
Mr.Fishy |

So you are antiundead. You air breathers are all the same. Zombies are mindless so they can't be evil. So having a pet zombie would be a question of legal. Unless you killed the poor bastard.
Mr. Fishy would say neutral easy but good is a bit of a stretch.
Unless they're a hunter. Or you could have a good character that struggles with a dark past or the temptation to slip into evil. It could work the alignment system is pretty lose with the exception of clerics and paladins.

Enevhar Aldarion |

So does that mean all practitioners of voodoo or santeria are evil, since zombies are a part of those religions? ;)
But on point, it would be hard to make a functional good-aligned necromancer, but I would see no problem with making one of a lawful, chaotic or true neutral alignment. It is really what you do with the animated dead and where the bodies come from that will define the character's alignment. Take for example, Diablo II, where all the necro's troops come from the bodies of fallen monsters. I see that as a perfectly fine way to be a non-evil necro.

Rezdave |
So does that mean all practitioners of voodoo or santeria are evil, since zombies are a part of those religions? ;)
SNIP
It is really what you do with the animated dead and where the bodies come from that will define the character's alignment. Take for example, Diablo II, where all the necro's troops come from the bodies of fallen monsters. I see that as a perfectly fine way to be a non-evil necro.
Dungeon #114's Torrents of Dread touched on this. The village necromancer was an important part of the society, and not inherently and/or necessarily evil.
I agree with much of the above. The problem with playing a "white necromancer" is that the spell selection is really bad for that sort of thing, but that doesn't mean that "white necromancy spells" cannot exist ... just that they are rare in-world (and so not in the PHB). I'm glad that 3.x and the Spell Compendium filled in a lot of gaps from 2nd Ed. in the School to make Necromancers viable, but the "Good Necromancer" is still lacking.
That said, if a Player came to me with a really cool concept for a wizard who studies undead in order to understand and destroy them, or who came from a culture that believed that once the spirit was gone the fate of the body was irrelevant, or a culture that used mindless undead of slain enemies (or even naturally-deceased neighbors) instead of slave-labor then I'd be happy not only to run with it, but also to help them develop new spells that fill in the gaps.
FWIW,
Rez

cthulhu_waits |

If we're talking 3.5 here, and I assume we are, all undead are inherently evil. It doesn't matter if they are mindless, the energy which reanimated them is evil. Animate Dead, Create Undead and Create Greater Undead are all Evil spells so there is no way a good necromancer could cast them without eventually turning evil.
However, there's no reason why all necromancers must have undead servants. In an Eberron game I play an Aerenal elf who is a necromancer. He uses spells like Command Undead and Halt Undead to fight undead.
In a 2nd Ed. sourebook for wizards (I can't remember the name, something like Complete Guide to Wizards) it talked about how there are few good necromancers but neutral ones are almost nonexistent. That's because the constant use of necromantic energy is a pull to evil. If you're not really committed to good, you're going to be drawn to evil eventually.

Rezdave |
Animate Dead, Create Undead and Create Greater Undead are all Evil spells so there is no way a good necromancer could cast them without eventually turning evil.
Yep ... another case of Designer Bias and stuff that just shouldn't be that way. Undead creation is powered by the Negative Material Plane, not the Lower Planes, and as such the spells should not have the [Evil] descriptor, IMHO. It's basically like saying that anti-matter is Evil, and that the United Federation of Planets is Evil because they use warp drives that incorporate anti-mater technology.
That said, any DM could easily HR away the descriptor, at least on the spells that create mindless undead. Creating free-willed undead is another thing entirely.
Then again, in 3.x, with "Ghost" being a template and not a monster, there's no reason why some types of undead can't be free-willed and Good. A necromancer who specialized in bringing back the ghosts of dead ancestors in an ancestor-worship-based culture without traditional "gods" and thus no clerics could rightly fill this function and be Good.
IMHO,
R.

