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<blockquote data-quote="ElectricDragon" data-source="post: 7529732" data-attributes="member: 10778"><p><span style="font-size: 26px"><strong>Scrabblings from the Graveyard</strong></span></p><p>Next are the rituals that Nethrancor makes available to his undead allies. Agreeing to become a lich or other intelligent undead is the first requirement to become an ally of the <em>Keeper of the Core</em>. Once undead, a simple service can be traded for more secrets such as one of the rituals listed below. Otherwise, each ritual must be researched separately or found in some musty tome. Rituals can be researched as if they were 9th level spells for time and gold expenditure but do not usually require a caster level.</p><p></p><p></p><p><span style="font-size: 22px"><strong>Dead Rattor Ritual</strong></span></p><p>Some vampires want undead as guardians rather than charmed living creatures; seeing them as more reliable and undyingly predictable. Dead rattors fit this bill perfectly. The vampire usually sets the former lycanthropes as guards for a chamber and leaves them to attack any living creatures that enter that room.</p><p>The ceremony for creating a dead rattor takes 8 hours on each of three nights and must take place on the <em>Feast of Samhain</em> (or whatever the holiday is called at that place and time) and the nights immediately preceding and following this holiday. Vestments for the ceremony cost 1,500 gp, but can be reused. Each night rare herbs and incenses worth at least 800 gp must be burned in a small campfire. Each prospective sacrifice must be shackled with alchemical silver shackles and bound with an alchemical silver chain. The sacrifices must be wererats and should be killed by the advent of darkness on the <em>Hollow Night</em>. The ears are cut off with an alchemical silver knife then the knife is plunged into the sacrificial victim’s left eye and left there to simmer. Multiple dead rattors can be created; but a wererat must be sacrificed for each one and a different alchemical silver dagger must be used for each one. At the end of the third night’s ceremony, each wererat shrinks into the form of a dead rattor. Dead rattors are under the control of their creator for only 24 hours. After that, the dead rattor becomes free-willed, but still cannot attack their creator.</p><p></p><p><strong>Prerequisites:</strong> <em>baleful polymorph</em> dead rattor ritual; <strong>Costs:</strong> 2,400 gp of rare herbs and incenses, 1,500 gp for vestments, an alchemical silver knife for each prospective sacrifice, an alchemical silver set of shackles for each prospective sacrifice, an alchemical silver chain for each prospective sacrifice, a wererat sacrifice for each undead to be created, and 50 xp/HD of undead created; <strong>Time:</strong> 3 days (24 hours).</p><p></p><p></p><p><span style="font-size: 22px"><strong>Digger Ghoul Ritual</strong></span></p><p>Some undead necromancers or death priests require lots of dead bodies. This ritual creates a special creature that can sniff out and dig up dead bodies very quickly.</p><p>The ceremony for creating a digger ghoul takes 8 hours and must take place on the night of <em>The Day of the Dead</em> or whatever the holiday is called at the time. Vestments for the ceremony cost 3,000 gp, but can be reused. Rare herbs and incenses worth at least 300 gp must be mixed with grave dirt and burned in a black cauldron. The sacrifice must be a humanoid gravedigger that must be killed using a scythe with a snaith made of bone, by eviseration. Multiple digger ghouls can be created; but a humanoid gravedigger must be sacrificed for each one. At the end of the ceremony, the dead gravedigger’s body changes into the form of a digger ghoul. The claws and teeth thicken and lengthen to 6 inches each. The hair grows at an alarming rate until it reaches the shoulder blades. The hair also thickens and becomes stringy. The eyes sink deep into the skull and glow with an inner yellow light. The digger ghoul is ingrained with a singular purpose: to find and dig up bodies for its master. Once the ritual is complete, the digger ghoul jumps up and sniffs the ground to smell out dead bodies within range. The digger ghoul will go to the nearest buried dead body and dig it up for its creator. As soon as the digger ghoul unearths a body, it runs off in search of another. It will continue doing this until ordered to stop, it is attacked, it is destroyed, or there are no dead bodies in range.</p><p></p><p>The digger ghoul can also be given other orders within its abilities. Digger ghouls are expert trackers, excellent diggers, and fast scouts. Only orders that call for one of these abilities will be obeyed. Digger ghouls are always under the control of their creator and do not count as undead controlled for purposes of the <em>animate dead</em> spell.