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==The Complete Book of Necromancers==
==The Complete Book of Necromancers==
Unlike the other books in the series, which were Player's Handbook Reference, this was part of the Dungeon Master's Reference sub-line, with the code of DMGR7.
Unlike the other books in the series, which were Player's Handbook Reference, this was part of the Dungeon Master's Reference sub-line, with the code of DMGR7. As its name suggests, this book focuses on [[Necromancer]]s - as that's a role shared between the [[Wizard]] and the [[Cleric]] (the latter referred to in-book as "Death Priests"), this book uniquely covers both classes at the same time.
 
Officially, this is for Dungeon Masters, but really, most of it is more useful for players.
 
The very first chapter, '''Necromancers''', breaks them down piece by piece over several subchapters. Firstly, it looks at how to build a necromancer by the rules for making PCs (we did tell you that the audience for this was mixed). Secondly, it provides a number of new necromancer [[kits]], which we'll examine below. Thirdly, it brings up several [[kits]] from earlier in the Complete lineup ([[Wizard]]s and [[Sha'ir]]s), with particular attention paid to two; the [[Witch]] and the Ghul Lord, discussing why they "fit" with the necromancer archetype. Finally, it provides a number of new nonweapon proficiencies; anatomy, necrology, netherworld knowledge, spirit lore and venom handling.
* Archetypical Necromancer: This is your stereotypical evil wizard who employs the darkest of necromantic arts; Clark Ashton Smith is upheld as the iconic depictor of this kind of necromancer, with gamers being pointed to his loathsome villain protagonists Mmatmuor, Sodosma, Vacharn, Vokal, Uldulla, Nathaire, Abnon-Tha, Narghai and Vemba-Tsith. This kit's gains access to the special powers covered in the "Vile Pacts & Dark Gifts" subchapter, but suffers from the punitive maladies detailed in the third chapter.
* Anatomist: A surgeon turned necromancer, anatomists range from legitimate healers to mad scientists out to build [[Flesh Golem]]s to sadistic vivisectionist-torturers. They gain increased proficiency with knives, and can even learn to wield a cutlass and short sword, have increased proficiency with the healing skill, and can perform autopsies. The downside is that they need to perform regular dissections of corpses, or they lose their kit bonuses until they catch up on their studying backlog.
* Deathslayer: These are vengeful wizards who seek to destroy the undead, turning to necromancy for the better ability to fight, outwit and understand their quarry. They get to pick a single "greater" undead ([[Banshee]]), [[Mummy]], [[Ghost]]/Spectre, [[Lich]] or [[Vampire]]); against that one type of undead, the Deathslayer is resistant to their mental attacks, and has an increased chance to hit with their own attacks and with their spells. The downside is that their obsession with fighting "The Enemy" is so strong it functions as a Geas.
* Philosopher: More of a mad loremaster than anything, the Philosophical Necromancer studies the dark arts for the sake of '''Knowing'''. They have the knowledge abilities of a Sage in their specialty fields (necromancy, necromantic magical items, the netherrealms), an increased chance of [[psionics|wild talents]], and a +30% chance to learn Necromancy spells (which stacks with their base specialist bonus). The downside? Even worse combat skills than a normal wizard, a high chance of being insane, and a -30% penalty to learning non-necromancy spells.
* Undead Master: A true pulp-style "Dark Mage", this Necromancer/Conjurer/Enchanter hybrid can learn Enchantment spells (normally forbidden to them), as well as Conjuration spells, and can command undead and non-[[angel]] outsiders as if they were [[Cleric]]s. The downside is that they can't cast Transmutation, Illusion or Divination spells, and they're even worse at melee combat than the Philosopher.
 
