Secret College of Necromancy

The Secret College lurks in the dark corners of every civilized nation. Its goal: to spread the twisted art of necromancy. Now the Secret College of Necromancy is revealed in this comprehensive sourcebook by 2nd edition AD&D designer David "Zeb" Cook and former Dragon Magazine editor Wolfgang Baur. Covering the full range of necromancy from spells and arcane grimoires to creatures and history, this 96-page book can invigorate any campaign. Even better, Secret College of Necromancy offers two new core classes and never-before-seen powers for player character wizards and sorcerers willing to walk the path of shadows.
 

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Beware! This review contains major spoilers.
This is not a playtest review.

Secret College of Necromancy is a sourcebook in Green Ronin's Arcana series.

At $19.95 for 112 pages, this is just slightly above average for this type and size of sourcebook in terms of price. However, there is good use of space with little wastage.

The internal artwork is suitably dark and grim for the subject matter, and is mostly of good quality. The front cover is a well-rendered but bizarre image of a necromancer with his eyes sewn shut and a variety of macabre creatures erupting from his cloak. Maps are clear, scaled, and with compass direction.

I found the style of writing a bit verbose yet strangely informal occasionally, whilst in most sections it was concise and professional. I can only think that this reflects the styles of the two different authors, or maybe just the subject matter in each section. Editing is good.

Secret College of Necromancy is really a book of two halves. The first half is devoted to game rules, whilst the second half presents a college of necromancy for inclusion in any standard fantasy campaign.

Chapter 1: The Paths of Death, begins with the introduction of two new full classes - the Necromancer and the Death Knight - both designed for villainous NPCs.
* The Necromancer is limited in arcane spell choice, but gains access to some divine spells. They cast spells in the same manner as wizards. They can create undead familiars, control undead from 5th level onwards, gain some relevant bonus feats, and gain various touch attacks (channel negative energy, paralyze an opponent, drain energy) as they gain levels. Finally, at 20th level, they can transform into a lich. There are detailed rules for creating undead familiars.
* The Death Knight is an unholy warrior, similar to the blackguard, with a number of resistances and immunities as he gains levels, also gaining powers such as an unholy steed, a negative energy touch attack, control undead and other similar abilities until at 20th level he is granted undeath by his dark patrons. He also gains bonus feats similar to a fighter, and some spells from 4th level onwards.
In the next section, several new craft, knowledge and profession skills are described relevant to necromancy, such as embalming and grave robbery. Thirteen feats are also offered such as fearful gaze, sense life and sense undead.

In Chapter 2: Spells And Dark Magic, the spell lists of the two new classes are given and 72 new spells introduced. Some examples include blood golem, call undead, drain life, immortality, incorporeal, legion of zombies, lich, maggots, mass sleep, plague, rot flesh, soul switch, spook, and undead warding. I found the spells to be imaginative and relevant to the subject matter, and actually provided some great adventure ideas.
The next section details eight infamous necromantic tomes in which these new spells can be discovered, giving a brief history, appearance and twist (e.g. good-aligned persons suffer damage when touching it) to the book, as well as the spells it contains.
The remainder of the chapter gives various necromantic items such as flaying knife, powdered blood, skin parchment, floating eyeballs, shadow bottle, and talking skulls. Gruesome stuff. A table gives prices for the mundane items.

Chapter 3: Graverobbing and the Undead begins with a discussion on the finer points of graverobbing and other means of gaining bodies for re-animation. There is also information on the hazards of same, such as magical protection or cremation of the body, or recognition by a powerful friend or family member once the body is resurrected (Lesson One: Don't dig up the High Cleric's granny).
The chapter continues with information on creating various types of undead and includes a sidebar on the movement speed of different undead and their durability (i.e. how long before they fall apart). Undead feats and qualities are also given here to help create unique undead, such as those who can remove body parts or transform into a swarm of vermin. Great stuff.
There is a brief discussion regarding the use of different types of undead as lackeys, followed by a slightly more detailed discussion on the path to lichdom.