</p><p></p><p><strong>Prerequisites:</strong> <em>ghoul touch</em>; digger ghoul ritual; <strong>Costs:</strong> 300 gp of rare herbs and incenses, grave dirt, 3,000 gp for vestments, a scythe with a snaith made of bone, a humanoid gravedigger victim for each undead to be created, and 500 xp/HD of undead created; <strong>Time:</strong> 1 day (8 hours).</p><p></p><p></p><p><strong><span style="font-size: 22px">Ice Shaman Ritual</span></strong></p><p>Some undead are not harmed by cold, in fact some of those undead revel in this fact surrounding themselves with area-affecting cold-generating creatures to make their home environment less hospitable to those seeking to destroy them. This ceremony creates a area-affecting, cold-generating undead under the control of its creator. Certain undead have also used these creatures for plans of conquest of the northlands.</p><p>The ceremony for creating an ice shaman takes 8 hours on each of three nights and must take place on the nights of <em>The Blood Moon</em> (or whatever the holiday is called in that place and time) and the nights immediately preceding and following this holiday. The temperature must be below freezing all three days or the ceremony fails. Vestments for the ceremony cost 1,000 gp and cannot be reused. Each night rare herbs and incenses worth at least 200 gp must be dropped into freezing water kept in a ice-sculpted basin. Making the basin requires a Craft (sculpting) check DC 5.</p><p>On the first night, one corporeal living intelligent creature with a skeletal system must be frozen to death as the sacrifice; the method of freezing is not important. On the second night, the caster must complete the ritual to infuse the material components into the frozen body. See below for a complete list of material components. On the third night the caster must cast the required spells on the body and summon a shadow demon to inhabit the now prepared dead body and finally pay the experience cost for creating this beast. Once the ceremony is complete, the shadow demon takes control of the dead body and becomes an ice shaman forevermore tied to that creature. It follows its creator's orders, even complicated and convoluted ones (though shadow demons are known for twisting meanings, so beware) until destroyed which sends the shadow demon back to its home plane.</p><p></p><p><strong>Material Components:</strong> A carved icicle shaped like a wand that requires a Craft (sculpting) check DC10, a <em>staff of frost</em>, and a fully-charged <em>wand of sleet storm</em> are the items to be infused into the frozen dead body of the sacrificial victim (via Magic Composition, see below).</p><p></p><p><strong>Prerequisites:</strong> <em>create greater undead</em>, <em>gate</em>, <em>magical composition*</em>, <em>polymorph any object</em>, <em>power word chill</em>; one sacrificial victim; material components; ice shaman ritual; <strong>Costs:</strong> 600 gp of rare herbs and incenses, 1,000 gp for vestments, the material components listed above, one intelligent living corporeal creature (with a skeletal system) as a sacrifice, and 3,000 xp. <strong>Time:</strong> 3 days (24 hours)</p><p><span style="font-size: 9px">*New spell, see below.</span></p><p></p><p><span style="font-size: 18px"><em><strong>Excerpt from Ramiel’s Journal, Year 3</strong></em></span></p><p><em>Two years of hard work down the drain</em>…Fabricate <em>won’t work, the gem is magic, I should have known. Now I need a higher level spell that does what</em> fabricate <em>does but to magic items.</em></p><p></p><p><span style="font-size: 18px"><em><strong>Excerpt from Ramiel’s Journal, Year 5</strong></em></span></p><p><em>As my companions warned, this pursuit has beggared me. Unfortunately, having abandoned me earlier this year, they are not around to gloat about it. They’re probably off slaying balrogs and tribbles somewhere. My money ran out and I still have no answer that works. Having sold off most of my personal library to fund my research at the Grand Library of Bridgeford, I now sit in quiet desperation unsure where to look next. I called out to the </em>Death Father<em>, asking for an answer to my dilemma. Immediately, a book fell off the shelf landing on the floor with a loud bang, flipping itself open to a page containing this spell. Realizing what was before me, I felt the </em>Death Father’s<em> hand lay a quest upon me to quickly become a lich, I saw his burning eyes briefly looking into my soul, before they faded away leaving me bleary-eyed. I felt a great urgency to fulfill my lifelong quest and immediately set about preparing for the ritual.