Wizard - Necromancer Theurgist Kit Description: There are among Necromancers those who set aside all restraint and peripheral study and use of the powers of the Negative Material Plane and its 'anti-energy' and fully embrace the possibilities inherent in its use. They do not bow to the same laws of magic by which other wizards are bound, as their powers come from a source utterly opposed to the spells of other wizards. To others, the nature of this magic is as mysterious and unsettling as are Theurgists themselves. They are often misunderstood as evil men and women who tamper with the dead and with forces better left untouched. While this is in fact sometimes the case, most have simply chosen to follow a different path than that of normal wizardry. Those trying to prove their good intentions often find a place within their communities as 'speakers for the dead' or channelers or mediums with the spirits of those long gone. They are frequently persecuted by normal wizards for their unnatural beliefs and the powers with which they consort. In response to this, some Theurgists make a living hunting down other wizards, against whom their unusual abilities are particularly effective. Requirements: As a standard Necromancer, but Theurgists are radically independent and flaunt rules and order by the mere fact of their existence and must be of chaotic alignment to have the proper attitude to pursue their studies. In addition, only humans and tieflings can become Theurgists (as the negative energy they channel reacts adversely with the inherently magical nature of elvish blood). Weapons & Armor: As a standard Necromancer. Special Benefits: Theurgists are true students of Necromancy, but their method of magic use is far different from that of other wizards. Their intimate and expansive knowledge of the Negative Material Plane and its properties and how to tap directly into its power provides them with the following unique abilities: Channel Negative Energy: Theurgists learn spells as normal for a wizard, but they do not memorize and cast them as such. Instead, a Theurgist may select an appropriate effect from among the spells that he or she knows and then empower that effect by tapping into the power of the Negative Material Plane; though by its very nature negative energy cannot be used to create, restore, or heal. When a Theurgist wishes to cast a spell, he or she must choose a spell from among those he or she knows and concentrate for a full round to summon the negative energies required to cast the spell (requiring the normal saving throw to avoid negative energy damage). In the following round, the Theurgist can cast any spell he or she knows. A Theurgist can move at up to half speed but cannot attack, cast spells, or use a magical item while gathering energy. If he or she is struck or otherwise disturbed while gathering negative energy, a save vs. breath weapon may be attempted to maintain concentration and retain the negative energy; otherwise, the Theurgist's concentration has been broken and the negative energy bleeds away. Any damage suffered from channeling negative energy remains, but he or she must gather energy again before being able to cast a spell. It must be noted that Necromancy spells inherently create a connection to the Negative Material Plane and do not require a Theurgist to gather energy ahead of time. Thus, any Necromancy spell a Theurgist knows can be cast on command at any time without preparation. In fact, a Theurgist never needs to use material components to cast spells from the Realm of Necromancy, as his or her own residual negative energy is sufficient to focus the negative energy of the spell. It is also important to note that a Theurgist's spells are empowered by negative energy and standard wizard magic is empowered by positive energy, which can result in a dangerous interaction when the two types of energy are brought into close contact. If a Theurgist's spell takes effect simultaneously with a standard wizard spell (i.e., during the same round) within the same area, neither spell will take effect within the area of any overlap as the conflicting energies attempt to eradicate one another (though both spell will operate normally in areas that do not overlap). At the same time, any creature within the overlap zone will suffer damage equal to 1d4 times the levels of both spells added together (increased to 1d6 times the combined spell levels if both spells were targeted on an individual creature). A save vs. breath weapon is allowed to halve damage. Once a spell has fully formed and is in place, it is no longer reactive in this fashion; this effect only applies if positive-energy and negative-energy spells overlap during the round they are cast. Negative Physiology: As their very being gradually becomes more and more suffused with the energies of the Negative Material Plane, Theurgists take on certain qualities of the undead. They gain a 5% per level magic resistance to sleep, charm, hold, and fear-type attacks. Upon reaching 7th level, a Theurgist becomes immune to paralysis, and at 14th level a Theurgist becomes immune to energy-draining attacks, including those of undead