The second chapter, '''Dark Gifts''', is a grab-back of a subtopics. It first looks at dual-classed necromancers (Fighter, Cleric, Thief and Psionicist), examining what you need to do in order to qualify for these hybrids and character choices that will make you stronger. The next topic, Wild Talents, looks at the likelihood of necromancers having innate [[psionics]] and provides a new pair of tables for generating necromancer-appropriate wild talents. This is then followed by the much more interesting topic "Vile Pacts & Dark Gifts"; eerie, strange, magical abilities that you can give a necromancer to strengthen its feeling as a master of dark arts and bargaining with unholy beings, such as shapeshifting in an animal's form, animating the dead with a touch, regenerating like a [[troll]], being able to innately command the undead like a cleric, or being immune to non-magical weapons... naturally, the book strongly suggests that DMs should keep this good stuff for their NPCs. It then concludes with examining necromancers coming from outside of the [[demihuman]] ranks - this was the edition when only humans were PHB-compatible with the specialization. Particular attention is paid to [[Drow]], [[Dragon]] and [[Githyanki]] necromancers. The chapter ends with rules for [[undead]] necromancers.
 
The third chapter is '''The Price'''; a brief examination of the presumed social stigmas that necromancers will face, and punitive rules for necromancers being affected with deformities, diseases, madness and curses as a result of their dark studies - unlike the "Vile Pacts" segment, DMs are encouraged to use these on players, ''especially'' if they beg for a Vile Pact of their own.
 
Chapter four is '''The Dark Arts'''; this talks about the typical spell selection of a necromancer, discusses the three "schools" of Necromancy - White, Gray and Black, and of course finishes with the inevitable array of new spells. White Necromancy is described as "spells that restore or fortify the living body & life force, spells that draw from the caster's own life force, and spells that ''disable'' the undead". Gray Necromancy covers all those spells about raising and controlling the undead. Black Necromancy is specified as "spells that bring death, physical injury, or spiritual annihilation in an excruciating and terrifying manner", and the book encourages the DM to amp up the creepiness of spells like Death or Finger of Death in order to justify them being more evil than Chain Lightning and Disintegrate. It even goes so far as to recommend DMs incorporate the Powers Check mechanics from [[Ravenloft]] as a punitive measure for casting Black Necromancy spells!
 
The fifth chapter is '''Death Priests''', and begins our look at the necromancer as seen through the lens of an evil [[cleric]]. Subtopics include new varieties of deity whose clergy count as Death Priests (the God of the Dead, the Goddess of Murder, the God of Pestilence, the God of Suffering, and the Lord of Undead), and this is then followed by the 6th chapter, '''The Priest Sphere''', which is new cleric spells for these types.
 
Moving on, we come to the seventh chapter, '''Allies''', which covers apprentices, henchmen, [[familiar]]s, [[undead]] servitors, and several secret societies: the Cult of Worms, the Scabrous Society, the Cult of Pain, and the Anatomical Academy.
 
Chapter eight is '''Tools of the Trade'''; poisons, potions, magical items and tomes of necromantic lore.
 
Finally, we close on chapter 9; '''The Campaign'''. This consists of a detailed adventure site in the form of the island-prison of a [[lich]] and the necromancer's academy she has founded to free herself, some necromancer-themed adventure hooks, and full NPC stats for the various named necromancers who have shown up as references in the book and who appear on the titular island.


[[Category: Dungeons & Dragons]] [[Category: Splatbook]]
[[Category: Dungeons & Dragons]] [[Category: Splatbook]]

Revision as of 10:41, 23 June 2018

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The Complete Books of X were a series of splatbooks for Advanced Dungeons & Dragons, which expanded upon both classes and races in various ways, including cultural examination, new skills and new kits.

All of these books were released as part of the "Reference Series", a set of optional rulebooks aimed at expanding the campaign in various ways. Specifically, the Complete Books of X were considered their own sub-set, with the unique item reference number of PHBRX.

The Complete Fighter's Handbook

The Complete Fighter's Handbook was divided into five chapters.

Chapter 1, Character Creation is first and foremost a simple, easy to understand guide to creating your Fighter. It also includes expanded rules for using skills to create armor, bows & arrows, and weapons.

Chapter 2, Warrior Kits adds the following new kits, and examines how kits interact with the various multiclassing rules, as well as how to abandon a kit (for plaers) and how to modify or create fighter kits (for DMs).

