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<blockquote data-quote="Voadam" data-source="post: 7128105" data-attributes="member: 2209"><p><strong>Arcana Unearthed Grimoire</strong></p><p></p><p><a href="http://www.drivethrurpg.com/product/527/Monte-Cooks-Arcana-Unearthed-Grimoire?affiliate_id=17596" target="_blank">Arcana Unearthed Grimoire</a></p><p>Arcana Unearthed</p><p><strong>Undead Creature:</strong> Undead are animated corpses. The spirit of the original creature inhabits the corpse once again, powered by negative energy.</p><p>A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial.</p><p>“Undead” is a template you can add to any nonundead, corporeal creature.</p><p><em>Animate the Dead Lesser</em> spell.</p><p><em>Animate the Dead Greater</em> spell.</p><p><em>Animate Undead Legion</em> spell.</p><p><strong>Incorporeal Undead:</strong> Incorporeal undead are bodiless spirits that remain in the corporeal world through the power of negative energy.</p><p>“Incorporeal undead” is a template you can add to any non-undead, corporeal creature.</p><p><em>Rouse Undead Spirit</em> spell.</p><p></p><p>Animate the Dead (Lesser)</p><p>Necromancy [Negative Energy]</p><p>Level: 4 (Simple)</p><p>Casting Time: One minute</p><p>Range: Touch</p><p>Targets: The corpse of one creature with fewer Hit Dice than the caster</p><p>Duration: Instantaneous (self-sustaining magic)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell turns the bones or body of a dead creature into an abominable, walking undead. Enough of the corpse must be present to make for a passable undead creature—a skeletal structure, a great deal of flesh from one creature, etc. Sickly greenish light flows over these remains, and the soul of the creature is restored into a rotting but now-animate corpse. Immediately, the creature must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If successful, the creature remains in control of its own will. It can then attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the soul returns to its normal afterlife, and the corpse crumbles to dust. The soul of a creature trapped in an undead body, if it was not twisted before, quickly becomes corrupt, bloodthirsty, and malevolent. An undead creature not controlled attempts to slay its creator as quickly as it can. An undead creature has all the abilities it possessed in life, modified by the undead template (see sidebar, next page).</p><p>You can control only one undead creature at a time. Any attempt to animate a second undead while you have one under your control always frees the first one. The only exception to this are creatures whose truenames you knew when they were alive (they do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell.</p><p>Creatures whose souls are not available cannot be animated as undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be animated. Likewise, those creatures with trapped or protected souls cannot be animated.</p><p>This spell requires 500 gp worth of special oils to be sprinkled on the corpse.</p><p>Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round, either move-equivalent or standard, but not both.</p><p>Heightened Effects: The undead gains +1 hp per Hit Die, a +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Casting time becomes 1 round.</p><p>Magic Item Creation Modifier: Constant ×1.5</p><p></p><p>Animate the Dead (Greater)</p><p>Necromancy [Negative Energy]</p><p>Level: 6 (Complex)</p><p>Casting Time: One hour</p><p>Range: Close (25 feet + 5 feet/two levels)</p><p>Target: The corpse of one creature with fewer Hit Dice than the caster</p><p>Duration: Instantaneous (self-sustaining magic)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell allows you to create more powerful undead than lesser animate the dead. Greater undead gain a +3 natural armor bonus, an additional +4 bonus to Strength, and two of the following special abilities:</p><p>• Blood Drain (Ex): The undead has fangs to suck blood from a living victim by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round that it maintains the pin.</p><p>• Create Spawn (Su): A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial. (This ability only works if the undead has the energy drain ability at right.)</p><p>• Resistance (Ex): Cold and electricity resistance 20.</p><p>• Damage Reduction (Su): The undead body is tough, giving the creature damage reduction 15/+1.</p><p>• Energy Drain (Su): Living creatures hit by the undead creature’s claw attack suffer one negative level.</p><p>• Fast Healing (Ex): The undead heals 3 points of damage each round as long as it has at least 1 hit point.</p><p>Greater undead have a Challenge Rating equal to that of the base creature +3.</p><p>This spell requires 800 gp worth of special oils as a material component to be sprinkled over the corpse.</p><p>Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both.</p><p>Heightened Effects: The undead gains all of the stated bonuses as well as +1 hp per Hit Die, an additional +2 natural armor bonus to Armor Class, and an additional special ability.</p><p>Magic Item Creation Modifier: Constant ×1.5</p><p></p><p>Animate Undead Legion</p><p>Necromancy [Negative Energy]</p><p>Level: 8 (Exotic)</p><p>Casting Time: One day</p><p>Range: Close (25 feet + 5 feet/two levels)</p><p>Target: One corpse/level</p><p>Duration: Instantaneous (self-sustaining magic)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell allows you to create and control one undead creature per caster level exactly as described in lesser animate the dead.