also be used as a cleric’s turning ability. It does not require a religious symbol, but only a few gestures and ritual words. The necromancer turns undead as a cleric of the same level.

A roll of 01 causes the necromancer to fall prey to his own power. He becomes the pawn of the toughest undead creature in his presence, until one of the undead creatures initiates melee against him or one of his party members. If the undead present are all non-intelligent, the victim falls into a state of catalepsy for 1d8 hours.

Create Undead (Third Circle): Upon completion of studies in the Third Circle, a necromancer may create undead monsters. He must first research the arcane ceremony and components needed to create each type of undead desired and write them down in his Book of Necrology. Finding these dark ceremonies is similar to spell research (see “Creating Spells and Magical Items”); each two HD of undead equals a level of spell research. For example, creating zombies requires first level spell research, wraiths require second level research, fifth level for vampires, ninth level for revenants, etc. Necromancers cannot create liches at any level whatsoever.

Each undead a necromancer creates remains permanently under the necromancer’s control; the control undead ability is not needed. The necromancer cannot create more HD of undead during any one ceremony than he has levels of experience. The ceremony takes 1d6 turns for creatures with no special abilities (no asterisk after their HD statistics). Otherwise, the ceremony takes 1d6 hours per asterisk. For example, a ceremony to create skeletons takes 1d6 turns; creating vampires takes 1d6 hours; ghosts require 4d6 hours. A body is necessary for each corporeal undead (skeletons, zombies, wights, vampires, etc). Only a portion of a body is required for immaterial undead (wraiths, haunts, phantoms and spirits), although each part must come from a different body. Created undead are permanent and cannot be dispelled, except for skeletons and zombies.

A roll of 01 causes the necromancer’s lifeforce to be partially drained, his attempt falling lamentably. He suffers 1d6 points of damage per HD of undead he attempted to create, plus 5 for each asterisk (no save). If the necromancer dies, he immediately becomes an undead of the type he attempted to create.

Raise Dead (Fourth Circle): A necromancer of the Fourth Circle gains the ability to recall souls from beyond the grave. This ability is identical to the clerical spell raise dead fully.

A roll of 01 causes the necromancer’s vital powers to be temporarily drained, at the rate of 1 point of Constitution for each two levels or HD he attempted to affect (rounded down). If a necromancer’s Constitution is entirely drained, he turns into a pile of ashes and disappears. He cannot be raised by any means; his body and soul have been obliterated from realty. Surviving necromancers recover a point of Constitution per night of full rest.

Attain Lichdom (Fifth Circle): The High Master of Necromancy can become a lich of the appropriate level. The ordeal of becoming a lich takes a day per level of experience. Once a lich, the necromancer remains one forever. He controls undead as per rules on Lieges and Pawns (see DM Masters Book, page 22 for more detail). This power replaces the normal necromancer’s control undead ability. The lich otherwise retains all other abilities particular to necromancers.

The prime components of this power are a pint of venom from a nightcrawler’s tail stinger and the skull of a red imp (see “Critters from the Cauldron”).

The DM should pay special attention to players with a PC lich, if such thing is at all acceptable in his campaign. Common people are frightened by such horrid monsters. If the lair of a lich is publicly known, the population may attack the place and seek to destroy the monster, with the blessing and support of rival mages. Once a PC has become a lich, he may not gain any further level advancement. He may still try to attain true Immortality, but only with the Sphere of Entropy. There are other liches in the world, but only one at any time can be a necromancer lich (the High Master).

A roll of 01 determines the High Master’s ultimate fate. He immediately becomes a true Immortal, a screaming demon (see D&D Immortal set) under the DM’s control. The creature gates to the Sphere of Entropy after totally wrecking the necromancer’s tower and ravaging his dominion, if any.