</em></p><p></p><p><span style="font-size: 18px"><strong>Magical Composition</strong></span></p><p><span style="font-size: 12px"><strong><em>Transmutation</em></strong></span></p><p><strong>Level:</strong> Sor/Wiz 7</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> See text</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> Up to 10 cu. ft./level; see text</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p>You can convert up to two objects (one or both of which may be magical) into another object. Magic items can be created or transmuted by the <em>magical composition</em> spell. [For example, merging a +1 steel long sword and a +2 steel dagger (plus 25 pounds of steel) to make a +2 steel chain shirt, requiring the two weapons, the extra steel, and a Craft (armorer) check DC 20]. The new object must be the same size category as the larger of the two objects (or up to two sizes larger if extra material of the new item’s weight is provided). Shape of the new object is up to the caster, but if there is a weight difference the caster must provide this extra material. Both old and new forms must fall into the maximum size allowed by the caster’s level. The quality of items made by this spell is commensurate with the quality of objects used as the basis for the new composite. When working with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet per level.</p><p>You must make an appropriate Craft check (masterwork) for the final item if the target(s) are magic items.</p><p>You can increase the size by up to two size categories above the larger of the two items. The extra material added can change the material qualities of the final item (in the example above, adding 10 pounds of mithral would make it a mithral chain shirt+2) or increase the object’s size (continuing the example, adding 50 pounds of steel to make a Large size chain shirt +2).</p><p>A failed Craft check prevents any magics other than straight plusses to be transferred to the new item.</p><p>Casting requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell.</p><p><strong>Material Component:</strong> The original objects, whose prices are as listed.</p><p><strong>Note:</strong> This spell has randomly varying effects with combining magics. Only with straight magical plusses is it dependable. The plusses overlap. To increase size requires at least twice as much material for each larger size classification (see table: Armor for Unusual Creatures in the Core Rules).</p><p></p><p><strong>Cubic Feet of Weapon or Armor by Size</strong></p><p>Tiny and smaller - 1</p><p>Small - 3</p><p>Medium - 6</p><p>Large - 12</p><p>Huge - 60</p><p></p><p><strong>Sizes of Weapons and Armor</strong></p><p>A light weapon is two sizes smaller than its wielder.</p><p>A one-handed weapon is one size smaller than its wielder.</p><p>A two-handed weapon is the same size as its wielder.</p><p>Armor is the same size as its wearer.</p><p></p><p>Mixing magical abilities is risky (though there are several examples of rituals that use this spell successfully) and not only random but also tricky. If the new item does not normally have a quality of its proposed new kind, only the DM can determine if this new ability falls in line as something available to the item (For example: an armor ability for a weapon or a weapon ability on armor, a mirror ability on gloves, etc.). If the item can be normally found with its proposed new ability, the chance is random as to whether it transfers as shown on the table below. Each item’s effects are taken separately.</p><p><strong>D10</strong></p><p>1-7: effect cancelled.</p><p>8-9: effect works normally.</p><p>10: effect works at a bonus (+1/day or +5% increase in effectiveness, duration, range, damage, or area).</p><p></p><p></p><p><strong><span style="font-size: 22px">Mummy Ritual</span></strong></p><p>Desserts are a popular place for undead to hang out and having a cadre of mummies guarding your antechamber can mean the difference between “living” another 1,000 years and being destroyed tomorrow.</p><p>The ceremony for creating a mummy is not tied to a specific time, but must be performed in a specific place, an <em>unhallow</em> spell is required to prepare the place which must have a sacrificial altar at its center. The ritual requires vestments worth 2,000 gp but they can be reused. Rare incenses (worth 200 gp) must be burned in iron braziers surrounding the sacrificial altar. Rare herbs (worth 500 gp per mummy) must be bound to the prospective mummy (a living intelligent creature) with specially <em>cursed</em> linen strips. The linen strips are first dipped into a special concoction made from made from the ashes of mummies destroyed by fire, the dust of someone that died of <em>mummy rot</em> and <em>unholy water</em> (mummy salve: Craft (alchemy) check DC 20 to make, Cost: 500 gp, 1 jar is enough for 1 mummy) that imparts both heat and hardness to the strips as they dry. When drying on the victim (4 hours), the strips give off a greenish vapor that slowly strangles the wrapped creature as the linen strips heat up and tighten. Once the linen strips are dry, the victim is dead and it rises again as a normal mummy, temporarily under the control of its creator. The ritual is then finished and the new mummy can be given orders. The mummy does not remain under the control of the caster of the ritual who can only give it orders this once. Typically a mummy is set to guard a place, usually a tomb, with a password or emblem allowing free entrance. Willingness of the victim is not a requirement. Making multiple mummies requires separate living victims, multiple altars, multiple sets of linen strips, herbs, and incenses, multiple jars of mummy salve, and multiples of the xp cost, but the <em>unhallow</em> spell needs to be cast only once.