Necromancers Legacy

Funeral pyres burned day and night, choking the air with ash and blotting out the sun as the undead legion of Gar Udok advanced across the Northern lands. The great necromancer spurned all that is holy in his quest for personal power, and his contempt for the living was only exceeded by his greed and taste for destruction. Thanks to the concerted efforts of allied nations, he was defeated, but his legacy lives on as his most powerful artifacts are unearthed and his surviving minions rise again.

There is something in this book for everyone, not just those interested in the creatures, spells, prestige classes and magic items pertaining to necromancy. Meet the Lotahm, a prestige class of those whose link with their bird companions grants them eerie powers, revel in the power granted by the Canopic Jar, or lust after the alabaster maiden as her gaze strikes you dead...
 

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Ambient Inc have an agreement with Mystic Eye which has their products put into print. Necromancer’s Legacy is one of these products. The title is an example of hiding in plain sight; the book really is about the legacy of a necromancer even though it also happens to be chock full of new magic spells, creatures, templates and prestige classes.

The background to Necromancer’s Legacy seems to be the tried and tested recipe; a favourite campaign world, brought to life through years of playing and then turned into a book. The transformation has been carefully done though; the readers benefit from the cherry picking of the best bits and there’s clearly been a filtering of campaign specific information so that you pick and up and play with any or all of the book’s content. I very much like the resulting effect, the classes, creatures and magic have a focus, an on-going theme that pulls them together. There’s an introduction that sets up this history but it’s short and discreet, taking up only a page when combined with a timeline that seems to be counting down to some yet to happen event. The results of this interwoven background is that there is plenty of flavour in the book but I think you could call very little of it "fat". Throughout the book there are excerpts of Gar’Udok’s terror and you can put them together as you will to build nearly a world setting in its own right, a chapter of history for your own game, a deadly part of a dangerous continent or you can leave it all alone.

There are a lot of new spells: 16 pages in total. As you would expect the vast majority of the spells are necromantic in nature. Its always good when this many new spells are introduced in a similar way as in the Player’s Handbook and are listed by class levels first before then being detailed in an alphabetic list. Classes include Assassin, Blackguard, Necromancer and Death Knight so there’s more than just the core list. Not all of the spells are involved with using negative energy in interesting ways to kill people nor are the rest of them then dedicated to specialised summoning or raising the undead. There’s a pretty good range. SkinWalking, for example, allows you to take the appearance of someone you’ve killed and so there’s still room for a bit of subtly or intrigue.

The second chapter "Risen Creatures of the North" so-called, again, with the Gar’Udok campaign in mind but without any strange and compelling reason to only have these undead appear north of the equator. There are a lot of golems here; disease golems, obsidian golems and poison golems and quite a few of the rest are constructs. Constructs are a good choice for necromancers if you think about it; there’s a fine line between animating bones with magical energy and calling it "raising the undead" and, well, gosh, animating bones with magical energy and calling it a bone construct. Necromancer’s Legacy doesn’t really get into that debate though and I wish it had found room to squeeze in at least an aside. There are nearly as many templates as there are creatures and I’m pleased to see quality templates continuing to take a bigger bite out of d20 supplement’s page space. The templates include the generic rules required for a necromantic construct (building something out of flesh and bone), ghouls, true mummies, exoskeletons and Lekassi which are the result of an undead under some sort of life spell mating with a living person. There’s a new player race tucked away in here - BlackHand Kobolds.