Enevhar Aldarion |

cthulhu_waits wrote:Animate Dead, Create Undead and Create Greater Undead are all Evil spells so there is no way a good necromancer could cast them without eventually turning evil.Yep ... another case of Designer Bias and stuff that just shouldn't be that way. Undead creation is powered by the Negative Material Plane, not the Lower Planes, and as such the spells should not have the [Evil] descriptor, IMHO. It's basically like saying that anti-matter is Evil, and that the United Federation of Planets is Evil because they use warp drives that incorporate anti-mater technology.
That said, any DM could easily HR away the descriptor, at least on the spells that create mindless undead. Creating free-willed undead is another thing entirely.
Then again, in 3.x, with "Ghost" being a template and not a monster, there's no reason why some types of undead can't be free-willed and Good. A necromancer who specialized in bringing back the ghosts of dead ancestors in an ancestor-worship-based culture without traditional "gods" and thus no clerics could rightly fill this function and be Good.
IMHO,
R.
Yes, creating mindless undead should not be automatically evil, while creating intelligent undead should be in most cases. For a modern analogy: the gun used in a murder is not itself evil, but can be used in an evil act like murder, just as the mindless animated zombies and skeletons are not automatically evil, but can be used for evil if their creator is evil or an evil-leaning neutral.

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So does that mean all practitioners of voodoo or santeria are evil, since zombies are a part of those religions? ;)
But on point, it would be hard to make a functional good-aligned necromancer, but I would see no problem with making one of a lawful, chaotic or true neutral alignment. It is really what you do with the animated dead and where the bodies come from that will define the character's alignment. Take for example, Diablo II, where all the necro's troops come from the bodies of fallen monsters. I see that as a perfectly fine way to be a non-evil necro.
I was only making reference to how DnD has the spell set up not about any real world religions.

Rezdave |
Enevhar Aldarion wrote:So does that mean all practitioners of voodoo or santeria are evil, since zombies are a part of those religions? ;)I was only making reference to how DnD has the spell set up not about any real world religions.
D&D still have many legacy design biases and stereotypes dating back to the pre-AD&D days when Elf and Dwarf were Classes. Unfortunately, despite its advances in the flexibility of Classes in the design of non-archetypes, many of these legacy issues were never "neutralized", and "Necromancy=Evil" is one that is still strongly prevalent.
Mistress was simply speaking RAW.
R.

Steven Tindall |

Jumping in as an old timer here.
Yes you can have a "good" necromancer in 3.5 BUT you have to go waaaaay back to second edition to do it.
The complete book of necromancers had spells that allowed mages to fix broken bones, to remove scared and burned flesh by makeing it whole and healthy, transfering their life essence(HP) to another person to heal them. The best way to fight an enemy is to understand the enemy so PC necromancers could have a major mad on for any all and every undead they find.
Now as for really rare and obscure material you can try Jakandor the isle of war,2nd ed.
You can also try any of the 3.0 Scared Lands stuff. I really liked the city of necromancers, necromantic wizards ruled and protected the populace from the surrounding hostile tribes(lizardmen,gnolls,etc) in exchange for goods and services.
The society was misunderstood but there was no evil allowed. Broken laws were never broken again and the greatest punishment was to be killed and turned into a city defender. They had planty of other bodies from fallen enimies and believe it or not the LN society had more freedoms and greater loyalty from it's populace than the LG society of clerics and paladins. I'm in a rush so please excuse any spelling errors. Hope this helps.