Chapter 4: Creatures of Necromancy, details eleven new creatures with a necromantic twist - includes creatures such as the flayed man (the undead flayed corpse of a necromancer with full spellcasting abilities and negative energy capabilities), ghost hound, blood, bone, and rot golems, necromantic siege engines (rams built from dead bodies and incorporeal siege towers), and undead war elephant.

Chapter 5: A History of the Secret College, discusses the background history, present circumstances, local attitudes to necromancy and punishment inflicted on any persons discovered to be part of a loose confederation of necromancers. There is also a brief discussion as to why persons may become involved in the group in the first place.

Chapter 6: The Secret College At Work, goes into more detail on the group, explaining how they share resources, details of membership and recruitment, and some of their meeting places and centres of activity. Further information is given on escape routes and safe houses for necromancers on the run from the authorities. The chapter continues with some of the college's allies and finishes with a good section discussing the goals and plots that are on the college's current agenda. There is also a sidebar on including the Secret College within Freeport, and could be used to enhance the dangers of Freeport as described in Freeport: City Of Adventure.

Chapter 7: Personalities of the Secret College, describes (and gives stats for) fourteen NPCs, some of whom are the mainstay of the Secret College of Necromancy, others who are allies and one rogue necromancer who could spell trouble for the whole college.

The Appendix contains tables from the main text, an index, and a necromantic addendum for Green Ronin's d20 Character Folio.

Conclusion:
Secret College of Necromancy competes somewhat with AEG's 'Undead' and Mongooses 'Necromancy', more so the latter. It is more focused, organized and useful than 'Undead' but lacks some of the interesting prestige classes from that book and does not cover the more religious/divine aspects of undeath. It is very similar in its coverage to Mongooses book (except for the necromantic feats which are the best part of 'Necromancy' in my opinion) but the spells, items and creatures are more interesting, and 'Secret College' has the additional bonus of a ready-to-run generic confederation of necromancers to drop into your campaign.

The NPC classes are fairly powerful (an issue raised in the book itself) and make great villains. The book advises that a plague of "righteous paladins, vengeful inquisitors, and crusading clerics" should harrass the PC of any player who insists on taking these classes. And rightly so. The only problem I have with this is that there are then no player class options remaining - I had hoped to see at least a necromancer prestige class for neutral-aligned PCs. Be warned, it ain't there. This is a book primarily useful for GM's.

But this is a minor issue in a book packed with neat spells, items and creatures, a grim and macabre atmosphere, a host of potential villains and related adventure ideas, and a ready-to-run necromantic organisation to drop into your campaign.
 

I liked much of this book, but I have real issues with the base necromancer class. The class seems WAY over powered, and nowhere in the book do I see anything addressing the disparity in power between the wizard and necromancer (despite what your review says).

Compared to the wizard, the necromancer gets:

-Tons more spells per day. A non-specialized 20th level wizard only gets a total of 40 spells per day, a necromancer gets a total of 63. The necromancer basically sacrifices 1 9th level spell for 3 extra spells of levels 0 through 6, 2 level 7's, and 1 level 8. This is simply WAY too many spells - even more than the sorceror gets.

-Scribe scroll and summon familiar as a wizard, but the familiar is undead, and can be recreated if destroyed.

-One less bonus feat.

-Several special abilities, such as energy draining and the ability to create undead by touch.

-One extra skill point per level

-Proficiency with all simple weapons

-The ability to command undead

-A skewed BAB and save progression - the BAB tops out at +12, and while the necromancer retains the good will saves and bad fortitude and reflex saves of the wizard, the two bad saves are at different progressions.


Okay, sure, if you want to have your NPCs be something more powerful than the PCs, then I guess this class is for you. But it sure seems to throw a wrench into the CR system to have a class that is blatantly more powerful than any of the PC classes.
 

Secret College of Necromancy

Secret College of Necromancy is the second in Green Ronin's Arcana series of books dealing with magic in the d20 system. Secret College of Necromancy provides details for necromancy as it exists in many fantasy settings: a dark magical art that defies the barrier between life and death.

A First Look

Secret College of Necromancy is a 112 page perfect-bound softcover book priced at $19.95 US.

The cover of the book is a bizarre painting by rk post depicting a cowled man surrounded by strange and hideous creatures.