Chapter 3, Role-Playing is, well, all about how to roleplay fighters. It details certain archetypical (in Gygax's eyes, at least) fighter personalities and looks extensively at how to run a warrior campaign, including the level of magic in the world, how many types of warrior exist in the world, and campaigns focused on the archetypes covered in the previous chapter on kits. It ends with brief notes on running a military campaign and the differences between a campaign and a mini-series.

Chapter 4, Combat Rules is perhaps the most stereotypical of the chapters; page after page of rules for upgrading combat, such as ambidexterity, style specialization, martial arts and exotic melee manuevers, all with the trademark convoluted mechanics of Advanced Dungeons & Dragons. It's the longest chapter in the book.

Finally, Chapter 5, Equipment is all about new gear and new rules relating to gear, such the effects of armor, wearing piecemeal armor, and so forth.

The Complete Thief's Handbook

The Complete Thief's Handbook was divided into eight chapters.

Chapter 1 is Role-Playing Thieves, a basic section explaining the various backgrounds a thief could have as well as some sample motivations and stereotypes with which to base a thief around.

Chapter 2, Proficiencies, introduces a whole slew of non-weapon proficiencies for the Thief to look into as well as how to use them.

Chapter 3 is the obvious Thief Kits, which adds the following new kits, and examines how kits interact with the various multiclassing rules, as well as how to abandon a kit (for plaers) and how to modify or create fighter kits (for DMs).

  • Acrobat
  • Adventurer
  • Assassin
  • Bandit
  • Beggar
  • Bounty Hunter
  • Buccaneer
  • Burglar
  • Cutpurse
  • Fence
  • Investigator
  • Scout
  • Smuggler
  • Spy
  • Swashbuckler
  • Swindler
  • Thug
  • Troubleshooter

Chapter 4, Thieve's Guild, introduces the prospect of a Thieve's Guild in the setting and how to build one and how it can interact with the larger setting. It also includes rules about joining or even running a guild of their own.

Chapter 5, Tools of the Trade, goes over not only the special skills available to the Thief, but also the various mundane and magical tools available to either go about their business or cover their tracks.

Chapter 6, The Arts of Deception: Classic Cons, is a mostly RP-based chapter, focused upon a few classic tricks a Thief can use for their own schemes.

Chapter 7, New Rules for Thieves, introduces few extra rules to work with: Poisons, knocking out targets, and ways to make lock-picking harder.

Chapter 8, The Thief Campaign, focuses on how to run a thief campaign, including the level of magic in the world, the various ways thieves and their guilds interact with the campaign, and a few sample ideas of hooks for a thief campaign.

The Complete Priest's Handbook

The Complete Priest's Handbook covers not only the priests themselves, but also various ways to fit religion into campaigns. This book spans five chapters

Chapter 1, Priests, Gods, and the World, explains various key facets of mythologies, namely how gods come to be, their present existence, and their influence on mankind, and how to fit this into your setting.

Chapter 2, Designing Faith, is the most in-depth of the chapters, as it explains everything about priesthoods in both fluff and crunch. Not only is there a whole section dedicated to the various duties and rituals a priest may be expected to carry out, but it also has various rules on how to put together sub-classes of the Priest that can differ quite drastically from the Cleric or Druid. The biggest part of this is the rather dizzying list of sample priesthoods to make, each with differing Spheres of Influence to work with and differing powers as opposed to just Turning Undead.


Chapter 3, Priest Kits adds the following new kits, and examines how kits interact with the various multiclassing rules, as well as how to abandon a kit (for plaers) and how to modify or create fighter kits (for DMs).

  • Amazon Priestess
  • Barbarian/Berserker Priest
  • Fighting-Monk
  • Nobleman Priest
  • Outlaw Priest
  • Pacifist Priest
  • Peasant Priest
  • Prophet Priest
  • Savage Priest
  • Scholar Priest

Chapter 4, Role-Playing covers a decent number of topics; from typical personalities to story hooks and even how to have a priest interact with their god(s).

Chapter 5, Equipment and Combat, obviously gives a few options for items, but the only major combat options are just reprinted Wrestling/Martial Arts rules reprinted from The Complete Fighter's Handbook.

