

Kurtz discusses the moral implications of characters who study the necromantic arts, as well as the way in which societies regard such characters. Finally, there are 15 pages of new spells.The book focuses on developing and playing characters of the Necromancer type of specialist wizard, with some attention given to death priests. It sorts spells into three color categories, each linked to a particular ethos: Black necromancy, encompassing spells that bring physical injury or spiritual annihilation, is associated with evil practitioners gray necromancy, to which the majority of necromantic spells belong, are appropriate for neutral wizards and good wizards are drawn to white necromancy, with spells that restore life and fortify living bodies. The book also provides an analysis of the relationship between spells and alignments.


The death gods are described, and rounding out the book are a set of ready-to-play NPCs (one per character kit) and a fully developed campaign base called Sahu, Isle of the Necromancer Kings.