The interior is black and white. The interior illustrations vary in quality. Some are decent, but some are done in a smudgy, dark style that does not appeal to me, and some portraits look like charactures with exaggerated features. The interior cartography is crisp and detailed, but lacks a legend.

The interior body text is compact, though there is a space between paragraphs. The header text is conservatively sized, but the scrawl-like font used is a little hard to read.

A Deeper Look

Secret College of Necromancy starts by introducing two new core classes concerned with necromancy and undeath: the necromancer and the death knight. The classes are somewhat unfortunately titled, as a wizard specializing in necromancy is referred to as a "necromancer" in the d20 system, and the death knight already exists in the consciousness of the d20 fantasy market as a classic undead monster (which was reintroduced in D&D 3e in a Dragon magazine article and will soon be featured in the Monster Manual II.)

The book doesn't make clear what the relationship is between the necromancer in this book and the necromancy specialist in the core rules. To confuse the issue worse, some feats and spells that are supposedly unique to the necromancer herein are listed in the stat block of a sample necromancy specialist later in the book.

The necromancer class as presented here is an arcane spellcaster that casts spells like a wizard. However, the necromancer has a different spell list with a much stronger focus on necromancy (including some spells that are strictly divine spells in the PHB), but lacks many of the more utilitarian spells afforded to sorcerers and wizards. The necromancer also has a number of necromancy-related abilities, such as the ability to craft a necromantic (undead or construct) familiar, ability to control undead like a cleric, and various necromantic touch attacks.

The necromancer's spell slot advancement is similar to a wizard's, except that they receive a slot with zero spells a level earlier than a wizard, potentially giving them access to higher level spells earlier if their intelligence is high enough. The "spells per day" progression also does not stop at four spells of each level as a wizard's spell progression does. A necromancer can eventually cast 7 spells of a given level. Some of this is doubtlessly in compensation for the necromancer's narrower spell list, but it still may be a bit generous.

The death knight is a warrior devoted to the forces of death. Unlike the classic D&D death knight, this death knight is alive, or at least they start out that way. The death knight is a good fighter, receives bonus feats, elemental resistances, and other abilities. They also eventually learn to cast spells from the necromancer spell list, up to 4th level.

Both the death knight and necromancer strike me as a little powerful. Further, they have nonstandard save and attack progressions for no good reason that I can discern.

After the classes are a number of new feats and skills.

All of the new skills are craft, knowledge, and profession skills related to necromancy, such as craft: embalming, knowledge: anatomy, and profession: graverobber.

The feats include Cheat Death (allows a single heal check to recover a character who has dropped below –10 hp), Coup de Grace (allows Coup de Grace as a free action), Dying Blow (allows the character to continue to fight after falling below 0 hp), Revenant (the character returns from the dead to avenge themselves if slain), and Steely Gaze (adds to intimidate checks and roll to rebuke of command undead). Many of these feats strike me as exceptionally potent, and GMs should use care integrating them into a campaign.

The second chapter covers the spell list of the necromancer and death knight, and new spells and magic items. Some of the spells in the spell list are from the Oriental Adventures and Tome and Blood books, which Green Ronin apparently asked special permission to list.

The new spells provide a sinister addition to the arsenal of the necromancer. The spells are suitably evil, introducing new spell types such as dark pact (the caster makes a pact with dark forces in exchange for power) and the mortal curse (powerful curses cast with the caster's dying breath.)

In addition to the dark pacts and mortal curses, the spells offer a variety of effects that wither away or ward against the living, and aid or create undead creatures. The most impressive among these are perhaps the "legion" spells. These spells start at 7th level for creatures like skeletons, and range up to 9th level for creatures like wights and mummies. Each one of these spells summons 1d6 creatures of the given type per caster level. Further, these undead creatures are permanent and have double the normal HD. While these are thematically great, they strike me as extremely powerful compared to other summoning and undead creation spells of the same level. Perhaps these spells need to be assigned an XP cost, reworked as a ritual-type spell, and/or the duration of the servants needs to be made less than permanent.

The remainder of the spells and dark magic chapter outlines mundane items used by necromancers as well as magic items of a somewhat grisly nature. For example, floating eyeballs are actual enchanted eyeballs that can be used as an arcane eye.