</p><p>This spell requires 100 gp worth of special oils per corpse as a material component to be sprinkled over each undead created.</p><p>Diminished Effects: The undead move at only half their normal move rate, gain no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both.</p><p>Heightened Effects: The undead gain +1 hp per Hit Die, +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls.</p><p>Magic Item Creation Modifiers: Constant ×3, single-use ×3, spell-completion ×1.5</p><p></p><p>Rouse Undead Spirit</p><p>Necromancy [Negative Energy]</p><p>Level: 6 (Complex)</p><p>Casting Time: One hour</p><p>Range: Close (25 feet + 5 feet/two levels)</p><p>Target: The corpse of one creature with fewer Hit Dice than you</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You must cast this spell at night. Rouse undead spirit calls the soul of a dead creature and makes it into an undead spirit. Only a small part of the dead creature’s body need be present for the casting, but multiple parts of a single dead creature cannot rouse more than one undead spirit. Black energy flows over the remains, and the spirit of the creature rises up out of the corpse. Immediately, the spirit must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If it succeeds, the creature remains in control of its own will. It can attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the creature’s soul returns to its normal afterlife, and the corpse crumbles to dust.</p><p>If it was not twisted before, the bodiless soul of the creature, now cursed to roam the physical world again, quickly becomes corrupt, vengeful, and malevolent. An uncontrolled undead spirit attempts to slay its creator as quickly as it can. An undead created by this spell enjoys all the abilities it possessed in life, modified by the incorporeal undead template (see sidebar).</p><p>You can control only one undead at a time. Any attempt to create a second undead or rouse a second undead spirit while you already control one always frees the first undead created or roused. The only exceptions to this are undead whose truenames you know (these do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell. Creatures whose souls are not available cannot be made into undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be roused as an undead spirit. Likewise, creatures with trapped or protected souls cannot be roused.</p><p>Casting this spell requires 1,000 gp worth of special oils to sprinkle over the corpse.</p><p>Diminished Effects: The undead spirit moves only at half its normal move rate and can take only one action per round, either a move-equivalent or a standard action, but not both.</p><p>Heightened Effects: The undead spirit gains +1 hp per Hit Die, and the create spawn special ability (see sidebar).</p><p>Magic Item Creation Modifier: Constant ×2</p></blockquote><p></p>
[QUOTE="Voadam, post: 7128105, member: 2209"] [b]Arcana Unearthed Grimoire[/b] [URL=http://www.drivethrurpg.com/product/527/Monte-Cooks-Arcana-Unearthed-Grimoire?affiliate_id=17596]Arcana Unearthed Grimoire[/URL] Arcana Unearthed [b]Undead Creature:[/b] Undead are animated corpses. The spirit of the original creature inhabits the corpse once again, powered by negative energy. A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial. “Undead” is a template you can add to any nonundead, corporeal creature. [i]Animate the Dead Lesser[/i] spell. [i]Animate the Dead Greater[/i] spell. [i]Animate Undead Legion[/i] spell. [b]Incorporeal Undead:[/b] Incorporeal undead are bodiless spirits that remain in the corporeal world through the power of negative energy. “Incorporeal undead” is a template you can add to any non-undead, corporeal creature. [i]Rouse Undead Spirit[/i] spell. Animate the Dead (Lesser) Necromancy [Negative Energy] Level: 4 (Simple) Casting Time: One minute Range: Touch Targets: The corpse of one creature with fewer Hit Dice than the caster Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell turns the bones or body of a dead creature into an abominable, walking undead. Enough of the corpse must be present to make for a passable undead creature—a skeletal structure, a great deal of flesh from one creature, etc. Sickly greenish light flows over these remains, and the soul of the creature is restored into a rotting but now-animate corpse. Immediately, the creature must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If successful, the creature remains in control of its own will. It can then attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the soul returns to its normal afterlife, and the corpse crumbles to dust. The soul of a creature trapped in an undead body, if it was not twisted before, quickly becomes corrupt, bloodthirsty, and malevolent. An undead creature not controlled attempts to slay its creator as quickly as it can. An undead creature has all the abilities it possessed in life, modified by the undead template (see sidebar, next page). You can control only one undead creature at a time. Any attempt to animate a second undead while you have one under your control always frees the first one. The only exception to this are creatures whose truenames you knew when they were alive (they do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell. Creatures whose souls are not available cannot be animated as undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be animated. Likewise, those creatures with trapped or protected souls cannot be animated. This spell requires 500 gp worth of special oils to be sprinkled on the corpse. Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round, either move-equivalent or standard, but not both. Heightened Effects: The undead gains +1 hp per Hit Die, a +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Casting time becomes 1 round. Magic Item Creation Modifier: Constant ×1.5 Animate the Dead (Greater) Necromancy [Negative Energy] Level: 6 (Complex) Casting Time: One hour Range: Close (25 feet + 5 feet/two levels) Target: The corpse of one creature with fewer Hit Dice than the caster Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell allows you to create more powerful undead than lesser animate the dead. Greater undead gain a +3 natural armor bonus, an additional +4 bonus to Strength, and two of the following special abilities: • Blood Drain (Ex): The undead has fangs to suck blood from a living victim by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round that it maintains the pin. • Create Spawn (Su): A creature slain by the undead creature’s energy drain attack rises as an undead 1d4 days after burial. (This ability only works if the undead has the energy drain ability at right.) • Resistance (Ex): Cold and electricity resistance 20. • Damage Reduction (Su): The undead body is tough, giving the creature damage reduction 15/+1. • Energy Drain (Su): Living creatures hit by the undead creature’s claw attack suffer one negative level. • Fast Healing (Ex): The undead heals 3 points of damage each round as long as it has at least 1 hit point. Greater undead have a Challenge Rating equal to that of the base creature +3. This spell requires 800 gp worth of special oils as a material component to be sprinkled over the corpse. Diminished Effects: The undead moves only half its normal move rate, gains no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both. Heightened Effects: The undead gains all of the stated bonuses as well as +1 hp per Hit Die, an additional +2 natural armor bonus to Armor Class, and an additional special ability. Magic Item Creation Modifier: Constant ×1.5 Animate Undead Legion Necromancy [Negative Energy] Level: 8 (Exotic) Casting Time: One day Range: Close (25 feet + 5 feet/two levels) Target: One corpse/level Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell allows you to create and control one undead creature per caster level exactly as described in lesser animate the dead. This spell requires 100 gp worth of special oils per corpse as a material component to be sprinkled over each undead created. Diminished Effects: The undead move at only half their normal move rate, gain no Dexterity bonus (see creature template), and can take only one action per round, either a move-equivalent or a standard action, but not both. Heightened Effects: The undead gain +1 hp per Hit Die, +1 natural armor bonus to Armor Class, and a +1 enhancement bonus to attack rolls. Magic Item Creation Modifiers: Constant ×3, single-use ×3, spell-completion ×1.5 Rouse Undead Spirit Necromancy [Negative Energy] Level: 6 (Complex) Casting Time: One hour Range: Close (25 feet + 5 feet/two levels) Target: The corpse of one creature with fewer Hit Dice than you Duration: Instantaneous Saving Throw: None Spell Resistance: No You must cast this spell at night. Rouse undead spirit calls the soul of a dead creature and makes it into an undead spirit. Only a small part of the dead creature’s body need be present for the casting, but multiple parts of a single dead creature cannot rouse more than one undead spirit. Black energy flows over the remains, and the spirit of the creature rises up out of the corpse. Immediately, the spirit must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If it succeeds, the creature remains in control of its own will. It can attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the creature’s soul returns to its normal afterlife, and the corpse crumbles to dust. If it was not twisted before, the bodiless soul of the creature, now cursed to roam the physical world again, quickly becomes corrupt, vengeful, and malevolent. An uncontrolled undead spirit attempts to slay its creator as quickly as it can. An undead created by this spell enjoys all the abilities it possessed in life, modified by the incorporeal undead template (see sidebar). You can control only one undead at a time. Any attempt to create a second undead or rouse a second undead spirit while you already control one always frees the first undead created or roused. The only exceptions to this are undead whose truenames you know (these do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell. Creatures whose souls are not available cannot be made into undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be roused as an undead spirit. Likewise, creatures with trapped or protected souls cannot be roused. Casting this spell requires 1,000 gp worth of special oils to sprinkle over the corpse. Diminished Effects: The undead spirit moves only at half its normal move rate and can take only one action per round, either a move-equivalent or a standard action, but not both. Heightened Effects: The undead spirit gains +1 hp per Hit Die, and the create spawn special ability (see sidebar). Magic Item Creation Modifier: Constant ×2 [/QUOTE]
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