</p><p></p><p><strong>Prerequisites:</strong> <em>bestow curse</em>, <em>unhallow</em>; jar of mummy salve; mummy ritual; <strong>Costs:</strong> 500 gp of rare herbs, 200 gp of rare incenses, 2,000 gp for vestments, 25 gp of linen strips, 500 gp for the mummy salve, one living intelligent creature, and 1,250 xp. <strong>Time:</strong> 1 day (8 hours)/mummy.</p><p></p><p><strong>Note:</strong> This is not the only way to make a mummy; this is just Nethrancor's method. It is also possible for mummies to be spontaneously created from the normal mummification process, though the how and why of this is often shrouded in mystery.</p><p></p><p></p><p><strong><span style="font-size: 22px">Sanctum Wraith Ritual</span></strong></p><p>This insidious ritual sets a trap for the unwary that turns trespassers into undead guardians. As the ritual suggests by its name, it was originally intended as a protection for an undead creature’s inner sanctum; but it sees more use as a method for protecting treasure rooms.</p><p>The ceremony for creating a sanctum wraith takes place on the night of <em>Hallows Eve</em> (or whatever the holiday is called in that time and place). Vestments for the ceremony cost 5,000 gp and cannot be reused. That night rare herbs and incenses worth at least 3,600 gp must be burned in silver sanqphors throughout the sanctum. A line of silver dust worth at least 500 gp per 100 square feet of the sanctum must be traced around the sanctum before the ritual begins. This line delineates the boundaries of the protective sacrifice’s aura as well as the limits of the future sanctum wraiths’ domain. Up to three wraiths can be sacrificed to fuel the protective aura around your sanctum. You must pay 1,000 xp per wraith sacrificed. Once the ceremony is complete, your sanctum radiates a palpable aura of evil much like the wraith’s unnatural aura ability. Any living creatures entering your sanctum without first speaking the word of command you set during the ceremony becomes affected by the essences of the sacrificed wraith(s). The intruder must make a Fortitude save DC 10 + ½ your caster level + your primary casting stat bonus, each minute or take 1d4 Constitution damage (+2 per wraith beyond the first that was sacrificed), successful saves halve the damage. A creature reduced to 0 Constitution in this way dies and rises again in 1d4 rounds as a sanctum wraith. The sanctum wraith is prevented from attacking anyone that speaks the word of command set by you during the ceremony and can never leave the confines of its domain, your sanctum, delineated by the line of silver dust at the beginning of the ritual. Once the aura has created as many sanctum wraiths as the number of wraiths you sacrificed in the ceremony, it is discharged and does not further work, but the wraiths it created remain to guard the area until destroyed.</p><p></p><p><strong>Prerequisites:</strong> <em>create greater undead</em>, <em>unhallow</em>; sanctum wraith ritual; <strong>Costs:</strong> 3,600 gp of rare herbs and incenses, 5,000 gp for vestments, 500 gp of powdered silver per 100 square feet of the sanctum, up to three wraith sacrifices, and 1,000 xp per wraith sacrificed. <strong>Time:</strong> 1 day (8 hours).</p><p></p><p></p><p><strong><span style="font-size: 22px">Shadow Spy Ritual</span></strong></p><p>For those undead that have to see and know it all: their very own spy network. This ritual creates (usually) multiple shadowy spies under the ritual master’s (or whoever holds the black gem) control.</p><p>The ceremony for creating a shadow spy takes 8 hours and must take place on the night of the eve of <em>Dead Dawn</em> (or whatever the holiday is called in this place and time). Vestments for the ceremony cost 500 gp but can be reused. Rare herbs and incenses worth at least 1,000 gp must be burned in a blackened iron brazier. The sacrifices must be Small sized intelligent humanoid creatures and should be killed by midnight. The hearts are cut out of the sacrificial victims and offered to the darkness (thrown out of visual range) creating the shadow spy. Multiple shadow spies can be created; but a Small sized creature must be sacrificed for each one.</p><p>The next night, <em>Dead Dawn</em>, requires another ceremony. The brazier is again lit, costing another 1,000 gp worth of rare herbs and incenses, while the creator chants over a black gem (worth 10 gp/HD of undead created the night before). This ceremony also takes 8 hours.