There’s a decent collection of prestige classes. You’ve got your typically enhanced necromantic classes here; Blood Druids and Zombie Masters but there’s just enough in the way of the Lotahm and the Legion to jazz things up a little more. If you’re wondering whether the Zombie Master prestige class in this Ambient book is the same as previous Zombie Master prestige classes in other Ambient books then you’d be right. Necromancer’s Legacy makes good use of OGL content. "Good use" means clever use, valid use and in-theme use and not simply heavy or frequent use. The list of products that go together to complete the Necromancer’s Legacy is rather long but it doesn’t really seem as if you need any of them to get your money’s worth from the book. Important additions, like the Zombie Master, are reprinted as required and its only the likes of suggested spells near the end of the product that don’t fully appear in print. The Legion deserve special attention; they’re a type of intelligent undead that are capable of taking command of other undead. They’re not able to raise undead in their own right but necromancers can hand over control to them. This gives the Legion troops and it means the necromancer can go off and raise some more warriors. Just by adding the Legion to your game you’ll be able to add huge armies of undead and you don’t need to expand on the core rules any more than that. The Lotahm are psions with special connection to birds allowing them to make great scouts. The artwork associated with the Lotahm is especially evocative as is the rather impressive picture of the Cairn Wyrm.

A book like this wouldn’t be complete without at least a few feats and so they’re here to make sure it’s complete. The feats, as with the rest of the crunchy bits, are great with the setting that the ambience of the book suggests but also seem fairly easy enough to drop into any other campaign. Similarly there’s a healthy supply of magic items.

Chapter six is home to a handful of suitably gory and dark gods. There are nine new domains here and off the top of my head I think that’s the record for new domains introduced in any single book. Bones, Disease, Greed, Insanity, Lust, Negative Energy, Souls, Undead and Vermin.

The last chapter is actually several pages long, rather longer than its title "Last Words" implies but that’s no bad thing. There are just a couple of suggestions of how you could use the content in Necromancer’s Legacy here but I don’t think there’s any real need for much more. Necromancer’s Legacy’s use is obvious, it’s a specialist necromancy book and it’ll be of use to you if you want to flesh out necromancy in your game. The chapter manages to tally up several pages in length because there’s a great big long list of spells (and it’s here that OGL is used without fully re-printing the original) that’s titled "Thee Big Librum ov Nekromantik Artes, Divine". That title sums it up; over three pages of tightly packed spell names that are all carefully referenced to over ten different d20 supplements.

I was actually fairly impressed by the Necromancer’s Legacy and I wasn’t expecting to be. I was expecting yet another sub-class book full of dry crunchy bits but what I actually got was crunchy with feeling and a great story holding it all together. Actually, it’s more than that. By reading through the Legacy you really do get the feeling that it’s the result of someone’s much loved and worked on campaign world – which is a plus. Although there are long introductions and conclusions about the author’s game I never considered the book to be anything less than professional. In the end it’s the combination of all this that makes the Necromancer’s Legacy a contender.

* This GameWyrd review was first published here.
 

Can you tell me what the changes compared to the pdf version of "Thee Compleat Librum Ov Gar'Urdok's Necromantic Artes" are? Even if you take into consideration that the text density may have changed the print version seems to be considerably longer.

Turjan
 

Turjan-

What's new?

A few new spells, (and the two OGC spells from Relics & Rituals that were referenced in the original document), a section about Mires Ford (the city under which Gar'Udok found the secret to becoming a True Mummy as well as where he made his last stand years later), a new monster template, a nearly epic prestige class for high-level undead (well, it really IS epic, without being officially epic) as well as a revised version of Gar'Udok himself with levels in this class, a sample NPC of the Lotahm, some new magic items including new rules for DragonScale armor, the new domains, and a list of all the necromancy spells in the various books I own of such material.
 


Necromancer’s Legacy joins the ranks of other undead themed books like AEG’s Undead, SSS Hollowfaust, Mongoose’s Necromancy, and Green Ronin’s Secret College of Necromancy.

The book introduces all sorts of new and not-so new crunchy material with the background of Gar’Udok, a necromancer who conquered much of the northlands over a thousand years ago. It does some things right like not overwhelming the GM with background story even though it provides a little too much fiction.

It also doesn’t try to reinvent the wheel. We all know that there have been several necromancy books and spells that suit necromancers so when appropriate, there are spells from other Open Game sources. This allows the book to be greater than merely a collection of new spells. Another thing that Jason Parent did that I though went well in the spirit of cooperation is provided new spells to the Necromancer and Death Knight core classes from the Secret College of Necromancy.