The Complete Wizard's Handbook

The Complete Book of Wizards, as you might expect, is all about the Wizard. It spans 9 chapters in length.

Chapter 1, Schools of Magic talks about the eight schools of magic in D&D. It discusses the benefits vs penalties of specialization and provides mechanics on how to abandon a school.

This is followed by chapter 2, Creating New Schools, which is all about how a DM can create entirely new forms of magic. Everything from naming it to defining its ethos to figuring out what races would likely be allowed to use it.

Chapter 3 is the self-explanatory Wizard Kits title, which is all about new kits and how to make your own. It introduces the following new kits to D&D:

Chapter 4, Roleplaying covers a vast array of sub-topics around its theme; iconic wizard personalities, character backgrounds, logical non-adventuring-based careers for the wizard, some example wizard-focused adventures, the "how much magic is in your world?" and campaign variations for all-wizards, single wizard kits, restricted schools and restricted levels.

Chapter 5, Combat and the Wizard looks at how wizards fight, covering the different combat categories of spells mostly.

Chapter 6 is self-explanatory; Casting Spells in Unusual Conditions. This lets you know how being underwater, on another plane, or physically impaired in some way should affect your casting efforts.

Chapter 7 is Advanced Procedures, and is the obligatory new rules systems for wizards. It covers playing 20+ level wizards, creating 10th level or higher spells, new rules for adjudicating illusions, and a system of spell research so your wizard PCs can create their own magic.

Chapter 8 is New Spells, because you knew this was coming.

Finally, chapter 9 is Wizardly Lists, a grab-bag of random lists that provide fluffy inspiration for wizards. There is a new table of familiars here, though, which can replace the normal table for Find Familioar checks.

The Complete Psionics Handbook

The Complete Book of Dwarves

The Complete Book of Dwarves was the first of its ilk to focus on a race rather than a class, expanding upon how to make a more distinctive dwarf character. Although, like all of the racial books, it was somewhat hindered by the default assumptions as to what a race was in AD&D, it still strove to present as much useful information as possible.

Ironically, although its successor would go down in infamy for blatant racial supremacist overtones, the writing in this one is pretty arrogant too.

This splatbook was divided into 11 chapters:

Chapter 1 is The Creation of Dwarves, literally a glorified creation myth. At 5 pages long, it's the shortest chapter in the book.

Chapter 2 covers Dwarf Subraces; in addition to the now-iconic trinity of Hill Dwarf, Mountain Dwarf and Duergar, it also covered Deep Dwarves (non-evil Underdark dwarves, which is one of the many ways in which Duergar struggled to gain an identity for themselves), Sundered Dwarves (those clans who have lost their traditional identity and no longer fit the standard mold) and Gully Dwarves (a wretched, goblin-like breed introduced in Dragonlance).

Chapter 3, Your Life as a Dwarf, covers all the bits on dwarf culture; clans, loyalties, world view, crafts, humor, wealth, individualism, emotions, attitudes toward other races, war, isolationism, hearths, diet, clothing, and music & singing.

Chapter 4 is Character Creation; rules for creating a dwarven PC from any of the subraces in the 2nd chapter.

Chapter 5 is Proficiencies, all about new weapon and non-weapon proficiencies. The most unique addition here is new skill proficiencies to build upon the dwarf's traditional gimmick of being able to sense things when underground, in a cave or in a dungeon.

Chapter 6, Dwarf Kits, is all about race-restricted kits. Because dwarves are one of the multiclassing races, this is actually one of the longest chapters in the book. It provides the following kits by class:

  • Dwarf Fighter Kits:
    • Animal Master
    • Axe for Hire
    • Clansdwarf
    • Hearthguard
    • Battlerager
    • Highborn
    • Outcast
    • Rapid Response Rider
    • Sharpshooter
  • Dwarf Cleric Kits:
    • Crafts Priest
    • Pariah
    • Patrician
    • Ritual Priest
  • Dwarf Rogue Kits:
    • Diplomat
    • Entertainer
    • Locksmith
    • Pest Controller
  • Dwarf Fighter/Cleric Kits:
    • Champion
    • Temple Guard
    • Vindicator
  • Dwarf Fighter/Rogue Kits:
    • Ghetto Fighter
    • Trader
    • Vermin Slayer
    • Wayfinder

Chapter 7, Role Playing & Personalities, is just a list of example dwarven personality archetypes: the Decadent, the Glory Seeker, the Grumbler, the Hoarder, the Optimist, the Paragon, the Phobic, the Pragmatist and the Statesman.