</p><p></p><p><strong>Prerequisites:</strong> <em>blacklight</em>; shadow spy ritual; <strong>Costs:</strong> 2,000 gp of rare herbs and incenses, 500 gp for vestments, a black gem worth 10 gp/HD of undead to be created, and a sacrificial victim of Small size for each undead to be created and 250 xp/HD of undead created; <strong>Time:</strong> 2 days (16 hours).</p><p><strong>Note:</strong> The gem is the only method of giving orders to the shadow spies created with it. If it is lost or destroyed, the shadow spies continue to follow their last order indefinitely.</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7529732, member: 10778"] [SIZE=7][B]Scrabblings from the Graveyard[/B][/SIZE] Next are the rituals that Nethrancor makes available to his undead allies. Agreeing to become a lich or other intelligent undead is the first requirement to become an ally of the [I]Keeper of the Core[/I]. Once undead, a simple service can be traded for more secrets such as one of the rituals listed below. Otherwise, each ritual must be researched separately or found in some musty tome. Rituals can be researched as if they were 9th level spells for time and gold expenditure but do not usually require a caster level. [SIZE=6][B]Dead Rattor Ritual[/B][/SIZE] Some vampires want undead as guardians rather than charmed living creatures; seeing them as more reliable and undyingly predictable. Dead rattors fit this bill perfectly. The vampire usually sets the former lycanthropes as guards for a chamber and leaves them to attack any living creatures that enter that room. The ceremony for creating a dead rattor takes 8 hours on each of three nights and must take place on the [I]Feast of Samhain[/I] (or whatever the holiday is called at that place and time) and the nights immediately preceding and following this holiday. Vestments for the ceremony cost 1,500 gp, but can be reused. Each night rare herbs and incenses worth at least 800 gp must be burned in a small campfire. Each prospective sacrifice must be shackled with alchemical silver shackles and bound with an alchemical silver chain. The sacrifices must be wererats and should be killed by the advent of darkness on the [I]Hollow Night[/I]. The ears are cut off with an alchemical silver knife then the knife is plunged into the sacrificial victim’s left eye and left there to simmer. Multiple dead rattors can be created; but a wererat must be sacrificed for each one and a different alchemical silver dagger must be used for each one. At the end of the third night’s ceremony, each wererat shrinks into the form of a dead rattor. Dead rattors are under the control of their creator for only 24 hours. After that, the dead rattor becomes free-willed, but still cannot attack their creator. [B]Prerequisites:[/B] [I]baleful polymorph[/I] dead rattor ritual; [B]Costs:[/B] 2,400 gp of rare herbs and incenses, 1,500 gp for vestments, an alchemical silver knife for each prospective sacrifice, an alchemical silver set of shackles for each prospective sacrifice, an alchemical silver chain for each prospective sacrifice, a wererat sacrifice for each undead to be created, and 50 xp/HD of undead created; [B]Time:[/B] 3 days (24 hours). [SIZE=6][B]Digger Ghoul Ritual[/B][/SIZE] Some undead necromancers or death priests require lots of dead bodies. This ritual creates a special creature that can sniff out and dig up dead bodies very quickly. The ceremony for creating a digger ghoul takes 8 hours and must take place on the night of [I]The Day of the Dead[/I] or whatever the holiday is called at the time. Vestments for the ceremony cost 3,000 gp, but can be reused. Rare herbs and incenses worth at least 300 gp must be mixed with grave dirt and burned in a black cauldron. The sacrifice must be a humanoid gravedigger that must be killed using a scythe with a snaith made of bone, by eviseration. Multiple digger ghouls can be created; but a humanoid gravedigger must be sacrificed for each one. At the end of the ceremony, the dead gravedigger’s body changes into the form of a digger ghoul. The claws and teeth thicken and lengthen to 6 inches each. The hair grows at an alarming rate until it reaches the shoulder blades. The hair also thickens and becomes stringy. The eyes sink deep into the skull and glow with an inner yellow light. The digger ghoul is ingrained with a singular purpose: to find and dig up bodies for its master. Once the ritual is complete, the digger ghoul jumps up and sniffs the ground to smell out dead bodies within range. The digger ghoul will go to the nearest buried dead body and dig it up for its creator. As soon as the digger ghoul unearths a body, it runs off in search of another. It will continue doing this until ordered to stop, it is attacked, it is destroyed, or there are no dead bodies in range. The digger ghoul can also be given