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====Ghul Lords==== [[Al-Qadim]] would offer an alternative to the vanilla necromancer in the [[Complete Book Series|Complete Sha'ir's Handbook]], similarly to how [[Ravenloft]] would offer up the [[Arcanist]]. Called the '''Ghul Lord''', this "not!Arabian Necromancer" was an unusual blend of a necromancer and an [[elementalist]], being described as a [[wizard]] who is able to work spells by drawing upon and manipulating the energies of the [[Energy Planes|Negative Energy Plane]]. This allows them to cast spells and even manipulate negative energy to create unusual effects beyond the standard spells. It also meant they were encourage eto come up with spooky "special effects" that would play when they used their magic, such as the caster weeping tears of blood, the ambient light flickering, a chorus of whispers and/or agonized moans, a spooky aura of dark light, or whatever else you might come up to get your edge on. Mechanically, ghul lords looked like this: ::Base Class: [[Wizard]] ::Racial Restriction: Human ::Alignment Restriction: Any Chaotic ::Weapon Proficiencies: Dagger, Staff, Dart, Sling, Short Sword, Long Sword, Cutlass, Scimitar ::Nonweapon Proficiencies: :::Bonus: Undead Knowledge :::Recommended: Debate, Artistic Ability, Etiquette, Survival (Desert), Set Snares, Languages (Ancient), History (Ancient), Reading/Writing, Spellcraft ::Special Benefits: :::Necrotic Manipulations: You have the ability to manipulate negative energy to achieve supernatural effects. You start play with two Manipulations, and can purchase further Manipulations at a cost of 1 Nonweapon Proficiency slot per manipulation. See below for manipulation rules. :::[[Turn Undead]]: From 10th level, you can use the Turn Undead ability as per a [[cleric]], with the option to subjugate the undead as if you were an Evil cleric, regardless of your Moral Alignment. When attempt to turn or subjugate the undead, your Cleric level is your Wizard level -3. ::Special Drawbacks: :::Ultra-Specialized: You may only learn and cast Necromancy spells - basically, you treat ''all seven other schools'' as your Prohibited Schools. In fact, per the book, you can only learn and cast spells that belong ''exclusively'' to the Necromancy school, so if it's also available to another kind of school, you can't cast it! Admittedly, this book was written before the Complete Book of Necromancers expanded the school, so your only options were spells from the PHB and [[Tome of Magic]], but still. :::Bad with People: Your beginning Charisma is reduced by -3 (to a minimum of 3). :::Corrosive Energies: The negative energy innundating your body slowly eats away at your flesh. Each time you gain a level, you lose 1 point of either Strength or Constitution; once either score has dropped to 5, you suffer a further -2 points of lost Charisma, but after that the attribute drain stops permanently. :::Arcane Interference: You cannot use magical items that are not specifically created for use by ghul lords. Manipulations are divided into the following categories: * ''Attack manipulations.'' These are used to damage items or creatures. This type of manipulation can form an actual physical attack or can be the unleashing of a purely magical attack. Either option can be chosen at the discretion of the ghul lord, who must state which form the attack will take at the moment of its release. * ''Defense manipulations.'' These form magical barriers that stop physical or magical attacks, decided upon by the ghul lord when the manipulation occurs. * ''Informative manipulations.'' These allow the ghul lord to seek out knowledge that is otherwise unattainable. Through the use of this manipulation, the ghul lord can discover secret doors, reveal the secrets of the ages, foresee the future, or divine the location of lost or hidden objects. Other uses are also possible at the discretion of the DM. * ''Movement manipulations.'' These allow the ghul lord to move through the use of magical energies. Using this, characters may fly, teleport or even pass through to other dimensions. The manipulations are not overly difficult to use, but they do require the expenditure of the ghul lord's life force. This is represented by the temporary loss of a number of hit points equal to the level of the manipulation currently being used. This may be offset by certain magical items, using a process known as leaching ... at least, that's what the book says, but in fact it fails to actually provide the mechanics, so it's anybody's guess how it works! When a ghul lord prepares to use a manipulation, he must concentrate for a full combat round. At the end of that round, the player of the ghul lord must state what manipulation will be used, the level of that manipulation, and the effect desired from the use of that manipulation. Deciding which manipulation to use is easy. The effect desired often decides the manipulation used. Is the ghul lord intent upon hurting someone? Then the obvious choice is to use the attack manipulation. Likewise, if he would like to fly over a chasm, the movement manipulation would be his choice. Deciding on the level manipulation requires a bit of cooperation between the DM and the players. The level is best determined by taking a look at the effect that is desired and comparing it to a spell that has a similar effect. If the manipulation is essentially the same as a known spell, then the level of that spell is the level of manipulation that must be used. Some manipulations will have significantly different effects than the spells listed in the PHB and TOM. Some spells may have a shorter range or do greater damage. At this point, it is necessary for the DM to make a judgment call. In cases where range is concerned, the difference in the range of the manipulation and that of a known spell needs to be at least 50 percent to warrant an increase or decrease in level. That is, if the level of the spell is 6 and it has a range of 100 feet, the manipulation compared to that spell would need to have a range of 50 feet or a 150 feet before a change in level would be warranted. In the first case, the level would be lowered by one, and the latter the level would be raised by one. Damage is a little more strict. Increases in damage should be rated as a number of dice, depending on the spell to which the manipulation is compared. If, for example, the spell that the manipulation is similar to uses six-sided dice to determine damage, then it would take an increase or decrease of 1d6 to raise or lower the manipulation's level. Some manipulations may be compared to spells which do a different amount of damage depending on the level of the caster. In these cases, use the level of the ghul lord to determine damage. Protective manipulations are among the easiest to determine levels for because they will most often correspond on a one-to-one level with existing spells. The PHB and TOM have a considerable number of protective spells within them, which address almost all cases in this regard. It is important to remember that ghul lords utilize the magic of the Negative Material Plane to power their spells. This energy has great destructive potential but has little in the way of healing or restorative power. The negative energy can be used to good effect to attack or defend, but it cannot heal or create anything as its very nature prohibits this. This must be remembered when using manipulations lest the characters use the negative energy in a way that is not in keeping with its true power. Negative energy can also have quite unexpected effects if it interacts with standard magic. Any time the area of effect of a ghul lordยs manipulations or necromantic spells (see below) overlaps that of a standard spell, the results can be explosive. The same is true if a single target is affected by a ghul lord's magic and that of a standard wizard in the same round. If this ever occurs, the two energies react in a violent manner, attempting to eradicate one another. The total levels of spells and manipulations should be added together. The total is the number of four-sided dice that are rolled to determine damage. Damage is caused to anyone in the area where the two spells overlap. If the area of effect is a single target, the damage done is determined by rolling six-sided dice, as the magic energies are more tightly compressed and have fewer outlets than they would have if spread over an area.
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