The book provides the GM and players a lot to look through. A large section is taken up by spells. The spells are broken down by class, level, and then alphabetical order with a brief description. It covers core PrCs like Assassins and BlackGuards, as well as the standard classes. Spells range form level 0 like Pet Cemetery where you animate one animal skeleton to the potent Necropolis where you animate an entire settlement. In between are several spells that might come in handy to customize your necromancers like Exoskeletal Animation where you animate giant vermin like scorpions and other hard shelled bugs. The spells start off with the name, some fiction, and the spell block followed by the spells description.

Like many books on necromantic lore, this book isn’t satisfied with new spells, and provides a host of new creatures as well. How about Alabaster Maidens, beings who are made of alabaster that are medusas. Want something a little fiercer? How about Obsidian Golems? Some may want templates though, and Jason provides his version of the Ghoul, a new race, the Lekassi, and necromantic constructs. The Lekassi are born of undead flesh, but aren’t undead themselves. In some ways, they remind me of half-vampires but not quite. The constructs on the other hand, are added to a base creature that is augmented by the nature of what it’s made of. It can be made of bone or flesh for example. There are other goodies like the BlackHand Kobolds and Cairn Wyrms, but this brief description provides the baseline of the goods here.

Of course having provided spells and monsters, we’ve still got other broad subjects of crunchiness to go. Chapter Three, The Dark Lords, brings us the Prestige Classes. Some of these I’ve seen before in various Librum books like the Zombie Master and the Mad Tailor, a being who crafts constructs out of living flesh. Others though, like the psionic based Lotahm who bond with birds and the masters of Ebon Plate known as the Knight of the Dread Legion, are new to me. More important to most will be the Dark Heart, an ‘epic’ PrC with an example in the form of none other than Gar’udok himself. Other PrCs help round out an undead army’s ranks with goods like Prophets and Pale Riders.

Chapter Four, Feats, while small, provides more options for customization. The section is broken up into general, special and metamagic feats. Most of these are utility based like latent powers where you discover two 0 level psionic powers or Turn Resistance where you get +3 Turn Resistance.

Chapter Five, Magic Items, provides more general special abilities as well as specific magic weapons. You can have a missile weapon that takes the form of flaming skulls or use something like the Dancing Bones, a staff that allows the user access to several animation based spells or Death’s Embrace, a staff whose spells deal more with death dealing. Of more general interest to me was the White Bone, a material made from magically prepared bones that is always considered masterwork and increases the critical multiplier of weapons when crafted out of it.

Chapter Six, Deities and Domains didn’t hold too much interest for me at the moment outside of possible cult use. While its good to have more evil gods like Bulboros, a lord of gluttony and disease or Krondheir, the Lord of undead, I’m pretty happy with my standard mix. Of course that doesn’t mean I’m not interested in the domains like Insanity, Lust, Negative Energy and others. Seeing them got me to hoping that Domains of Divinity will be out soon.

The art in the book is mostly top notch. The artist who signs PaS I spotted doing Mongoose work not that long ago. This art is fantastic. Scott Purdy is another talent I recognize right off the bat. Others like Frank Krug and Tony Monorchio add their talents as well. In many cases they go the distance but in a few, its like the art was at one point full color and was zapped into black and white and lost something in the transition.

The layout took a beating in the book though. The font sizes jump all around the place and the flow gets interrupted a little here and there with different sections being different sizes. Its difficult to note the text density as its not really the same from page to page.

One thing that I didn’t like the execution of but appreciated the idea of was the NPCs. They’re placed at the end of templates and PrCs to provide examples, but they use some of the big hitters from the main storylines and I’d rather seen them statted out in a separate chapter. Some may hate the reprinted material but as I’ve noted earlier, I’m tired of people trying to reinvent the wheel and was pleased as punch when I noticed that effort was made to update the Necromancer and Death Knight spell lists.

