Punishments and Handicaps
As discussed in Chapter Two, wizards who practice black necromancy are subject
to the attention of evil, extraplanar powers that sometimes reward mortals
with supernatural powers (after a successful powers check). However, when a
sinister deity bestows the Dark Gift upon a mortal, the god usually exacts a personal
price which manifests as one of the many handicaps outlined in this section.
On the other hand, two new role-playing devices (the disease check and the madness check) can be used by the DM to introduce handicaps into the campaign without
divine or supernatural intervention. Regardless of their origin, disabilities help
define a distinctive and memorable villain for the campaign.
The DM may also care to bestow these handicaps on PCs who willingly employ
black necromancy. Handicaps are a good, role-playing alternative to the imposition
of “alignment shock” described in the DMG. A handicap system also helps explain why the Art is viewed with universal
fear and loathing in the campaign.
Of course, certain players may relish playing a slightly twisted wizard
character. Even then, the handicaps will serve to enhance role-playing in the
campaign. As a rule of thumb, however, the DM should never assign a handicap that
would completely cripple a wizard character and prevent him or her from casting
spells.
For every Dark Gift bestowed on a necromancer (see Chapter Two), the DM should choose an appropriate handicap for the character.
Alternatively, the DM may roll a d4 and consult the appropriate subsection as listed on
the table directly below.
1. Physical Deformity
2. Bodily Affliction
3. Insanity or Madness
4. Unholy Compulsion
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