Necromancers like Kazerabet and their priestly counterparts have mastered many dark, forbidden secrets. This tome reveals these mysteries ot the Dungeon Master, who will find new NPC kits and volumes of necromancer's minions, familiars, secret societies, poisons, magical items, enchanted tomes, and dozens of new wizard and priest spells, plus the deadly Isle of the Necromancers, a portable setting which can be placed in any existing campaign.
(Originally by TSR prior to their acquisition by Wizards of the Coast)
I simply loved the stuff in this book. It's a wealth of lore, additional rules, and flavor for necromancy. Take note that this book is not meant for player characters but mainly for DMs to craft villains and necromancy-related campaigns. Of course, there's nothing stopping you from allowing them.
The book delves into character creation and performs a simple analysis of necromancers. There are 7 necromancer kits introduced in this book plus five new non-weapon proficiencies. The book also has two chapters dealing with necromancer role-playing. Other stuff includes lots of wizard and cleric spells, interesting magic items, information on necromantic minions and religions. The book ends with a detailed mini-campaign.
A very nice and useful supplement for AD&D 2nd, it even borrows some Ravenloft mechanics to add more to the malignancy of necromancy, and try to get some of the Call of Cthulhu ideas on the danger of forbidden cults. It delivers in help to create more varied types of necromancer antagonists or NPC's.