other orders within its abilities. Digger ghouls are expert trackers, excellent diggers, and fast scouts. Only orders that call for one of these abilities will be obeyed. Digger ghouls are always under the control of their creator and do not count as undead controlled for purposes of the [I]animate dead[/I] spell. [B]Prerequisites:[/B] [I]ghoul touch[/I]; digger ghoul ritual; [B]Costs:[/B] 300 gp of rare herbs and incenses, grave dirt, 3,000 gp for vestments, a scythe with a snaith made of bone, a humanoid gravedigger victim for each undead to be created, and 500 xp/HD of undead created; [B]Time:[/B] 1 day (8 hours). [B][SIZE=6]Ice Shaman Ritual[/SIZE][/B] Some undead are not harmed by cold, in fact some of those undead revel in this fact surrounding themselves with area-affecting cold-generating creatures to make their home environment less hospitable to those seeking to destroy them. This ceremony creates a area-affecting, cold-generating undead under the control of its creator. Certain undead have also used these creatures for plans of conquest of the northlands. The ceremony for creating an ice shaman takes 8 hours on each of three nights and must take place on the nights of [I]The Blood Moon[/I] (or whatever the holiday is called in that place and time) and the nights immediately preceding and following this holiday. The temperature must be below freezing all three days or the ceremony fails. Vestments for the ceremony cost 1,000 gp and cannot be reused. Each night rare herbs and incenses worth at least 200 gp must be dropped into freezing water kept in a ice-sculpted basin. Making the basin requires a Craft (sculpting) check DC 5. On the first night, one corporeal living intelligent creature with a skeletal system must be frozen to death as the sacrifice; the method of freezing is not important. On the second night, the caster must complete the ritual to infuse the material components into the frozen body. See below for a complete list of material components. On the third night the caster must cast the required spells on the body and summon a shadow demon to inhabit the now prepared dead body and finally pay the experience cost for creating this beast. Once the ceremony is complete, the shadow demon takes control of the dead body and becomes an ice shaman forevermore tied to that creature. It follows its creator's orders, even complicated and convoluted ones (though shadow demons are known for twisting meanings, so beware) until destroyed which sends the shadow demon back to its home plane. [B]Material Components:[/B] A carved icicle shaped like a wand that requires a Craft (sculpting) check DC10, a [I]staff of frost[/I], and a fully-charged [I]wand of sleet storm[/I] are the items to be infused into the frozen dead body of the sacrificial victim (via Magic Composition, see below). [B]Prerequisites:[/B] [I]create greater undead[/I], [I]gate[/I], [I]magical composition*[/I], [I]polymorph any object[/I], [I]power word chill[/I]; one sacrificial victim; material components; ice shaman ritual; [B]Costs:[/B] 600 gp of rare herbs and incenses, 1,000 gp for vestments, the material components listed above, one intelligent living corporeal creature (with a skeletal system) as a sacrifice, and 3,000 xp. [B]Time:[/B] 3 days (24 hours) [SIZE=1]*New spell, see below.[/SIZE] [SIZE=5][I][B]Excerpt from Ramiel’s Journal, Year 3[/B][/I][/SIZE] [I]Two years of hard work down the drain[/I]…Fabricate [I]won’t work, the gem is magic, I should have known. Now I need a higher level spell that does what[/I] fabricate [I]does but to magic items.[/I] [SIZE=5][I][B]Excerpt from Ramiel’s Journal, Year 5[/B][/I][/SIZE] [I]As my companions warned, this pursuit has beggared me. Unfortunately, having abandoned me earlier this year, they are not around to gloat about it. They’re probably off slaying balrogs and tribbles somewhere. My money ran out and I still have no answer that works. Having sold off most of my personal library to fund my research at the Grand Library of Bridgeford, I now sit in quiet desperation unsure where to look next. I called out to the [/I]Death Father[I], asking for an answer to my dilemma. Immediately, a book fell off the shelf landing on the floor with a loud bang, flipping itself open to a page containing this spell. Realizing what was before me, I felt the [/I]Death Father’s[I] hand lay a quest upon me to quickly become a lich, I saw his burning eyes briefly looking into my soul, before they faded away leaving me bleary-eyed. I felt a great urgency to fulfill my lifelong quest and immediately set about preparing for the ritual.