Chapter 8, Mining is... well, what do you think it is? A new rules system for creating and running your own mine.

Chapter 9, Equipment, looks at some uniquely dwarven weapons, some dwarven war machines, and has rules for smelters to go along with the earlier chapter on mining.

Chapter 10, Dwarf Strongholds, is a do-it-yourself guide to designing a dwarven stronghold. With a sample one for reference.

Finally, chapter 11 is the self-explanatory Designing Dwarf Campaigns. Complete with the importance of myth and the gods, the races of the world, wars & conflicts, and creating new kits.

The Complete Bard's Handbook

The Complete Book of Elves

Without a doubt the most infamous of the Complete Books line, the Complete Book of Elves is a racial splatbook for elf characters that got hit with so much elven love at the cost of hypocrisy and blatant stupidity that it would become memetically infamous.

How bad was it? Eventually, the author would post a formal apology for writing it on the internet!

Spanning 13 chapters, plus an appendice with monster stats for the Avariel and Cooshee, this book covered a lot of ground.

The first chapter was, as with its dwarf predecessor, a 4-page creation myth. This was followed by chapter 2; Variations on a Theme, which examined all of the different elf breeds - Aquatic, Dark, Grey, High, and Sylvan, as well as taking a look at Half-Elves and finishing with an examination as to which of the aforementioneds breeds the elves of Al-Qadim, Dark Sun, Dragonlance, Forgotten Realms, Greyhawk, Ravenloft and Spelljammer fit into.

If you're curious; Sylvan Elves are what we now call Wood Elves, whilst Dark Elves are Drow and Grey Elves were a kind of uber-elite, uber-asshole version of High Elves who're such douchebags they actually make slaves of other elven races.

Chapter 3, Physical Attributes, takes a long look at the various physical characteristics of elves, such as their stages of life, their supernaturally keen vision, and their interfertility. It also covers elven music, for some reason.

Chapter 4, Mental Attributes, does the same thing for elven mentalities, icluding outlook, emotion vs. logic, generational splits, and attitude towards other races.

Chapter 5, Elven Society is a comparatively brief chapter on the day-to-day workings of elven civilization; language, livelihood, rituals and holy days.

Chapter 6, Elven Myths, recounts 5 elf morality tales.

Chapter 7, The Death of Elves, is a brief chapter looking at how elves regard death by accident/violence and how they honor their dead.

Chapter 8, ELven Dwellings is... well, you can probably figure it out; a look at the distinctive city-building styles of grey, high and sylvan elves.

Chapter 9, Optional Rules, is a grab-bag of new rules; letting elves progress like humans do, giving them no level limits but doubling the EXP cost of levels after their "maximum", the new Bladesong Fighting Style, new rules for archery stunts, rules for arrow breakage/loss, and rules for using bows as melee weaplons.

Chapter 10 is Character Creation & Kits. Next to chapters 2 and 3, this is the longest chapter in the book. It covers PC stats for all of the elven subraces, and a bevvy of new elven kits. It even includes the first ever "race-only" kit, the Undead Slayer, which can be taken by an elf of any class.

Chapter 11, Elven Equipment is an assortment of new elf-made items, ranging from weapons to luxury goods.

Chapter 12, The Magic of the Elves is an assortment of elf-invented spells and magical items, and rules for artificial limbs.

Finally, chapter 13 is Elven Campaigns. The suggested examples are the elf-dominated world, the human-dominated world, an elf vs dwarf campaign, a world where the evil races rule, an aquatic campaign, or a campaign focused on half-elves and their direct progenitors.

