Spiritualist (Character Kit)

The Spiritualist
Role: The spiritualist is a wizard who has been gifted with the ability to sense unseen spirits and to communicate with them. Most are born with this ability choose to become psionicists or priests, but the spiritualist finds that it helps the cause of wizardry equally well, particularly that of necromancy.
Spiritualist know that something more exists beyond their own existence. They believe that that some form of order exists in the netherworld, regard- less of the culture they come from. As such, only Lawful or Neutral characters may take this kit.
Preferred/Barred Schools: Necromancers are most likely to be spiritualists, and they make excellent ones. None are barred, except for enchanters, illusionists, and transmuters.
Abilility Score Requirements: 16 Wisdom.
Secondary Skills: None.
Weapon Proficiencies: Any. Nonweapon Proficiencies: Bonus:Religion.
* Required: Ancient history, reading/writing, spellcraft.
Equipment: Same as other wizards. Special Benefits: Spirit Sense: Spiritualists have the ability to sense and see spirits within 15 yards. As the spirit comes closer, the surroundings dim in the wizard’s sight, and the spirit glows (if sight is Chris Perry is pursuing a political science blocked by walls and such, the objects degree. He lives in Northern California on a dim even further and a faint glow can be small orchard farm with 12 cats. This is his seen upon the obstructing object). If the fourth article in the pages of DRAGON® DM uses The Complete Psionicist’s Magazine.
Handbook, it can be treated as a “wild talent,” replete with psionic points and such. If not, this ability can be used once each day for each three experience lev- els of the wizard, each use lasting 1 turn per level.
Invisibility to undead: Once a day, spiritualists can render themselves invisible to undead (as per the cleric spell), lasting 1 round per level.
Speak with dead: Beginning at the 3rd level, spiritualists gain the ability to speak with the dead three times a day. No material components are needed, and the dead spirit can be communicated with even if the skull lacks a lower jaw.
(No bones are needed, if noncorporeal undead are the target of this spell).
Protection from spirits: At 7th level, the spiritualist has enough knowledge of spirits that he can pen a protection scroll that protects against ghosts, poltergeists, wraiths, and other noncorporeal undead. It costs 750 gp and takes a month to write, and it protects against 17 Hit Dice worth of spirits. Only one such scroll can be in the spiritualists possession at any time, and it can only be used once a day
Special Hindrances:
Spiritualists have abilities that some priests feel overlaps into their own province, and as such they some- times receive more negative reac- tions from them than is normal. Thus, they suffer an initial -2 reaction roll penalty when dealing with priests. Also, spiritualists sometimes suffer from haunt- ings, whereupon a (more or less) harm- less lesser spirit decides to attach itself to the wizard, most likely taking “residence” in some object he possesses (or perhaps his home). The spirit may pop up at odd hours to talk to the wizard, rearrange his spell components as a prank, etc., and stays unless it is destroyed or driven away by a priest. There’s a base 15% chance per level gained beyond 3rd level (non-cumulative) that a spirit latches on. This can be very disconcerting or hilari- ous, according to the DM’s wishes, and such spirits could become valued NPCs to interact with). Races 
Allowed: Humans and half-elves.
Category:Character Kit
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