If the editing and layout could be improved a bit more and some maps of the old land thrown in for good measure on the interior covers, this could very well turn into a five star rating. As it is, any necromancer worth his salt should pick this book up in order to augment his undead army with new variants, beef up his living army with appropriate PrCs and outfit them with appropriate magic items even as he turns to the worship of dark and strange goods with their unique domains and abilities.
 

Hey Joe,
I'm the artist that signs with the "PaS" in the square box. The insignia stands for Patricio Alexander Soler. :) Anyways, glad u liked my work-- though it was one of my earliest assignments and some of the 1/4 panels were printed larger than I intended (the skinwalker pic should have been shrunk down 25% for example). Overall, I've found MEG 's Hal Greenberg fun to work with and there's at least 2 more books with my artwork in the process of getting published by them. :) Here's my site:
http://www.planetdiablo.com/studiouriel
so check it out--enjoy!
Patricio
 

Necromancer's Legacy

Necromancer's Legacy, published by Mystic Eye Games, is the print version of Thee Compleat Librum Ov Gar'Udok's Necromantic Artes by Ambient Entertainment. Necromancer's Legacy is written primarily by Ambient's M. Jason Parent, with additional material by Denise Robinson, Chester Douglass, and Cameron Burns. Necromancer's Legacy contains new rules items and campaign ideas springing from the tales of a necromantic priest named Gar'Udok.

A First Look

Necromancer's Legacy is a 88-page perfect bound softcover book priced at 16.99. This is close to the norm for books in this price range.

The cover of Necromancer's Legacy bears an illustration of a crowned man bearing a scepter with a horde of undead behind him, done by Jhoneil Centeno.

The interior art is black-and-white, with illustrations by Frank Krug, Tony Monorchio, Scott Purdy, and Patricio Soler. The interior art is generally good, and there are many new illustrations that were not in the PDF version.

The interior layout is brand new, holding almost no elements over from the PDF version (which was color). In place of the ragged parchment look, Necromancer's Legacy uses margin art with a skull motif.

The interior text density is modest, not quite as good as the standard set by Wizards and AEG, but the paragraph spacing is tight.

A Deeper Look

Though Necromancer's Legacy has most of the same material as in the PDF version, there is some new material. For example, the PDF version mentioned some OGC spells but did not include them, where this version reproduces those spells from other d20 System products. Also, Necromancer's Legacy adds a new prestige class, the Mad Tailor, which originally appeared in Ambient's Librum Equitis II.

Necromancer's Legacyis organized into a prologue, 6 chapters, and an epilogue. The prologue introduces the central figure behind the material in Necromancer's Legacy, Gar'Udok, and gives a timeline of his exploits. The epilogue provides some suggestions for integrating the ideas presented in Necromancer's Legacy into your own campaign.

The chapters are broken down by the types of mechanical information covered in the section: Spells, Creatures & Races, Classes, Feats, Magic Items, and Deities & Domains. Each item comes with a brief quote or historical snippet from the tale of Gar'Udok, which adds a little color and background to Necromancer's Legacy. Though I am not a big fan of flavor text, perhaps the problem all along has been the quality of the flavor text. The flavor text used here seems to tell a story, and grounds each mechanic in the rich history told by Necromancer's Legacy.

Chapter 1 - The Necromancies of Gar'Udok

The first chapter details a variety of new spells, complete with supplemental spell lists for the core rulebook classes. Most of the additions are to the cleric and sorcerer/wizard lists, but some spells are also added to the assassin, bard, blackguard, druid, and ranger lists. New to this version, spells from Necromancer's Legacy are listed for the Necromancer and Death Knight classes introduced in Green Ronin's Secret College of Necromancy. Somewhat oddly for a d20 System product, the domain spell lists are in a different chapter.

As mentioned, some new spells are integrated into Necromancer's Legacy from open game content, mostly those that were necessary for new domains in the back. However, the spells newly listed here are not included in the non-domain class lists that they are cross-listed with. For example, soulstrike should be listed as a sorcerer/wizard list.