The Complete Book of Gnomes & Halflings

The last of the demihuman racial splatbooks in this line, the Complete Book of Gnomes & Halflings was the only one of its ilk to function for two races at the same time. Arguably the shortest of them all, it consisted of ten chapters; 5 for each race.

Myths of the Gnomes is, despite its name, mostly focused on the small gnomish pantheon: Garl Glittergold, Baervan Wildwander, Callarduran Smoothhands, Flandal Steelskin, Segojan Earthcaller and Urdlen.

Gnome Subraces provides complete mechanical rules for creating a gnome PC. It houses stats for the original "rock gnome" race, as well as the newcomer "forest gnome" race, the svirfneblin and the Krynnish Tinker Gnome.

Gnomish Culture covers various cultural aspects of gnome society; festivals, the importance of fire, marriage & family, food & drink, humor, magic, warfare, and so fourth.

Gnome Character Kits is the second mechaniclly-focused gnome chapter, and provides... well, what it says; new kits for gnome characters:

  • Gnome Fighter Kits:
    • Breachgnome
    • Goblinsticker
  • Gnome Thief Kits:
    • Mouseburglar
    • Tumbler
  • Gnome Illusionist Kis:
    • Imagemaker
    • Vanisher
  • Gnome Multiclassing Kits:
    • Buffoon (Thief/Illusionist)
    • Stalker (Fighter/Thief)
  • Gnome Cleric Kits:
    • Rocktender
    • Treetender

Granitehome depicts a typical gnomish village, a perfect launching pad for gnome PCs, an inspiration for DMs to design their own, or just a place to drop into your campaign.

'Myths of the Halflings is, again, actually focused mostly on Yondalla and her other halfling-focused deities. It does also cover the halfling folk-hero Littleman and a general history of their race.

Halfling Subraces covers the three iconic halflings from the Player's Handbook, the Kender of Dragonlance, the Rhulisti of Dark Sun, and the Furchins of Spelljammer. Some basic lore is provided, but the focus in on PC stats.

Halfling Culture examines what halflings think, do and feel; what village life is like, family structure, norms & tabboos, and of course the big reason why most halflings are homebodies and a few become PCs.

Halfling Character Kits is, again, the other crunchy chapter in this book, with new class kits for halfling PCs:

  • Halfling Fighter Kits:
    • Archer
    • Forestwalker
    • Homesteader
    • Mercenary
    • Sheriff
    • Squire
    • Tunnelrat
  • Halfling Thief Kits:
    • Bandit
    • Bilker
    • Burglar
    • Smuggler
    • Urchin
  • Halfling Fighter/Thief Kits:
    • Cartographer
    • Trader
    • Traveler
    • Halfling Cleric Kits:
    • Healer
    • Leaftender
    • Oracle

Lindendale depicts a typical halfling village, a perfect launching pad for halfling PCs, an inspiration for DMs to design their own, or just a place to drop into your campaign.

The Complete Book of Humanoids

This entry into the Complete Books series focused on "Humanoids", that nebulous term that basically meant "humanoid races which aren't demihumans and so are usually presuemd to be evil". Spiritual successor/brother to "The Orcs of Thar" for Mystara under the Basic/Expert D&D line, it was all about ading new races to the classic line up.

That's right kiddies, playable orcs, goblins and the like were a thing long before Warcraft came along.

This book was divided into seven chapters, not counting the introduction:

Chapter 1, "Humanoid Characters", was all about the mechanics of playing huanoids and how to feature them in campaigns, with four specific campaign models: "A Friend In Need" (the humanoid PC was rescued by the human/demihuman PCs and is owed loyalty), "Is A Friend Indeed" (the reversal; the human-kin were saved by the humanoid), "Hello Again" (the humanoid is a human-kin PC who fell afoul of Reincarnate) and "All That Glitters" (the humanoid PC is a hireling who forms a bond with the party). Ironically, the simple idea that, maybe, humanoid races in your setting are NOT handled the same way as in standard D&D settings never comes up - it would be a long time before D&D would be that open-minded.