The third chapter, Graverobbing and the Undead is a curious mix. The first part is a discussion of graverobbing and other necromantic practices, which actually includes notes on historical practices of this nature. This information can be used for source material to provide details should PCs stumble upon such activities.

The chapter then turns to a more rules-oriented treatise on undead, discussing categories of undead, different types of undead, and means of creating them. This section includes a special selection of feats available only to undead. These feats afford undead creatures abilities such as regeneration, or the ability to freely detach and reattach body parts.

The fourth chapter introduces a number of new creatures that a necromancer might create or deal with. Examples include the death angel (an outsider serving the goddess of undeath), necromantic constructs, and new undead creatures like the flayed man and ghost hound.

The last three chapters introduce the Secret College of Necromancy, including details such as history, day-to-day activities, maps of the college's secret abodes, and personalities of the college (including complete statistic writeups.) The secret college is a nefarious organization complete with everything you need to add it to your campaign.

Conclusion

The Secret College of Necromancy has some excellent ideas for necromancy in the campaign. The spells, creatures, and the secret college itself have the foreboding feel that necromancy should have.

Unfortunately, the book suffers from a bit of inexpert rules implementation. The necromancer and death knight class seem too powerful, and there are many unnecessary breaks with d20 system conventions. Further, many of the spells seem much more powerful than spells of the same level in the core rules, and many don't offer SR and/or saves in places where they logically would. If you are merely out to create fearsome necromancers, this book will certainly get the job done. But if you are sensitive to balance issues, this book may take a lot of GM intervention to integrate into the game.

-Alan D. Kohler
 

Initially I picked up the book expecting the secret college to be the "weak link" a sort of convenient excuse to fill pages and justify all this new necromancy. I didn't even look read it until a while after I finished the earlier cruncy section. I read it over the weekend and was quite surprised/impressed. I'm now sure that it's the best part of the book.

Its more that a bunch of guys in robes. Even though I won't use it in my current game (its not Scarred Lands). I'm definitely using the Ghoul, the terrible accidents the college has caused, the monsters and maybe some of the NPCs. Either as stand alones or related to the necromantic city Glivid-Autel in the Hornsaw forest.
 


Secret College of Necromancy

By David “Zeb” Cook and Wolfgang Baur

Published by Green Ronin Publishing

112 b & w pages

$19.95

Is there room for a 112-page book on a subject that’s been tackled time and time again in the D20 system? The answer is yes.

Secret College of Necromancy is broken up into seven chapters. Chapter One, The Paths of Death, introduces two new core classes to the game: The Necromancer and the Death Knight. The Necromancer here isn’t a specialist and isn’t a prestige class but rather, an arcane spell user with some access to a few divine spells. The main difference between a wizard with necromancy and a necromancer is that the latter gains numerous special abilities as she progresses in level. For example, instead of summoning a familiar, necromancers create theirs. They gain the ability to control undead, bonus feats from a select list, a touch of death that enables them to burn a spell slot and inflict 1d8 points of damage per spell slot level burned. As they rise in power, their abilities increase including ghoul touch, and the ability to raise the undead with a touch. Not satisfied? How about energy drain or the ability to turn living creatures undead with a touch? Of course, the ultimate power occurs as 20th level when a necromancer can become a lich automatically.

The Death Knight is a soul dedicated from birth by dark rituals and rites to serve the cause of evil. These warriors gain special abilities similar, but opposite to a paladins ranging from spellcasting divine spells, unholy steeds, immunity to disease and the ability to control undead, to unique abilities like poison resistance, an unholy aura, elemental resistance, and powers that cumulate in the death knight becoming an undead death knight at 20th level with the ability to cast a 20th level fireball 1/day.

Both classes are in some ways more powerful than standard ones, and tend to be more evil and chaotic than standard classes, but it notes this in the text and states that they should remain in the hands of the GM and only those GMs with enough grace to handle such different core character concepts, should allow them into the game.

New feats round out the classes including The Dark Lady’s Kiss which allows a necromancer to partially ignore energy drains, or Dying Blow where death knights fight even when at negative hit points, although not past death. One of the metamagic feats, fearful gaze, increases the DC of a saving throw to resist fear by 3. Most feats fall in the general category but are meant for Necromancers and Death Knights.