[/I] [SIZE=5][B]Magical Composition[/B][/SIZE] [SIZE=3][B][I]Transmutation[/I][/B][/SIZE] [B]Level:[/B] Sor/Wiz 7 [B]Components:[/B] V, S, M [B]Casting Time:[/B] See text [B]Range:[/B] Touch [B]Target:[/B] Up to 10 cu. ft./level; see text [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No You can convert up to two objects (one or both of which may be magical) into another object. Magic items can be created or transmuted by the [I]magical composition[/I] spell. [For example, merging a +1 steel long sword and a +2 steel dagger (plus 25 pounds of steel) to make a +2 steel chain shirt, requiring the two weapons, the extra steel, and a Craft (armorer) check DC 20]. The new object must be the same size category as the larger of the two objects (or up to two sizes larger if extra material of the new item’s weight is provided). Shape of the new object is up to the caster, but if there is a weight difference the caster must provide this extra material. Both old and new forms must fall into the maximum size allowed by the caster’s level. The quality of items made by this spell is commensurate with the quality of objects used as the basis for the new composite. When working with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet per level. You must make an appropriate Craft check (masterwork) for the final item if the target(s) are magic items. You can increase the size by up to two size categories above the larger of the two items. The extra material added can change the material qualities of the final item (in the example above, adding 10 pounds of mithral would make it a mithral chain shirt+2) or increase the object’s size (continuing the example, adding 50 pounds of steel to make a Large size chain shirt +2). A failed Craft check prevents any magics other than straight plusses to be transferred to the new item. Casting requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell. [B]Material Component:[/B] The original objects, whose prices are as listed. [B]Note:[/B] This spell has randomly varying effects with combining magics. Only with straight magical plusses is it dependable. The plusses overlap. To increase size requires at least twice as much material for each larger size classification (see table: Armor for Unusual Creatures in the Core Rules). [B]Cubic Feet of Weapon or Armor by Size[/B] Tiny and smaller - 1 Small - 3 Medium - 6 Large - 12 Huge - 60 [B]Sizes of Weapons and Armor[/B] A light weapon is two sizes smaller than its wielder. A one-handed weapon is one size smaller than its wielder. A two-handed weapon is the same size as its wielder. Armor is the same size as its wearer. Mixing magical abilities is risky (though there are several examples of rituals that use this spell successfully) and not only random but also tricky. If the new item does not normally have a quality of its proposed new kind, only the DM can determine if this new ability falls in line as something available to the item (For example: an armor ability for a weapon or a weapon ability on armor, a mirror ability on gloves, etc.). If the item can be normally found with its proposed new ability, the chance is random as to whether it transfers as shown on the table below. Each item’s effects are taken separately. [B]D10[/B] 1-7: effect cancelled. 8-9: effect works normally. 10: effect works at a bonus (+1/day or +5% increase in effectiveness, duration, range, damage, or area). [B][SIZE=6]Mummy Ritual[/SIZE][/B] Desserts are a popular place for undead to hang out and having a cadre of mummies guarding your antechamber can mean the difference between “living” another 1,000 years and being destroyed tomorrow. The ceremony for creating a mummy is not tied to a specific time, but must be performed in a specific place, an [I]unhallow[/I] spell is required to prepare the place which must have a sacrificial altar at its center. The ritual requires vestments worth 2,000 gp but they can be reused. Rare incenses (worth 200 gp) must be burned in iron braziers surrounding the sacrificial altar. Rare herbs (worth 500 gp per mummy) must be bound to the prospective mummy (a living intelligent creature) with specially [I]cursed[/I] linen strips. The linen strips are first dipped into a special concoction made from made from the ashes of mummies destroyed by fire, the dust of someone that died of [I]mummy rot[/I] and [I]unholy water[/I] (mummy salve: Craft (alchemy) check DC 20 to make, Cost: 500 gp, 1 jar is enough for 1 mummy) that imparts both heat and hardness to the strips as they dry. When drying on the victim (4 hours), the strips give off a greenish vapor that slowly strangles the wrapped creature as the linen strips heat up and tighten. Once the linen strips are dry, the victim is dead and it rises again as a normal mummy, temporarily under the control of its creator. The ritual is then finished and the new mummy can be given orders. The mummy does not remain under the control of the caster of the ritual who can only give it orders this once. Typically a mummy is set to guard a place, usually a tomb, with a password or emblem allowing free entrance. Willingness of the victim is not a requirement. Making multiple mummies requires separate living victims, multiple altars, multiple sets of linen