Chapter 2, "Humanoid Races", lists the various new races made playable in this book:

Chapter 3, "Humanoid Kits", introduces new subclasses for humanoid members of the Warrior, Wizard, Priest and Rogue classes:

  • Tribal Defender
  • Mine Rowdy
  • Pit Fighter
  • Saurial Paladin
  • Sellsword
  • Wilderness Protector
  • Hedge Wizard
  • Humanoid Scholar
  • Outlaw Mage
  • Shaman
  • Witch Doctor
  • Oracle
  • War Priest
  • Wandering Mystic
  • Scavenger
  • Tramp
  • Tunnel Rat
  • Shadow
  • Humanoid Bard

Chapter 4, "Humanoid Proficiencies", as the name sugests, provides a list of new "humanoid appropriate" nonweapon proficiencies.

Chapter 5 is "Role-Playing Humanoids", which provides extended roleplay tips on a humanoid. Limited by the presumptions of D&D at the time, but still interesting, including examining tribal life, social & racial disadvantages, humanoid trait and campaign complications.

Chapter 6, "Superstitions", ties into the frequently primitive status of humanoids, examining all of the different superstitions and how to use them in play.

Finally, chapter 7, "Arms and Armor", talks about how the new races interact with existing armor & weapons, and introduces new humanoid weapons.

The Complete Ranger's Handbook

The Complete Paladin's Handbook

The Complete Druid's Handbook

The Complete Barbarian's Handbook

The Complete Ninja's Handbook

The Complete Book of Villains

Unlike the other books in the series, which were Player's Handbook Reference, this was part of the Dungeon Master's Reference sub-line, with the code of DMGR6.

The Complete Book of Necromancers

Unlike the other books in the series, which were Player's Handbook Reference, this was part of the Dungeon Master's Reference sub-line, with the code of DMGR7. As its name suggests, this book focuses on Necromancers - as that's a role shared between the Wizard and the Cleric (the latter referred to in-book as "Death Priests"), this book uniquely covers both classes at the same time.

Officially, this is for Dungeon Masters, but really, most of it is more useful for players.

The very first chapter, Necromancers, breaks them down piece by piece over several subchapters. Firstly, it looks at how to build a necromancer by the rules for making PCs (we did tell you that the audience for this was mixed). Secondly, it provides a number of new necromancer kits, which we'll examine below. Thirdly, it brings up several kits from earlier in the Complete lineup (Wizards and Sha'irs), with particular attention paid to two; the Witch and the Ghul Lord, discussing why they "fit" with the necromancer archetype. Finally, it provides a number of new nonweapon proficiencies; anatomy, necrology, netherworld knowledge, spirit lore and venom handling.

  • Archetypical Necromancer: This is your stereotypical evil wizard who employs the darkest of necromantic arts; Clark Ashton Smith is upheld as the iconic depictor of this kind of necromancer, with gamers being pointed to his loathsome villain protagonists Mmatmuor, Sodosma, Vacharn, Vokal, Uldulla, Nathaire, Abnon-Tha, Narghai and Vemba-Tsith. This kit's gains access to the special powers covered in the "Vile Pacts & Dark Gifts" subchapter, but suffers from the punitive maladies detailed in the third chapter.
  • Anatomist: A surgeon turned necromancer, anatomists range from legitimate healers to mad scientists out to build Flesh Golems to sadistic vivisectionist-torturers. They gain increased proficiency with knives, and can even learn to wield a cutlass and short sword, have increased proficiency with the healing skill, and can perform autopsies. The downside is that they need to perform regular dissections of corpses, or they lose their kit bonuses until they catch up on their studying backlog.
  • Deathslayer: These are vengeful wizards who seek to destroy the undead, turning to necromancy for the better ability to fight, outwit and understand their quarry. They get to pick a single "greater" undead (Banshee), Mummy, Ghost/Spectre, Lich or Vampire); against that one type of undead, the Deathslayer is resistant to their mental attacks, and has an increased chance to hit with their own attacks and with their spells. The downside is that their obsession with fighting "The Enemy" is so strong it functions as a Geas.
  • Philosopher: More of a mad loremaster than anything, the Philosophical Necromancer studies the dark arts for the sake of Knowing. They have the knowledge abilities of a Sage in their specialty fields (necromancy, necromantic magical items, the netherrealms), an increased chance of wild talents, and a +30% chance to learn Necromancy spells (which stacks with their base specialist bonus). The downside? Even worse combat skills than a normal wizard, a high chance of being insane, and a -30% penalty to learning non-necromancy spells.
  • Undead Master: A true pulp-style "Dark Mage", this Necromancer/Conjurer/Enchanter hybrid can learn Enchantment spells (normally forbidden to them), as well as Conjuration spells, and can command undead and non-angel outsiders as if they were Clerics. The downside is that they can't cast Transmutation, Illusion or Divination spells, and they're even worse at melee combat than the Philosopher.