Most of the spells are of such a nature that you would see them used by foul necromancers or death priests or their minions. Some examples are:

-Skinwalking: Lets you take on the likeness of a slain creature. The skin from the creature's face is used as a component. While I like this eerie concept, the spell grants a +25 bonus to Disguise. That is much larger than shape-altering spells usually grant. Though I can see that some improvement over other spells might be warranted given the component, a smaller bonus (say +15) might have been more appropriate.
-Aura of Death: Causes a fearful aura around you that gives an Intimidate bonus and causes a morale penalty to your foes.
-Ageless: Stops aging for one day, but requires the blood from someone younger than you as a component.
-Exoskeletal Animation: Animates the exoskeleton of a vermin, creating an undead vermin.
-Life's Veil: Endows an undead creature with a semblance of life.
-Shrapnel: Detonates a piece of bone.
-Army of Shrapnel: You enchant skeletons to explode as if affected by a shrapnel spell (see above) when slain.
-Weeping Wounds: The target takes an additional 1d6 points of damage from any non-energy attack.
-Bone Arrow: An arrow made of bone flies out and strikes the target, and then morphs into a skeleton. (This appears to be a different version of Monte Cook's bolt of conjuring from the Book of Eldritch Might; however, much like the bolt of conjuring, I have an issue with an attack spell that doesn't allow a spell resistance roll and automatically hits with no save.)

This is a nice variety of spells for addition to the arsenal of a campaign's morbid villains, and for the most part they are well done. There are a few things I found curious. For example, some spells that have damage expressed in terms of levels had a damage cap that the caster would almost automatically bump up against; most 3e spells with a cap have some room for the caster to develop.

Chapter 2 - Risen Creatures of the North

Chapter Two describes some new creatures. As you might guess, many of them are undead. Some of the ideas are quite creative, though, and this is where Necromancer's Legacy truly shines.

The chapter leads off with perhaps the most distinctive creature of the bunch, the alabaster maiden. The original alabaster maiden was supposedly a medusa slain by its own stony gaze. They are formed of a pure white stone and reanimated as an undead creature. The creature does not petrify with its gaze, but it can slay living instead. Caramina, an alabaster maiden fighter / blackguard that is part of the Gar'Udok tale, is presented as an example.

The bloody lords are ghoulish undead barbarians. Once kings of their tribes, they can animate corpses as a type of undead called graveborn (essentially zombies without the speed limitation).

Crypt angels are fallen celestials that have been slain and reanimated by divinities of undeath. Crypt angels share some of the beauty of their former selves and can only cross into the material world at sites of great carnage.

Mad Constructs are new to this version of the book. They are constructs created by merging many living beings, similar to a flesh golem, but with many possible different abilities, much akin to the astral constructs presented in the Psionics Handbook.

Disease golems are essentially patchwork mummies, created by Gar'Udok from a menagerie of other mummies. The chapter also introduces obsidian golems and poison golems.

The restless ghouls are powerful versions of ghouls with one rather telling property: they are difficult to keep down. Unless the ghoul is blessed or disintegrated when slain, it instantly reanimates as soon as three creatures are slain within 60 feet of where it rests.

The visceral construct is the result of a construct of viscera spell introduced earlier in the book, the animated internal organs of a creature.

The cairn wyrm is a sort of dragon that feeds on the dead. Its breath weapon is a regurgitation of corpses and negative energy. A complete sample creature from the background story, Torexis the Catacomb Drake, is included as an example. Torexis has the draconic rogue prestige class defined in AEG's Dragons book.

After the basic creatures, Necromancer's Legacy offers a variety of templates. The templates include:

-Exoskeleton: A template applied to vermin to make them into undead animated exoskeletons.
-Ghoul: The ghoul from the core rules applied as a template. The rules make use of this template later; the pale rider prestige class gets a ghoulish warhorse as a mount.
-Lekassi: The lekassi is an unusual template, a character for which one parent is an undead transformed to a semblance of life by the Life's Veil spell. The lekassi actually have a revulsion to undead; they can detect such creatures, and they a smite undead ability. This would make for an interesting "Vampire Hunter D" type of character.
-True Mummy: The true mummy is a template form of a mummy. Much like a lich, it is difficult to permanently slay a true mummy.

