Necromancers Legacy

This is not a playtest review.

Necromancer's Legacy is a sourcebook providing new resources for necromancers from Ambient Inc./Mystic Eye Games, and is an expansion of the original Ambient Inc. electronic "Thee Compleat Librum ov Gar'Udok's Necromantik Artes".

Necromancer's Legacy is an 88-page mono softcover product costing $16.99. Margins and font are fairly standard, whilst there are chunks of white space at the end of each chapter. There is no space between paragraphs in the text, which gives more text per page than normal, but leads to a slightly cramped look on occasion. The artwork runs from poor to good, with most towards the higher end of the scale, including the front cover, which shows a barbarian-style necromancer holding a magical staff aloft, whilst a horde of undead crouch at his feet. The writing style is engaging despite the rules-orientated nature of the product - this aspect is enhanced by the fact that most entries contain a sentence or two of flavour text before the rules information, giving an idea of how the effect might be described by a GM. Editing seems good, with occasional if regular mistakes.

Prologue
This gives a brief history and timeline of the necromancer Gar'Udok, whose knowledge of the necromantic arts form a basis for the supposed information found in the book.

Chapter 1: The Necromancies Of Gar'Udok
Contains over 50 'new' necromantic spells (though the content of the entire book draws upon OGC from a number of products from AEG, FFG, Mongoose, Necromancer Games, and several others, as well as previous product from Ambient Inc.). There are spells for all the spellcasting core classes, plus spells available to prestige classes such as the Assassin and Blackguard are also included, as well as for the Necromancer and Death Knight. Examples include:
* Channeling Ward - increases effective Hit Dice of undead by 4 for the purposes of turning. 2nd-level cleric/3rd-level Sor/Wiz spell.
* Skin Walking - 4th level cleric/assassin, 3rd-level Sor/Wiz spell that allows one to use the removed face of a victim as a magical disguise.
* Plague - 6th-level Cleric/Druid, 7th-level Sor/Wiz spell, which infects everyone with plague in a 30 ft radius sphere, with effects similar to a contagion spell.
The chapter also contains a sidebar with some more information on a location known as Mires Ford, where Gar'Udok met his final fate.

Chapter 2: Risen Creatures Of The North
This chapter details ten new creatures, six new templates, and a new kobold variant. Two NPCs mentioned in Gar'Udok's history are covered after their creature category, giving an example of those creatures, plus some samples for the templates. There is also a sidebar offering the new skill of Craft (Embalming), in relation to the creation of True Mummies. Examples from this chapter are as follows:
* Alabaster Maiden - beautiful undead created from a medusa struck down by her own gaze effect. Gar'Udok's consort, Caramina, is given as an example.
* Disease Golem - built by Gar'Udok from the pieces of mummies he destroyed, with mummy-like abilities.
* Cairn Wyrm - scavenger dragons with a negative energy breath weapon. Torexis, Gar'Udok's ally, is given as an example.
* Ghoul Template - similar to Mongoose's template from the Slayers Guide To The Undead, ghoul can be applied to all manner of creatures in a similar way to ghost or vampire.
* Lekassi Template - a being created by sexual union between a mortal and an enspelled sentient undead creature, the offspring usually turning to hunting undead, with necromantic resistance and smite undead abilities.

The Black Hand Kobolds described in this chapter are a kobold variant with true draconic blood, and a favoured class of sorcerer.

Chapter 3: The Dark Lords
This chapter details Prestige Classes - each has an example NPC:
* Anam'Glac - cannibals who feed off the spiritual energy of victims to enhance their own power. 10-level PrC. Gains spellcasting level every three levels as well as various advantages from eating souls. New disease, new spell, and new exotic weapon (curved sword - khukuri) are also included.
* Dark Heart - 10-level PrC suitable specifically to Undead, with improved necromantic spellcasting and an unholy presence. Must be 17th-level to achieve prerequisites. The Gar'Udok of the title is the example NPC given.
* Knight Of The Dread Legion - evil knights clad in enhanced dark armour with improved attack capabilities. 10-level PrC.
* Legion - 5-level PrC for intelligent undead, with undead leadership and bolstering qualities.
* Lotahm - 10-level PrC for those with psionic ability which enables them to bond with a mystical bird to gain avian powers. Also includes a psychometabolic power, Eagle's Claws.
* Mad Tailor - 10-level insane PrC who creates golem-like constructs from living flesh.
* Pale Riders - 5-level PrC who progress to eventually become mounted skeletal knights.
* Priest Of Bone - 10-level PrC who progressively resembles a skeletal undead being (though not actually undead) which gives greater protection but diminishing Charisma and Strength. Also gains access to the Bone Domain (see below).
* Prophet - 10-level PrC with own spellcasting progression, greater domain access and an innate spell 1/day.
* Zombie Master - 5-level PrC concentrating on power over zombies, bolstering and reanimating them.

Chapter 4: Feats
Eleven new feats including additional domain (3rd domain with additional one available every 5 levels), dark summons (allows ability to summon undead with summon monster spells), and necromantic familiar (undead familiar).

Chapter 5: Magic Items
New weapon special abilities (filthy, flaming skulls, spell-launcher), bone lances, and a few rings, staffs, and wondrous items of a necromantic nature are given (e.g. soul leech gauntlets, unholy symbol of Gar'Udok). Two special materials also discussed - White Bone (enchanted bone for use as weapons and armour) and Dragon Hide (adapted from rules for mithril armour from the Core Rules).

