• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E Observations on the Monsters in the Starter Set.

The 2E Necromancer's Handbook explicitly states that it is not. In general in 2E products, there's a lot of back-and-forth as to whether it's evil, usually hinging on the mechanism of animation. Specifically, if Skeletons and Zombies are essentially "Magical Puppets", animated by a magical force created by the caster, not drawing from the soul of the dead or whatever, they're not explicitly evil. Whereas if they are somehow binding or recalling the soul of the dead person in order to animate the Skeleton or Zombie, it is evil.
This sums up the issue pretty well.

There are a ton of spells, from dominate person to the trusty fireball, that are used to mess with other people in nasty ways. Yet animate dead gets called out as inherently evil, while those other spells do not. Mere "disrespect" doesn't explain that. It's inherently evil to hang puppet strings on a corpse, but it's not inherently evil to make a corpse by roasting somebody alive, or to rip a person's free will away and turn him or her into a slave?

So, if animate dead is inherently evil, there needs to be a reason. My preferred reason is to link undead to the Abyss and say that any time you create an undead creature, the powers of darkness gain influence in the living world. Not only that, but they go through you to do it--you are exposing yourself to the Abyss's corrupting touch every time you cast the spell. So even if you're doing it with the best of intentions, you're causing harm to the world, and if you keep doing it you will eventually succumb to the dark side.

Some folks (myself included) found the Undying Court to be too jarring and don't accept the underlying formulation: Undead animated by positive energy? While I play in an Eberron based campaign, I keep my thoughts away from the Undying Court. It just doesn't make sense to me.

Agreed. There's a word for creatures animated by positive energy: "Living." The spell to take a corpse and animate it with positive energy is called resurrection.
 
Last edited:

log in or register to remove this ad

Just to show...

Monstrous Manual 2e said:
Habitat/Society: Mummies are the product of an embalming process used on wealthy and important personages. Most mummies are corpses without magical properties. On occasion, perhaps due to powerful evil magic or perhaps because the individual was so greedy in life that he refuses to give up his treasure, the spirit of the mummified person will not die, but taps into energy from the Positive Material plane and is transformed into an undead horror. Most mummies remain dormant until their treasure is taken, but then they become aroused and kill without mercy.

A mummy lives in its ancient burial chamber, usually in the heart of a crypt or pyramid. The tomb is a complex series of chambers filled with relics (mostly nonmagical). These relics include models of the mummy's possessions, favorite items and treasures, the bodies of dead pets, and foodstuffs to feed the spirit after death. Particularly evil people will have slaves or family members slain when they die so the slaves can be buried with them. Because of their magical properties, mummies exist on both Prime and Positive Material planes.

Of course, they're still an evil creature, so...
 

The 2E Monstrous Manual had a lot of great stuff in it, but it's not a sacred authority. I don't buy "positive energy undead," from any source. I might be willing to accept the positive-energy equivalent of a spectre--a spirit entity without a physical body--but it would not be something that could easily be mistaken for undead.
 
Last edited:

Wow. I didn't know that about mummies.

In 3.5 (and Pathfinder) mummies are listed simply as undead, with:

Undead are once-living creatures animated by spiritual or supernatural forces.

And:

Negative energy (such as an inflict spell) can heal undead creatures.

I wouldn't tie mummies to positive energy in my game.

Curiously, Mummy has usually evil, while vampires have always evil (any). Ghouls and ghasts are always chaotic evil while zombies and skeletons are always neutral evil, and shadows are always chaotic evil. Ghosts have any as their alignment.

There is a problem of how to represent a bound protector: One who is bound by honor or duty, usually to protect a sacred site.

Similarly, there seems to be leeway for Ghosts which are not empowered by negative energy.

Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves.

While technically undead, if we go back to the Undead type, there seems to be room for animation by means other than negative energy.

Undead are once-living creatures animated by spiritual or supernatural forces.

Or perhaps Ghosts are animated by negative energy, but more as a spirit fighting against a harm, rather than working to increase it. A spirit caught in a horrible vortex of negative energy caused by an event of great evil.

Thx!

TomB
 

Zombies and skeletons with intelligence? Not sure I like the sound of that, I've always enjoyed the "mindless" undead. Can you tell me what the Int scores are?

3 and 6. It looks like 3 might constitute the minimum intelligence for being trained, obeying orders (cf. Ochre Jelly with Int 2). But skeletons clearly have the ability to think.

Yes, and I'm one of those people. Animating a corpse is a far less morally questionable act than dominating someone, stripping them of their free will, melting their face off with acid arrows, turning people permanently into farm animals, or summoning and enslaving innocent elemental or other beings from other planes. Any type of magic can be used for good or evil, including necromancy. A tool or weapon is neither good nor evil, it's how you choose to use it.

This is my instinct too, independent of any setting details; i.e. it's the type of Necromancy I would want. I think it's not what we're being given, though, and I think this is an important distinction to make. Any arguments based on the real world skip over the element of magical fantasy that exists in the world, where all the physics and metaphysics can be re-written in an office in Seattle during an afternoon.

Anyone concerned about the mistreatment of the dead should go back and read the Necromancer rules in the very first play test pack -- it was truly appalling, in which a soul of a combat victim was captured and used up in exchange for a single advantage roll. In a fictional world where we know souls and gods exist, it represented an incredible violation -- the annihilation of another soul -- for the most minor benefit.