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Your best bet for an effective good necromancer is to research some necromancy spells of your own.
Necromantic energies are great at killin' stuff. Some stuff *needs* killin', such as hostile organisms, contagions and parasites. A Necromancer makes a *perfect* source of arcane cure disease, by sending a tiny flood of negative energy washing through a living persons body, sickening them and inflicting a point of ability damage to Con, but kill all of those pesky less-than-one-hit-point diseases and parasites. (The sickness and ability damage? Well, some of the stuff killed might have been helpful gut bacteria. We takes the good with the bad...)
The same feature makes negative energy useful for sterilizing an area, for purifying tainted water, for purging foodstuffs of contagion, etc. in a magical medieval version of shooting radiation into food to kill bacteria. And there are people who will pay good money to be 'sterilized' for a short time, such as high-priced prostitutes, noble brats who want to party with the hoi-polloi without 'consequences,' etc. If you want to go with science, a flood of negative energy to kill reproductive cells would render a woman infertile until her next cycle (which, if that time is uncertain, would be in the next 2d8 days), and a man infertile for a day or two (6d8 hours?). Alternately, we can toss science out the window and have it last 30 days, regardless of gender, 'cause it's magic, and the spell is actually leaving a charge of negative energy in the person's body throughout the duration, making it a reliable and affordable form of magical birth control.
Contacting spirits of the dead, the actual original role of the 'necromancer,' could allow for a wide array of benefits. The spirits could be consulted for lore, allowing for bonuses to knowledge checks, they could be consulted for assistance in skills they have mastered, allowing a spirit-caller to possibly 'Aid Other' on skill checks of all sorts, by contacting the appropriate 'spiritual advisor,' and they could even, if made manifest, however weakly, be called upon to provide other benefits, aiding a particular target as if using the Aid Other combat action, as the young warrior feels the spirit of a grizzled veteran flow over him like water, lending skill to his sword-arm, or pushing his shield up in the way of an oncoming blow. This sort of thing would be a fine low level buff, since it's only giving the recipient a +2 to attack rolls or AC, switchable round by round, as the spirit of the deceased soldier provides tactical advice from within the beneficiary, temporarily 'possessing' him.
Spirits of the dead also make superior scouts, perhaps having only a single hit point and being easily dispelled back to the spirit world, but being able to pass incorporeally through surrounding walls and doors to observe what is on the other side. At low levels, the necromancer has to find (and bargain with!) a local spirit, so that he might only be able to use this spell if he can find a suitable corpse. At higher levels, he might be able to bind such a scout to him, perhaps as an Improved familiar, using Shadow stats (but not evil and with no Create Spawn ability, resembling a translucent black and white image of the person from whose body it was conjured), and have it follow him around (and return in 24 hours, like a ghost, if 'dispelled' by damage or turning or whatever). The spirit *might* be a very weak ghost, of someone who refused to pass on, for whatever reason, but, more likely, would be one of those spiritual echoes that get left behind in a corpse, with which one speaks when casting Speak with Dead, and while the necromancer has a 'fetch' of the person, their actual soul is off in Nirvana, counting turtles or whatever. At higher levels, a necromancer can barter with and bind one of these 'fetches' into a spirit jar or something, and bring them around with him, opening the jar when he needs their services, instead of having to find a convenient body at the target location. These jars would usually be one-use items, with the spiritual fragment free to return to its resting place when the service is over, but higher level versions would be re-usable, perhaps containing the ashes of the deceased (or even being crafted from their skull!) as an 'anchor' for the echo.
One step beyond conjuring souls, or these 'echoes' used by the Speak With Dead spell, a necromancer could use *his own spirit* for such things, sitting down cross-legged on the ground and shaking and rolling his eyes back as his own spirit travels forth with Shadow-like stats, to scout an area, or even to attack people. If his own spirit is 'slain' or dispelled, he suffers some traumatic result (dropped straight to -1 and Dying, for instance), so he's ill-advised to send his *soul* out to kill people...
He could also project a fraction of his own life-energy, necromantically, into unliving matter, allowing him to animate objects, similar to the Animate Objects spell, but one item at a time, and with the HD limit dependent upon his own power (the 'strength of his soul'). The low level version of this spell would, again, require him to send his soul out of his body, to 'possess' the object, but at higher levels, he could cast a spell that infuses an object with a fraction of his life-force, and allow him to animate it while remaining active himself (albeit at reduced hit points, as some of his life-energy is animating the object). If the object animated is destroyed, he loses the hit points he sent over to animate it (instead of flat hit points, I'd make it cost Con points, 1 for a smaller item, 2 for an item of his own size, etc.), and would have to recover the lost life-energy through healing, either over time, or through magic. Perhaps he can project life-force into anything, and animate it, or perhaps only into substances that were formerly alive (things made of bone, wood, leather, etc.). Perhaps the item needs an association with death (graveyard soil, animated by the necromancer with the stats of an earth elemental of appropriate size, or a weapon, functionin as a dancing weapon while he's 'possessing' it). Whatever seems thematically appropriate.
By projecting his life-force like this into another person, he could heal them, starting at a one for one ratio, and, at higher levels, learning to more precisely control the healing effects, and healing another of 2 hit points for every 1 that he takes, or something similar, doing a kind of magical transfusion, where he floods the wounded person with his own magical life-energy, to reinforce their body's own healing rate.
Less benevolent applications could allow him to project a fraction of his spirit into another, like a weak version of Magic Jar, allowing him to spy upon them as they go about their business, peering through their eyes, and hearing with their ears. At higher levels of this effect, he might be able to influence their actions, to a limited extent, or even totally seize control of them, lurching their body around like a puppet, if his soul can overpower their own. In a less sinister vein, he could perhaps perform the same 'buffing' service of the lesser spirits he used to call up, 'back in the day,' and from within an ally's body, warn them of danger, inform them of knowledges that he possesses, or even guide their limbs in battle, giving them the benefits of Aid Other. This more benevolent 'Rider Within' spell wouldn't allow him to seize control, or to perform actions like spellcasting through his 'host,' and his own body would remain in a death-like trance during the spell, as his animus is out to lunch.
Earlier editions made decent use of Feign Death type spells, another necromantic staple, and while not a 'cure' spell by any means, it can help someone survive poison or the effects of starvation or bleeding to death, by putting them into a deathless trance until they can be gotten to a safe place, or to someone who does have the cure needed to prevent their death.
The majority of a good necromancer's effects should work similarly, using *his own* life-energy to animate things or heal people, using his own spirit to scout places or inhabit things, and perhaps using his mastery of life and death to help others resist effects, by giving them immunities similar to those of undead (infusing someone with extra life-energy to make them resistant to environmental cold / heat effects, for instance, or suppressing their bodies need for air, so that they can go without breath for a short time, or making them incapable of bleeding, etc.). When he does call up spirits, they should be bargained with, or represent the 'echoes' that one contacts via Speak with Dead, not souls dragged screaming out of Heaven (or Hell), which should be way, way beyond the beginning Necromancer's purview (and terribly unsafe, since Asmodeus, for one, takes a very dim view of people taking things that belong to him!).
This 'bargaining' should occasionally include it's own Side-Trek, as the spirit you wish to interrogate about information promises to tell you everything, so long as you go make sure her family is safe, or that the bastard who killed him is punished. Unlike a divination spell, which 'just works,' negotiating for the services of a spiritual scout or advisor may occasionally require some extra effort.
For a more shamanistic take, a 'primitive' necromancer may even learn spells that call up the spirits of animals, infusing them into the spirits of his tribe's warriors, who streak their faces with blood and ash and wear the skins of the animals whose abilities they seek, so that when they go to the hunt, they have the keen senses of their 'benefactor,' or the savage nature of the bear, etc. Yet more 'necromancy buffs,' only, in this case, using the life-force and spiritual residue of animals to empower allies.