Chapter Two, Spells and Dark Magic, provides 72 spells aimed at those interested in mastering the dark arts. In a bold move, some of these spells hail from Tome & Blood and Oriental Adventures with permission from Wizards of the Coast. Of course those aren’t Open Game Content. Spells are listed in summary form by level, and alphabetized, broken up into a necromancer list and a death knight list. The spells are then listed again, but only those spells found from this book, by level and alphabetical order with a brief one-sentence description of what the spell does.


The spell descriptions themselves are given in standard spell format in alphabetical order with no regard for level. Spells range from the 1st level Ancient Wisdom, which allows the spirit of the skull to speak, or Bone Armor, another 1st level spell that creates bones that provides a +7 natural armor class bonus until destroyed or it’s duration expires. Of course those looking for more powerful forms of magic have Face of Death, a 5th level spell that transforms the caster’s face into a skull that causes terror in those that see it. Of course, those wishing to do more damage have Dust, a 7th level spell that snuffs out undead by crumbling them to dust or one of the Legion spells, spells 7th level or higher, like mummies, shadows, skeletons, wraiths and zombies, that creates a large number of undead. For example, Legion of Skeletons, 7th level, raises 1d6 skeletons per caster level with double the normal hit die of skeletons. Of course, casting it in an unhallowed graveyard doubles that number to 2d5 skeletons per caster level…


In addition to spells, there is a section entitled, “Infamous Books”. Each book starts off with the book’s name, origin of the book, history, appearance, twist, and spells. Spells from other sources are marked and indicated at the end of the book description. This section allows a GM to throw in some of the spells without overpowering his campaign, and provide some background material at the same time. What Necromancer wouldn’t want to peruse The Black Book of Slaying or thumb through Pathways of the Soul?

The chapter rounds up with a collection of mundane and magical items that Necromancers can put to good use. This includes such standard goods as flaying knifes and powdered blood, to Floating Eyeballs that allow the user to use arcane eye and bone doors that only open for undead creatures. Each magic item includes the means necessary to craft it, as well as a market price.

Chapter Three, Graverobbing and the Undead, provides the GM with information on the so called “resurrection men”, lowlifes who dig up the dead for Necromancer’s experimentations. Ideas on where else to find dead bodies is also provided including battlefields, executed criminals, and slaves. A section on creating the undead, covers the different types of undead and constructs that Necromancers craft and covers a variety of undead such as fleshy undead, skeletal undead, incorporeal undead, and constructs, ranging from golems and machines.

This section includes how long such creatures last in what conditions, for example, skeletons tend to last for 200 years or more if used as tomb guardians, while zombies last only a month or two if used in daily marching and suffering from exposure to the elements. A section on Undead Feats and Qualities allows the GM to customize his undead with abilities like Airy Gallop, where the undead rides even when there is no ground to Vermin Form, where the undead assumes the form of a swarm of insects.

Chapter Four, Creatures of Necromancy, starts of with the Death Angel, a Challenge Rating of 14, and doesn’t get much easier from there. While only eleven monsters in total, most of them can challenge mid to high level groups. The Dragon Engine, an undead construct, is a CR of 13, while the Flayed Man, a spell using undead crafted from the dead body of a necromancer, is a CR of 10. Those wishing to use Necromancers in times of war will be greatful for the Necromantic Siege Engines, Zombie Ram and Ether Tower, which are built from the bones and skin of dead soldiers. The ram lumbers forth while the towers pulverize those they grab.

Chapter Five, A History of the Secret College is called, “an exercise in imagination” providing some general background notes on how why there is a need for a secret college. In short, a powerful necromancer called the Ghoul nearly took control of everything using his vast armies of undead and his myriad collection of artifacts. After his fall at the hands of the elven hero Windgrass, pretenders called Necro-Kings rose to power but were beaten back and crushed by an Inquisition and the art of necromancy outlawed.