We're past this, but we still lack a consistent set of necromancy rules. Falling Icicle's take is completely consistent, even if it differs form the real world attitudes to the dead (where the existence of souls and gods lacks the same degree of external proof that exists in the fictional setting).

Magic puppets or not that skeleton, body, or remains belongs to someone. Necromancy is a clear violation of the dead's physical remains, that's just common sense, regardless of what a book says. The soul doesn't have to be involved, disturbing the bodies of the dead is on it's own a taboo, and to reanimate them against their owner's consent is a violation. It is evil. Ask any ancient culture in the world.

And if the fantasy world had the same uncertainties about all life and existence as permeated antiquity, this would be relevant. Sure, many will want the fantasy world to share these values; that's fine. But again, the fiction that we devise at the game table derives from the rules given, and those rules are inconsistent.

I always thought the evil in Animating Dead was the tie to the Negative Plane in previous editions. Bringing in Negative Energy, anathema to the prime material, to lend 'unlife' to a corpse was a profane act.
I know there were many subsequent arguments about the chaining of the soul to the undead because of restrictions on Raise Dead with regards to animated corpses, but using anti-life to power the creation is bad. This is why cure spells harm undead.

One problem in this space is the treatment of Negative Energy. I've seen presentations which make negative energy a simple mathematical opposition to positive energy, but I don't think it's that simple. Either, negative energy does work by creating more negative energy, or, negative energy is energy, with very bad mojo.

So, if animate dead is inherently evil, there needs to be a reason. My preferred reason is to link undead to the Abyss and say that any time you create an undead creature, the powers of darkness gain influence in the living world. Not only that, but they go through you to do it--you are exposing yourself to the Abyss's corrupting touch every time you cast the spell. So even if you're doing it with the best of intentions, you're causing harm to the world, and if you keep doing it you will eventually succumb to the dark side.

Here's some takes that attempt to do just that -- use the rules to explain the metaphysics.

I still can't help but feel there's still an inconsistency in these. If we do draw these conclusions and explain why necromancy is evil, then surely it has to apply to all necromancy. Not just animating the dead, but everything from Spare the Dying to Astral Projection.

That, too, makes for a compelling fantasy world -- one where the use of negative energy, inimical as it is to all life, is inherently evil, and that means that some spells, even those that appear innocuous, are psych ally corrupting.

(Note, this is not an argument to rebrand the spells -- I actually think all healing spells should fall under this rubric, since they are using energy from the positive/negative planes. That's just sidestepping the problem. But it seems to remain unanswered. Previous discussions on this topic have fallen back on the word necromancy; that's sophistry, though -- it's not the name that's relevant, it's the manipulation of life/death magic.)
 

I still can't help but feel there's still an inconsistency in these. If we do draw these conclusions and explain why necromancy is evil, then surely it has to apply to all necromancy. Not just animating the dead, but everything from Spare the Dying to Astral Projection.
Not necessarily. At least in my explanation, it is not the use of negative energy that makes animate dead evil, but the connection to the Abyss (Orcus in the official cosmology).

Think of it like this: Negative energy, as such, is neither good nor evil. It exists in nature just as positive energy does, causing death and decay, destroying the old to make room for the new. However, negative energy as an animating force is profoundly unnatural. Negative energy does not animate. It stills; it silences.

To turn negative energy into something that can cause motion and mimic life, you have to violate the order of the cosmos, and that requires calling on forces who exist to destroy that order--to wit, demons. That's why all undead are linked to a demon lord. Channeling negative energy can cause pallor, melancholy, and fondness for heavy metal bands, but invoking demons is what corrupts your soul.
 

This is quite a threadjack you guys have going in here.

One of the things I've found neat in the Starter Set is that monsters are sometimes presented as variants of themselves. I'm talking about the sidebar that explains ash zombies are just zombies, but with one extra ability that kick in when they're first struck.
 

This is quite a threadjack you guys have going in here.

One of the things I've found neat in the Starter Set is that monsters are sometimes presented as variants of themselves. I'm talking about the sidebar that explains ash zombies are just zombies, but with one extra ability that kick in when they're first struck.

That sounds very much like "simple" templates. Which is very cool!
 

ANy thoughts on turning undead? My original thought is that undead are going to be turned very often. Unless there is some sort of mechanic I am missing, a 16 Wisdom vampire is going to be turned by a 1st level cleric about 50% of the time.
 

ANy thoughts on turning undead? My original thought is that undead are going to be turned very often. Unless there is some sort of mechanic I am missing, a 16 Wisdom vampire is going to be turned by a 1st level cleric about 50% of the time.
Well, if it's anything like previous editions, powerful undead will have "turn resistance" of some sort. If it follows 5E's usual approach, that will mean advantage on the save.

That's only a guess, though. It could also be that Turn Undead is just that good. The effect only lasts 1 minute, it breaks if the undead takes any damage, and it can never destroy anything of CR 5 or greater, so it's more of a defensive ability than an offensive one--it buys the party time to escape, or seek a better tactical position, when confronted with undead foes.
 
Last edited:

Into the Woods

Remove ads

Top