The final entry in this chapter is a new character race, the black hand kobold. These creatures are thought to be descended from the same dragon that fathered the race of cairn wyrms. They have an ability deriving from this ancestry, allowing them to use spell trigger magic items as if they were sorcerers.

Chapter 3 - The Dark Lords

The third chapter, entitled Dark Lords, introduces new prestige classes. Sample characters are presented for some of the prestige classes.

This chapter sees the most new introductions that were not in the PDF version. The dark heart and mad tailor come from Ambient's Libram Equitis books. The knight of the Dread Legion seems to be new.

The Anam'Glac or "blood druids," have discovered the cycle of life and death and interfere with it to draw power from it. In essence, Anam'Glac utilize the powers of the souls of others. Their spellcasting advancement is rather slow, but they gain abilities that allow them to tap the powers of a creature from its corpse. The central requirement of this class is that the character be able to cast reincarnation; as the souls clerical domain gives access to this spell, such characters may not be druids at all.

The sample Anam'Glac character is a female cleric / corpulent / anam'glac. Corpulent is a prestige class presented in Ambient's Librum Equitis Volume 1, representing a priest of gods of greed and excess who grows to enormous girth. There is a picture of the sample character, a bloated female being carried on the back of several skeletons. (The author tells me that the original picture of her was fully topless; I can only be thankful that he asked the artist to change it!)

The dark heart is a class for high level spellcasting undead. The class does not continue to advance in their spellcasting (having almost reached the pinnacle of spellcasting as it is), but gains necromantic spell like abilities and other enhancement to their undead powers. If you are using the epic level rules, though, you will invariably find most class levels save and attack bonuses will be replaced by epic bonuses. Gar'Udok himself is the sample character.

The knight of the dread legion is an archetypal dark knight character, complete with trademark ebon armor. Most class abilities of the knight of the dread legion add features to their armor.

The legion is a prestige class available to intelligent undead, empowered with the ability to act as leaders of other undead. They can bolster troops and command undead, and gain spellcasting ability. The spellcasting advancement seems a bit brisk to me: it advances to casting 5th-level spells in as many levels (and this is in addition to a good base attack bonus progression). Its spellcasting is very limited in focus, though, being limited to effects to bolster undead. As such, this may not be as big a problem as it seems at first.

The lotahm are psionics with an affinity for birds. They require the Animal Handling and Animal Empathy skills, as well as psionic powers. They gain a bird companion and several abilities to enhance and communicate with it. At higher levels, they gain various abilities including discovering new psionic powers, and gain power points as they gain levels.

Pale riders are an order of knights devoted to a group called the eternal order, which serves a demon or a dark god. At 1st level, they gain the service of a ghoulish steed. As they advance, they gain the ability to smite living and eventually become undead themselves.

Priests of bone are, as the name suggests, servants of deities presiding over skeletal undead. They have a somewhat slowed spellcasting advancement, but gain access to extra spells from the bone domain described later in Necromancer's Legacy. As they advance, their physical form shrivels, and they gain attributes of undead, including damage reduction and a resistance to sharp weapons similar to skeletons.

The prophet is a handpicked servant of a deity, chosen to give his followers direction. The prophet has slower combat advancement, but access to a variety of powers granted by the deity, such as a few spell-like abilities and extra domains. The only thing I found troubling about this was that instead of offering a continuing spellcasting advancement in the character's prior divine class, the class has its own spellcasting advancement that progresses through the casting levels rapidly, much like that of the penumbral lord and beholder mage. This is a rather inelegant holdover from the class' original incarnation as it appears on the 3e Tower website, and could lead to the character getting high-level spells sooner than is normally allowable. It seems to me that considering the class abilities and the prophet's less martial nature, the class could have afforded using continued spellcasting advancement in the prior class, possibly at a slightly reduced rate.