Of course time passes and in some faraway city, the art of necromancy flourishes on the sly as long as it doesn’t cause any outcry, hence the secret part. There are those who want to see no necromancy and the inquisition does come calling every now and again to insure that everything is on the up and up, but as long as Necromancers have friends in high places and don’t take too much for the city that houses them, they are tolerated and in some cases, openly employed as necromancers. This section includes punishments for being caught practicing necromancy and includes the most dire, dissolution, where the necromancer is put into the Positive Energy Plane and dissolved into that plane, to the least sever, maiming, where a finger, hand, or eye is removed.

Chapter Six, The Secret College at Work, provides the GM with information on who can join, where the members meet, and a map of the Winter Manor, a massive estate just outside of the city where this feared haunted house hosts the Secret College. This section includes the names of the characters who work for the college in providing them with bodies, as well as a section, Plots and Plans of the Secret College, which provides the GM seeds which can create a whole campaign. Take for example, Johann Mikel who dreams of returning the Ghoul to Power, or Jervis Mascome, a necromancer intent on crafting a new type of animated blood construct. Perhaps more importantly to some, it provides the GM with information on using the Secret College in Freeport. This includes specific references to direct locations from the Freeport hardcover.

Chapter Seven, Personalities of the Secret College, provides the GM with the stats and background of the main forces of the College. The section is done in alphabetical order with the name, stat block, spells, and background information of said character. Not all of these characters are necromancers, as some, like Bertolo, a death knight, are guards and direct servants, while others, like Coalfoot, were introduced last chapter as those who find the bodies that the college uses for experiments. The more interesting possibilities come in the higher level characters like Marrogan, a half elf 18th level necromancer who rules the College is facing numerous challenges from other factions but is starting to have his own dreams of the Ghoul.

The Appendix provides the GM with a quick series of reference tables including tools, item names, cost, and weight. Class tables for the necromancer and death knight give the GM a quick look at saving throws and base attack abilities. The page long index provides the GM with an easy tool to flip through the spells, monsters, and magic items, while those who own the Green Ronin Character Folios will enjoy the one page Necromantic Addendum which provides the players of death knights and necromancers room to record their familiars, unholy steeds, spells, and new skills. The book closes out with a one page add for Hammers and Helm and the Book of the Righteous. One page. Now that’s something White Wolf and their Sword & Sorcery Studio publishing groups need to learn to do.

The text density in this book is very heavy. Art in the book is good, but tends to be black and gray, difficult to sometimes make out details. The only thing not used here is the interior covers. The layout is generally the standard two column save when information is collected in a sidebar, then it’s white text on black background which is fairly ugly with it’s rounded corners and harsh contrast to the rest of the book.

The book does what it sets out to. Provides the GM and players with two new viable core classes and provides them with almost all the toys needed to use them immediately in play. The only area where the Secret College stumbles is the lack of Prestige Classes, but many D20 books have covered those in detail. GMs looking to add some more spice to the necromantic brew of their world will benefit greatly from the Secret College of Necromancy and players looking for evil options like the Necromancer and Deathknight core classes will enjoy the different powers they gain as they progress in levels.
 

I am reading through Secret College of Necromancy and havent got past page 18 and see many things I don't like about the book.
The 2 core classes are both overpowered compared to a comparison class, both use nonstandard saving throws.
Looking at the spell list I see a number of spells from non-OGL products.
And I am only just over 1/10th the way through the book. My god, what else will I discover?
 

Green Ronin's Secret College of Necromancy is an aid for any GM wishing to incorporate a fresh take on necromancers in their campaign. Written by David 'Zeb' Cook and Wolfgang Bauer, this book dissects the world of necromancers, creating an established network of like-minded individuals all interested in the dark arts.

The book begins with introducing the reader to two new classes: the necromancer and the death knight. While necromancers have certainly gotten treatment in other products, this is one of the better, more balanced approaches I have seen. Whereas it gets the same treatment as any other book that discusses classes, I liked the brief section on religion and belief systems that preceded it. Obviously, the necromancer has the look and feel of a wizard but specializes in death magic.