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Dark_Mistress wrote:Well good or evil on raising the dead, makes a difference. I am sure most people would consider someone that raised grandma from the dead to be evil. But no the act isn't persay evil but many would view it that way and I imagine most that did it would be.I miss my Granma!
Well I meant raised her as a mindless zombie. :) I doubt zombie cookies are very good.

Bright |

Set, An excellent run down of the Lesser Key! Solomon was fascinated with scrying (as far as I most humbly know) and bound spirits to his will as a matter of routine. Ethics and morality aside, binding shades creates contact with either abodes for the dead who were evil or rips away those who were good from their peace. The cosmic "pollution" involved would eventualy destroy the claim of any necromancer to be good.

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Ethics and morality aside, binding shades creates contact with either abodes for the dead who were evil or rips away those who were good from their peace. The cosmic "pollution" involved would eventualy destroy the claim of any necromancer to be good.
Yup, which is probably why D&D has had the 'Speak with Dead doesn't actually contact the souls of the deceased' rule for such a long time, and posited the existence of some sort of echo or fragment or khaibit left behind in the corpse that remembers the former existence of the deceased, but *isn't* the deceased, just a shadow of a memory or something.
Contacting these, via Speak with Dead, or manipulating them via other necromantic processes, is fine and dandy, since interacting with these residues has no effect on the actual soul of the departed.
Fortunately for the 'good necromancer,' the D&D game has pretty much *always* had a means to get around trafficking in souls, while still interacting with 'spirits.' :)