The final class is a reprint from Ambient's Librum Equitis Volume I: the zombie master. It is basically a necromantic spellcaster (arcane or divine) optimized in animating dead. As mentioned in the review of that product, the class has some abilities that are primarily applicable to divine spellcasters, making this prestige class a rather evenly balanced class whether the character's prior class was arcane or divine.

Chapter 4 - Feats

The fourth chapter covers feats, again with a slant toward being useful for baleful necromancer types. The feats include:
-Additional Domain: This feat can only be selected once every five levels, but grants the cleric access to a new domain.
-Augment Animations: This increases the hit points and attack bonus of undead that you animate.
-Dark Summons: This feat allows necromancers to use their summon monster spells to summon undead creatures in addition to the normally available creatures; a complete list is included.
-Latent Powers: This feat grants two 0-level psionic powers with one free use each per day. Any additional uses require 1 power point.
-Maintain Spell: This is a metamagic feat that can be applied to any non-instantaneous spell, and takes up a slot one level higher than normal. The spell has a duration of concentration plus the spell's normal duration.
-Natural Focus: This feat is for psionic characters. The character gains one power point and can select psion or psychic warrior as an additional favored class.
-Necromantic Familiar: The caster's familiar becomes an undead creature, with a touch that can spread disease.

Chapter 5 - Magic Items

The magic items chapter includes statistics for new weapons, rings, staves, and wondrous items, as well as a new type of material. Weapon enchantments include filthy (the weapon spreads disease on a hit) and flaming skull (missile weapon has an illusion of a flaming skull that panics enemies.) Other items include the bone lord's band (increases the number of hit dice of undead that a user may control), dancing bones (a staff with various animation abilities), and the final amulet (if the wearer is slain, his body becomes ash, preventing him from being raised as undead).

The new material is white bone. White bone is specially treated bone that can be crafted into armor and weapons, which is as strong as iron but lighter.

Chapter 6 - Deities and Domains

The final chapter introduces a number of foul deities for use in your game as patrons of evil faiths, and new domains to power their priesthoods.

The deities include Grengal, the Duke of Bones; Bulboros, lord of gluttony and disease; Krondheir, Lord of the Dance (a deity of death with a propensity for celebration); Dowlan Ilmligg (a deity associated with vermin); Giannan, Queen of Lust; and Raltehkos, Devourer of Souls (a mad power of destruction and consumption).

The new domains described in Necromancer's Legacy are bones, disease, greed, insanity, lust, souls, undead, and vermin. Some of these domains reference other d20 System resources such as Relics & Rituals. One improvement over the PDF version is that where OGC spells from other sources are used, they are replicated here.

Final Words

A final section discusses how to use the material presented herein, and also provides a master list of necromantic spells in many d20 System products.

Conclusion

Necromancer's Legacy is the definitive d20 System resource for a GM planning or running a campaign involving classical necromancer, the undead, or evil deities. Most of the sections have something to add to such a campaign, though admittedly it does appear that the magic item section has the least to offer. The rules handling is generally better than any other necromancy related book on the market.

Two aspects to Necromancer's Legacy make it stand out in my mind. The first is the usage of flavor text. Most items in Necromancer's Legacy have a little snippet that helps set a mood for the item and adds an element of depth, without burdening you with reading a lot of history and background that may be out of place in your campaign.

The second is Necromancer's Legacy's use of Open Game Content material. This saves Necromancer's Legacy from re-inventing the wheel and forcing the users to "pick a version" of a given idea. Instead, this helps build a synergy between Necromancer's Legacyand books you may already have.

Overall Grade:A-

-Alan D. Kohler
 

Thanks Psion, just want to point out that the Dark Heart is original to this book and did not appear in either Librum Equitis volumes 1 or 2. However it -does- appear in Librum Equitis Compiled (along with several other classes that are in this book - as LECompiled puts almost all of the Prestige Classes I've written in the last year in one place).
 


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