The death knight is a derivative of the fighter with some special abilities. This class is as pure evil as it gets, as the death knight is an individual who has been baptized into the service of evil shortly after birth. Yeah, I thought it sounded kind of neat, too. At higher levels the death knight can cast spells but that is not the focus of the class. Like the necromancer, the death knight has a nice explanation in the beginning on what kind of individual traits a death knight possesses and the kinds of motivations they have. I am not sure if the authors intended it or not but the name 'death knight' brought to mind (for me at least) a specific kind of monster from the old Fiend Folio. As such I think I would have tried to call it something else, but admittedly, the name does fit for what the class can do. Naturally, both of these classes gravitate towards evil (but it is pointed out that the necromancer need not be), so the usefulness for PCs may seem somewhat limited, unless the GM runs a 'no holds barred' kind of campaign.

The feats and skills presented for these two classes are, for the most part, very specific. Skills like embalming, grave robbing and so on are to be expected in a book on necromancy. The book provides feats such as Dying Blow (allowing attacks while dying) and Sense Undead are interesting and even can be used by any class. However, some feats like Master of the Past (allowing the character better DCs against enemies they have dealt with before) and Chill Hand (allowing a freezing touch attack) have prerequisites of being a necromancer. They all seem like fairly solid choices for those who dabble in the necromantic arts and whereas their usefulness is somewhat limited to classes like the necromancer and death knight, they certainly are clever additions.

In the chapter about spells and magic, The Secret College of Necromancy offers up some interesting and well-done spells used by necromancers and, to a lesser extent, death knights. Honestly, I was pretty impressed with the spell list as they seemed not only balanced but also seemed like great theme spells for the class (which is always a little tricky to pull off). Further, a bonus that I really liked was that if the reader was not overly thrilled with the necromancer class offered in the book, they could at least add the spell list to complement the necromancer spells in the Player's Handbook.

The second part of the spells chapter gave a listing of some creepy and arcane tomes; complete with a rich history that stayed generic enough that they could be inserted into any campaign. The description of these tomes were so interesting that I could imagine seeing them in some dark and vile chamber, poured over by a sinister figure. The descriptions of the books were vivid enough that I immediately thought of several ways in which they could have entire campaign stories based around them.

Following the section on the spells and the creepy books, I was pleased to see some sections on not only what it takes to be a necromancer but also some detailed descriptions on various undead templates. The section on the necromancers explained how hated and loathed necromancers would be in any decent society, grave robbing, sneaking through the dead of night and how they would gather allies. I was reminded of Dickens' London as well as Mary Shelly's Frankenstein and the dreary outlook that people would have had. It really did a great job of explaining what a necromancer's life and activities would be.

Furthermore the material about the undead is perfect. It is a wonderful addition to a book on necromancy, giving the reader more of a look into the kinds of things necromancers deal with as well as the kinds of entities the necromancer can expect to be around. What makes this book great is the fact that even if no necromancer PCs appear (or very few NPCs) the book is still very useful as it allows the GM to get a very good perspective on undead creatures. Certainly for GMs interested in the undead, without going into minute detail, this is an excellent resource.

The last section of the book described The Secret College of Necromancy. This was my favorite section of the book due to the interesting details and colorful way in which it is presented. It starts by explaining that the Secret College is not so much a structure like an actual college but more of a state of mind and a metaphorical college. They have no guildhall to show off, no membership lists that anyone has seen and no written by-laws. Even though the Secret College can be dropped into just about any fantasy campaign or fantasy city, it is presumed that necromancers must work in secrecy (though I suspect that the one city this might NOT work in is Hollowfaust: City of Necromancers).

The authors take great care to give the Secret College a realistic feel, demonstrating how those involved in this dark art would have to establish numerous secrets and safeguards to protect themselves from prying eyes. There are numerous personalities associated with the Secret College, listing their motivations, personality quirks and all the nice crunchy bits needed. Just by reading this section an enterprising GM can come up with several different ways to work them into a campaign, creating story hooks and side adventures for any characters that spend a great deal of time in a major city. Due to nature of the guild, they could certainly be used as enemies, allies or something in between. I suspect that entire series of subplots could revolve around the Secret College.

The Secret College of Necromancy is a great addition to any campaign. Though I have to admit that it is less of a book for players and more of a book for GMs who desire to create realistic necromancers and their allies. Anyone who picks up The Secret College of Necromancy certainly won't be disappointed.

I give it a 4 out of 5.
 

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