strips, herbs, and incenses, multiple jars of mummy salve, and multiples of the xp cost, but the [I]unhallow[/I] spell needs to be cast only once. [B]Prerequisites:[/B] [I]bestow curse[/I], [I]unhallow[/I]; jar of mummy salve; mummy ritual; [B]Costs:[/B] 500 gp of rare herbs, 200 gp of rare incenses, 2,000 gp for vestments, 25 gp of linen strips, 500 gp for the mummy salve, one living intelligent creature, and 1,250 xp. [B]Time:[/B] 1 day (8 hours)/mummy. [B]Note:[/B] This is not the only way to make a mummy; this is just Nethrancor's method. It is also possible for mummies to be spontaneously created from the normal mummification process, though the how and why of this is often shrouded in mystery. [B][SIZE=6]Sanctum Wraith Ritual[/SIZE][/B] This insidious ritual sets a trap for the unwary that turns trespassers into undead guardians. As the ritual suggests by its name, it was originally intended as a protection for an undead creature’s inner sanctum; but it sees more use as a method for protecting treasure rooms. The ceremony for creating a sanctum wraith takes place on the night of [I]Hallows Eve[/I] (or whatever the holiday is called in that time and place). Vestments for the ceremony cost 5,000 gp and cannot be reused. That night rare herbs and incenses worth at least 3,600 gp must be burned in silver sanqphors throughout the sanctum. A line of silver dust worth at least 500 gp per 100 square feet of the sanctum must be traced around the sanctum before the ritual begins. This line delineates the boundaries of the protective sacrifice’s aura as well as the limits of the future sanctum wraiths’ domain. Up to three wraiths can be sacrificed to fuel the protective aura around your sanctum. You must pay 1,000 xp per wraith sacrificed. Once the ceremony is complete, your sanctum radiates a palpable aura of evil much like the wraith’s unnatural aura ability. Any living creatures entering your sanctum without first speaking the word of command you set during the ceremony becomes affected by the essences of the sacrificed wraith(s). The intruder must make a Fortitude save DC 10 + ½ your caster level + your primary casting stat bonus, each minute or take 1d4 Constitution damage (+2 per wraith beyond the first that was sacrificed), successful saves halve the damage. A creature reduced to 0 Constitution in this way dies and rises again in 1d4 rounds as a sanctum wraith. The sanctum wraith is prevented from attacking anyone that speaks the word of command set by you during the ceremony and can never leave the confines of its domain, your sanctum, delineated by the line of silver dust at the beginning of the ritual. Once the aura has created as many sanctum wraiths as the number of wraiths you sacrificed in the ceremony, it is discharged and does not further work, but the wraiths it created remain to guard the area until destroyed. [B]Prerequisites:[/B] [I]create greater undead[/I], [I]unhallow[/I]; sanctum wraith ritual; [B]Costs:[/B] 3,600 gp of rare herbs and incenses, 5,000 gp for vestments, 500 gp of powdered silver per 100 square feet of the sanctum, up to three wraith sacrifices, and 1,000 xp per wraith sacrificed. [B]Time:[/B] 1 day (8 hours). [B][SIZE=6]Shadow Spy Ritual[/SIZE][/B] For those undead that have to see and know it all: their very own spy network. This ritual creates (usually) multiple shadowy spies under the ritual master’s (or whoever holds the black gem) control. The ceremony for creating a shadow spy takes 8 hours and must take place on the night of the eve of [I]Dead Dawn[/I] (or whatever the holiday is called in this place and time). Vestments for the ceremony cost 500 gp but can be reused. Rare herbs and incenses worth at least 1,000 gp must be burned in a blackened iron brazier. The sacrifices must be Small sized intelligent humanoid creatures and should be killed by midnight. The hearts are cut out of the sacrificial victims and offered to the darkness (thrown out of visual range) creating the shadow spy. Multiple shadow spies can be created; but a Small sized creature must be sacrificed for each one. The next night, [I]Dead Dawn[/I], requires another ceremony. The brazier is again lit, costing another 1,000 gp worth of rare herbs and incenses, while the creator chants over a black gem (worth 10 gp/HD of undead created the night before). This ceremony also takes 8 hours. [B]Prerequisites:[/B] [I]blacklight[/I]; shadow spy ritual; [B]Costs:[/B] 2,000 gp of rare herbs and incenses, 500 gp for vestments, a black gem worth 10 gp/HD of undead to be created, and a sacrificial victim of Small size for each undead to be created and 250 xp/HD of undead created; [B]Time:[/B] 2 days (16 hours). [B]Note:[/B] The gem is the only method of giving orders to the shadow spies created with it. If it is lost or destroyed, the shadow spies continue to follow their last order indefinitely. [/QUOTE]
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