Chapter 6: Deities And Domains
Six deities with a focus on undeath, each with a brief description, and information on alignment, domains, favoured weapon, and traits of typical worshippers. Nine domains - bones, disease, greed, insanity, lust, negative energy, souls, undead, and vermin. Spells come from a mixture of SRD and spells from Chapter One.

Last Words
This final chapter gives some advice on integrating the concept of Gar'Udok and his history into a campaign, setting a campaign into the time of Gar'Udok's reign, or even a mix of the two with some time travel or flashbacks thrown in. There is also a spell listing by level for divine and arcane spells separately, each marked with a reference to which source the spell was taken from. It ends with a little information about the author, and Ambient Inc.

Conclusion
This a well-presented mix of rules-based information for necromancers that can be useful for both GMs and players running necromancers. It is greatly enhanced by the snippets of flavour text before most of the rules, and by the good choices of OGC used in the book. As with any book of this ilk, not all of the information will be valid for use in a campaign, but there should be something for most GMs running a fantasy-based campaign where necromancy is an element.
 

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By Brad Mix, Staff Reviewer d20 Magazine Rack

Sizing Up the Target
Necromancers Legacy from Ambient d20 Games and published by Mystic Eye Games is 88 pages in length and written by Jason Parent. It is part of the Arcane Mysteries line and retails for $16.99.

First Blood
The prologue starts of with the history of a long dead necromancer who had a great impact on the area he conquered. A timeline is also provided giving a little more in depth information about when, and how the necromancer proceeded with his take over. This information is given to help add a little history to any campaign world. The little story in itself is not very interesting but the rest of the book more than makes up for it.

Chapter 1 lists spells that are available to most necromantic classes and prestige classes. Including, Assassin, Blackguard, Cleric, Druid, Ranger, Wizard, Necromancer, and Death Knight. A lot of these spells are detailed in other works and the author makes great use of the OGL. He even states that he did not try to reinvent the wheel when there are so many other good resources out there. A nice little added feature is flavor text before the spells that describes the effect or preparation for the spell.

Chapter 3 adds many new prestige classes that deal with the undead and negative energy. The Anam’Glac are evil druids that gain power by eating the souls of the recently dead. The Dark Heart are undead who have mastered the powers of negative energy and gain spell like abilities. This increased energy also grants Turn Resistance Knights of the Dread Legion are warriors who train constantly and gain additional bonus feats. The ultimate for this knight is the ebon armor. At the highest level the armor is fused with the person and actually heals as the wearer heals. Legions are the battlefield generals of a necromancer’s army. They gain command undead and spell casting ability. The Loahm are Psions who bond with a bird that they enhance with their own psionic powers. Advancing as a Lotahm gives more and more bird like abilities. Eventually gaining the ability to shape change into a bird.

The Mad Tailor is a disturbing individual who remodels people and creatures. Madness sets in quickly when this class is taken. No sane person could advance doing this kind of work. At high enough level the Mad Tailor gains the ability to use magical creatures in his constructs. Pale Riders were followers of Gar’Udok. The gain nightmarish steeds and the ability to slay the living with just a touch. The Priest of Bone seeks to release the flesh that binds his bones. While not dead or undead this character attempts to achieve the look of the skeleton. Prophets are touched by the divine to follow the deity’s word. Prophets are given additional domains to choose spells from. Zombie Master gains the abilities to bolster zombies and also reanimate undead that have all ready been destroyed. More powerful zombies can also be summoned.

The book finishes out with a few feats, magic items and details for some evil gods.

Critical Hits
Chapter 2 covers all sorts of creatures, mostly constructs and a new race of draconic kobolds. The Crypt Angel is a Diva that has fallen on the presence of another immortal. This creature is then brought back as a Crypt Angel. These new angels are quick to engage in combat and have a dark aura that surrounds them. The draconic kobolds are faster versions of the standard kobold. Their draconic blood offers draconic special abilities and can even use magic items. Sorcerer is the favored class of these kobolds.

The Constructs for the Mad Tailor are given a complete write up including all stats and abilities. Disease Golems are composed of mummy remains and can inflict disease with a single. These 12-foot monsters are slow and can’t run, so avoiding them is not too hard. Obsidian Golems are variants of the stone golem. They hit hard and can even cause petrification. Poison Golem is a combination of rare poisons and toxic blood of fiends. Four special attacks make this brute one to avoid. A Flesh Minotaur is typically a guardian who attacks anyone it does not recognize. The process for creating a True Mummy is also included.

A detailed table of contents makes finding information quick and easy.

Critical Misses
There isn’t much to not like about this book. A few spelling errors and format inconsistencies are the only things that come to mind. The black and white artwork is good. I would have liked to see color for the new monsters though.

A few of the new prestige classes are a little overbalanced and better suited for NPC use. The Dark Heart for example has to be undead already just to qualify for the prestige class. The Mad Tailor is just plain creepy (see the picture on page 63).

Coup de Grace
This is another book in an increasing line of Necromantic themed books, but this one really delivers. There is a lot of information packed into the 88 pages. The great part is you can pick and chose what you want to include in your campaign. The use of the OGL really makes this a useful tool and should belong on every ones shelf.

To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to The Critic's Corner at www.d20zines.com.
 

I didn't really feel it was a problem that some PrCs are undead-only. Why should all PrCs be for your players to choose - particularly in a book about the undead? They're for customizing undead villains, and that in my book is cool.

I have to wonder what an "overbalanced" PrC is, though. OverPOWERED, maybe?
 

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