The second chapter, Dark Gifts, is a grab-back of a subtopics. It first looks at dual-classed necromancers (Fighter, Cleric, Thief and Psionicist), examining what you need to do in order to qualify for these hybrids and character choices that will make you stronger. The next topic, Wild Talents, looks at the likelihood of necromancers having innate psionics and provides a new pair of tables for generating necromancer-appropriate wild talents. This is then followed by the much more interesting topic "Vile Pacts & Dark Gifts"; eerie, strange, magical abilities that you can give a necromancer to strengthen its feeling as a master of dark arts and bargaining with unholy beings, such as shapeshifting in an animal's form, animating the dead with a touch, regenerating like a troll, being able to innately command the undead like a cleric, or being immune to non-magical weapons... naturally, the book strongly suggests that DMs should keep this good stuff for their NPCs. It then concludes with examining necromancers coming from outside of the demihuman ranks - this was the edition when only humans were PHB-compatible with the specialization. Particular attention is paid to Drow, Dragon and Githyanki necromancers. The chapter ends with rules for undead necromancers.

The third chapter is The Price; a brief examination of the presumed social stigmas that necromancers will face, and punitive rules for necromancers being affected with deformities, diseases, madness and curses as a result of their dark studies - unlike the "Vile Pacts" segment, DMs are encouraged to use these on players, especially if they beg for a Vile Pact of their own.

Chapter four is The Dark Arts; this talks about the typical spell selection of a necromancer, discusses the three "schools" of Necromancy - White, Gray and Black, and of course finishes with the inevitable array of new spells. White Necromancy is described as "spells that restore or fortify the living body & life force, spells that draw from the caster's own life force, and spells that disable the undead". Gray Necromancy covers all those spells about raising and controlling the undead. Black Necromancy is specified as "spells that bring death, physical injury, or spiritual annihilation in an excruciating and terrifying manner", and the book encourages the DM to amp up the creepiness of spells like Death or Finger of Death in order to justify them being more evil than Chain Lightning and Disintegrate. It even goes so far as to recommend DMs incorporate the Powers Check mechanics from Ravenloft as a punitive measure for casting Black Necromancy spells!

The fifth chapter is Death Priests, and begins our look at the necromancer as seen through the lens of an evil cleric. Subtopics include new varieties of deity whose clergy count as Death Priests (the God of the Dead, the Goddess of Murder, the God of Pestilence, the God of Suffering, and the Lord of Undead), and this is then followed by the 6th chapter, The Priest Sphere, which is new cleric spells for these types.

Moving on, we come to the seventh chapter, Allies, which covers apprentices, henchmen, familiars, undead servitors, and several secret societies: the Cult of Worms, the Scabrous Society, the Cult of Pain, and the Anatomical Academy.

Chapter eight is Tools of the Trade; poisons, potions, magical items and tomes of necromantic lore.

Finally, we close on chapter 9; The Campaign. This consists of a detailed adventure site in the form of the island-prison of a lich and the necromancer's academy she has founded to free herself, some necromancer-themed adventure hooks, and full NPC stats for the various named necromancers who have shown up as references in the book and who appear on the titular island.