creatures, though physical damage can still be suffered from such attacks. Nether Knowledge: As a standard Necromancer. Spirit Communion: Theurgists constantly aware of the invisible spirits that exist all around them, gaining free proficiency in Spirit Lore with a +1 bonus for every three levels of experience (rounding up). In addition, at 7th level a Theurgist gains the ability to speak with dead as a priest of equal level. This power is usable only once per day and requires at least the skull of the deceased to be present. A Theurgist may commune with a given creature only once with this ability. Undead Mastery: A Theurgist has gained such a deep and intuitive understanding of the forces that animate, motivate, and empower undead creatures of all types that they gain the power to turn and/or command undead creatures as a priest of half his or her level (rounding up). During any particular encounter with undead creatures, they may choose to turn them or to command them, but not both. If the same undead creature was encountered at a later time, however, the Theurgist who had previously turned it could now choose to attempt to command it. Theurgists are not restricted by their alignment in turning or controlling undead (though good-aligned Theurgists should have a reasonable justification for controlling undead). Special Hindrances: Theurgists rely upon the direct channeling and manipulation of negative energy to achieve their magical ends. All of their magical spells (not just Necromancy spells) use this negative force to provide their power. Since negative energy cannot create things, Theurgists lose access to the Realm of Conjuration (whose entire focus is on permanent or temporary creation), though they can use their negative energy to empower spells of Sorcery, Lore, Enchantment, and Universal Magic, in addition to Necromancy. Because these spells are cast using the essence of the Negative Material Plane, there will always be strange sensory effects that accompany spellcasting. The specifics of these can vary greatly (e.g., being surrounded by a dark halo of malevolent purple radiance, hearing menacing whispers or dreadful moaning within a 20' radius, flickering lights and flitting shadows nearby, tears of blood pouring from the caster's eyes, greenish light emanating from the caster's skeleton visible through his or her flesh) and can even vary depending on the type of spell being cast. Each Theurgist should be encouraged to come up with one or more creepy 'signature' effects that distinguish his or her spellcasting. These effects have no game impact but can be frightening to observers. Theurgists are very devoted to using the energies of the Negative Material Plane, and as a general rule they will only use items that draw upon its power. Exceptions to this rule include protective magical items without special abilities, such as rings and cloaks of protection and bracers of defense), rings of wizardry, pearls of power, Zagyg's spell component case, robes of the arch-magi, magical books, tomes, manuals, and librams, protection scrolls, potions, and magical weapons (of appropriate types) with no special functions or powers. All other magical items will be shunned. Most of a Theurgist's other hindrances relate to his or her close association with the Negative Material Plane. The negative energy that flows within their body inhibits restorative magical or psionic powers used on them, halving all effects of healing. Likewise, a Theurgist has only half the normal chance to be successfully raised or resurrected. The body of a Theurgist also begins to decay as a result of his or her essentially constant exposure to negative energy, resulting in a loss of 1 point of Strength, Dexterity, or Constitution (determine randomly) for every two levels of experience, beginning at 2nd level. His or her personality, appearance, and ability to relate to normal living beings also gradually drains away, and he or she loses one point of Charisma for every four levels of experience (beginning at 4th level). Regardless of the rate of decay or in which attribute it occurs, once a Theurgist has lost 5 points from any one ability score the decay reaches its maximum extent and his or her ability scores will not deteriorate further. Regardless of alignment, a Theurgist suffers full damage from holy water and cannot enter the area of effect of a protection from evil spell or similar effect that wards out extraplanar creatures. A Theurgist is not truly extraplanar, however, and cannot be banished from the Prime Material Plane by dismissal, holy word, dispel evil, or similar spells. In addition to the normal hindrances and restrictions common to Necromancers, Theurgists are hated and shunned by most other wizards. Even other Necromancers generally regard them as distasteful outsiders at best. In addition to their reaction penalties and Charisma loss, they suffer a -3 reaction penalty with other wizards (-1 with other Necromancers). Bonus Proficiencies: Necrology, Spirit Lore Required Proficiencies: Reading/Writing, Spellcraft Preferred Proficiencies: As a standard Necromancer ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >